236 lines
9.5 KiB
C#
236 lines
9.5 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEditor.Graphing;
|
||
|
|
||
|
namespace UnityEditor.ShaderGraph
|
||
|
{
|
||
|
[Serializable]
|
||
|
enum SlotValueType
|
||
|
{
|
||
|
SamplerState,
|
||
|
DynamicMatrix,
|
||
|
Matrix4,
|
||
|
Matrix3,
|
||
|
Matrix2,
|
||
|
Texture2D,
|
||
|
Texture2DArray,
|
||
|
Texture3D,
|
||
|
Cubemap,
|
||
|
Gradient,
|
||
|
DynamicVector,
|
||
|
Vector4,
|
||
|
Vector3,
|
||
|
Vector2,
|
||
|
Vector1,
|
||
|
Dynamic,
|
||
|
Boolean,
|
||
|
VirtualTexture,
|
||
|
PropertyConnectionState,
|
||
|
}
|
||
|
|
||
|
enum ConcreteSlotValueType
|
||
|
{
|
||
|
SamplerState,
|
||
|
Matrix4,
|
||
|
Matrix3,
|
||
|
Matrix2,
|
||
|
Texture2D,
|
||
|
Texture2DArray,
|
||
|
Texture3D,
|
||
|
Cubemap,
|
||
|
Gradient,
|
||
|
Vector4,
|
||
|
Vector3,
|
||
|
Vector2,
|
||
|
Vector1,
|
||
|
Boolean,
|
||
|
VirtualTexture,
|
||
|
PropertyConnectionState
|
||
|
}
|
||
|
|
||
|
// This enum must match ConcreteSlotValueType enum and is used to give friendly name in the enum popup used for custom function
|
||
|
enum ConcreteSlotValueTypePopupName
|
||
|
{
|
||
|
SamplerState = ConcreteSlotValueType.SamplerState,
|
||
|
Matrix4 = ConcreteSlotValueType.Matrix4,
|
||
|
Matrix3 = ConcreteSlotValueType.Matrix3,
|
||
|
Matrix2 = ConcreteSlotValueType.Matrix2,
|
||
|
Texture2D = ConcreteSlotValueType.Texture2D,
|
||
|
Texture2DArray = ConcreteSlotValueType.Texture2DArray,
|
||
|
Texture3D = ConcreteSlotValueType.Texture3D,
|
||
|
Cubemap = ConcreteSlotValueType.Cubemap,
|
||
|
Gradient = ConcreteSlotValueType.Gradient,
|
||
|
Vector4 = ConcreteSlotValueType.Vector4,
|
||
|
Vector3 = ConcreteSlotValueType.Vector3,
|
||
|
Vector2 = ConcreteSlotValueType.Vector2,
|
||
|
Float = ConcreteSlotValueType.Vector1, // This is currently the only renaming we need - rename Vector1 to Float
|
||
|
Boolean = ConcreteSlotValueType.Boolean,
|
||
|
VirtualTexture = ConcreteSlotValueType.VirtualTexture,
|
||
|
PropertyConnectionState = ConcreteSlotValueType.PropertyConnectionState,
|
||
|
|
||
|
// These allow the user to choose 'bare' types for custom function nodes
|
||
|
// they are treated specially in the conversion functions below
|
||
|
BareSamplerState = 1000 + ConcreteSlotValueType.SamplerState,
|
||
|
BareTexture2D = 1000 + ConcreteSlotValueType.Texture2D,
|
||
|
BareTexture2DArray = 1000 + ConcreteSlotValueType.Texture2DArray,
|
||
|
BareTexture3D = 1000 + ConcreteSlotValueType.Texture3D,
|
||
|
BareCubemap = 1000 + ConcreteSlotValueType.Cubemap,
|
||
|
}
|
||
|
|
||
|
static class SlotValueHelper
|
||
|
{
|
||
|
public static ConcreteSlotValueTypePopupName ToConcreteSlotValueTypePopupName(this ConcreteSlotValueType slotType, bool isBareResource)
|
||
|
{
|
||
|
ConcreteSlotValueTypePopupName result = (ConcreteSlotValueTypePopupName)slotType;
|
||
|
switch (slotType)
|
||
|
{
|
||
|
case ConcreteSlotValueType.SamplerState:
|
||
|
if (isBareResource)
|
||
|
result = ConcreteSlotValueTypePopupName.BareSamplerState;
|
||
|
break;
|
||
|
case ConcreteSlotValueType.Texture2D:
|
||
|
if (isBareResource)
|
||
|
result = ConcreteSlotValueTypePopupName.BareTexture2D;
|
||
|
break;
|
||
|
case ConcreteSlotValueType.Texture2DArray:
|
||
|
if (isBareResource)
|
||
|
result = ConcreteSlotValueTypePopupName.BareTexture2DArray;
|
||
|
break;
|
||
|
case ConcreteSlotValueType.Texture3D:
|
||
|
if (isBareResource)
|
||
|
result = ConcreteSlotValueTypePopupName.BareTexture3D;
|
||
|
break;
|
||
|
case ConcreteSlotValueType.Cubemap:
|
||
|
if (isBareResource)
|
||
|
result = ConcreteSlotValueTypePopupName.BareCubemap;
|
||
|
break;
|
||
|
}
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
public static ConcreteSlotValueType ToConcreteSlotValueType(this ConcreteSlotValueTypePopupName popup, out bool isBareResource)
|
||
|
{
|
||
|
switch (popup)
|
||
|
{
|
||
|
case ConcreteSlotValueTypePopupName.BareSamplerState:
|
||
|
isBareResource = true;
|
||
|
return ConcreteSlotValueType.SamplerState;
|
||
|
case ConcreteSlotValueTypePopupName.BareTexture2D:
|
||
|
isBareResource = true;
|
||
|
return ConcreteSlotValueType.Texture2D;
|
||
|
case ConcreteSlotValueTypePopupName.BareTexture2DArray:
|
||
|
isBareResource = true;
|
||
|
return ConcreteSlotValueType.Texture2DArray;
|
||
|
case ConcreteSlotValueTypePopupName.BareTexture3D:
|
||
|
isBareResource = true;
|
||
|
return ConcreteSlotValueType.Texture3D;
|
||
|
case ConcreteSlotValueTypePopupName.BareCubemap:
|
||
|
isBareResource = true;
|
||
|
return ConcreteSlotValueType.Cubemap;
|
||
|
}
|
||
|
;
|
||
|
|
||
|
isBareResource = false;
|
||
|
return (ConcreteSlotValueType)popup;
|
||
|
}
|
||
|
|
||
|
public static bool AllowedAsSubgraphOutput(this ConcreteSlotValueTypePopupName type)
|
||
|
{
|
||
|
// virtual textures and bare types disallowed
|
||
|
return (type < ConcreteSlotValueTypePopupName.VirtualTexture);
|
||
|
}
|
||
|
|
||
|
public static int GetChannelCount(this ConcreteSlotValueType type)
|
||
|
{
|
||
|
switch (type)
|
||
|
{
|
||
|
case ConcreteSlotValueType.Vector4:
|
||
|
return 4;
|
||
|
case ConcreteSlotValueType.Vector3:
|
||
|
return 3;
|
||
|
case ConcreteSlotValueType.Vector2:
|
||
|
return 2;
|
||
|
case ConcreteSlotValueType.Vector1:
|
||
|
return 1;
|
||
|
default:
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static int GetMatrixDimension(ConcreteSlotValueType type)
|
||
|
{
|
||
|
switch (type)
|
||
|
{
|
||
|
case ConcreteSlotValueType.Matrix4:
|
||
|
return 4;
|
||
|
case ConcreteSlotValueType.Matrix3:
|
||
|
return 3;
|
||
|
case ConcreteSlotValueType.Matrix2:
|
||
|
return 2;
|
||
|
default:
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static ConcreteSlotValueType ConvertMatrixToVectorType(ConcreteSlotValueType matrixType)
|
||
|
{
|
||
|
switch (matrixType)
|
||
|
{
|
||
|
case ConcreteSlotValueType.Matrix4:
|
||
|
return ConcreteSlotValueType.Vector4;
|
||
|
case ConcreteSlotValueType.Matrix3:
|
||
|
return ConcreteSlotValueType.Vector3;
|
||
|
default:
|
||
|
return ConcreteSlotValueType.Vector2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static Dictionary<ConcreteSlotValueType, List<SlotValueType>> s_ValidConversions;
|
||
|
static List<SlotValueType> s_ValidSlotTypes;
|
||
|
public static bool AreCompatible(SlotValueType inputType, ConcreteSlotValueType outputType, bool outputTypeIsConnectionTestable = false)
|
||
|
{
|
||
|
if (s_ValidConversions == null)
|
||
|
{
|
||
|
var validVectors = new List<SlotValueType>()
|
||
|
{
|
||
|
SlotValueType.Dynamic, SlotValueType.DynamicVector,
|
||
|
SlotValueType.Vector1, SlotValueType.Vector2, SlotValueType.Vector3, SlotValueType.Vector4
|
||
|
};
|
||
|
|
||
|
s_ValidConversions = new Dictionary<ConcreteSlotValueType, List<SlotValueType>>()
|
||
|
{
|
||
|
{ConcreteSlotValueType.Boolean, new List<SlotValueType>() {SlotValueType.Boolean}},
|
||
|
{ConcreteSlotValueType.Vector1, validVectors},
|
||
|
{ConcreteSlotValueType.Vector2, validVectors},
|
||
|
{ConcreteSlotValueType.Vector3, validVectors},
|
||
|
{ConcreteSlotValueType.Vector4, validVectors},
|
||
|
{ConcreteSlotValueType.Matrix2, new List<SlotValueType>()
|
||
|
{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2}},
|
||
|
{ConcreteSlotValueType.Matrix3, new List<SlotValueType>()
|
||
|
{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3}},
|
||
|
{ConcreteSlotValueType.Matrix4, new List<SlotValueType>()
|
||
|
{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3, SlotValueType.Matrix4}},
|
||
|
{ConcreteSlotValueType.Texture2D, new List<SlotValueType>() {SlotValueType.Texture2D}},
|
||
|
{ConcreteSlotValueType.Texture3D, new List<SlotValueType>() {SlotValueType.Texture3D}},
|
||
|
{ConcreteSlotValueType.Texture2DArray, new List<SlotValueType>() {SlotValueType.Texture2DArray}},
|
||
|
{ConcreteSlotValueType.Cubemap, new List<SlotValueType>() {SlotValueType.Cubemap}},
|
||
|
{ConcreteSlotValueType.SamplerState, new List<SlotValueType>() {SlotValueType.SamplerState}},
|
||
|
{ConcreteSlotValueType.Gradient, new List<SlotValueType>() {SlotValueType.Gradient}},
|
||
|
{ConcreteSlotValueType.VirtualTexture, new List<SlotValueType>() {SlotValueType.VirtualTexture}},
|
||
|
};
|
||
|
}
|
||
|
|
||
|
if (inputType == SlotValueType.PropertyConnectionState)
|
||
|
{
|
||
|
return outputTypeIsConnectionTestable;
|
||
|
}
|
||
|
|
||
|
if (s_ValidConversions.TryGetValue(outputType, out s_ValidSlotTypes))
|
||
|
{
|
||
|
return s_ValidSlotTypes.Contains(inputType);
|
||
|
}
|
||
|
throw new ArgumentOutOfRangeException("Unknown Concrete Slot Type: " + outputType);
|
||
|
}
|
||
|
}
|
||
|
}
|