using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Internal; using UnityEditor.ShaderGraph.Serialization; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] abstract class MaterialSlot : JsonObject { const string k_NotInit = "Not Initialized"; [SerializeField] int m_Id; [SerializeField] string m_DisplayName = k_NotInit; [SerializeField] SlotType m_SlotType = SlotType.Input; [SerializeField] bool m_Hidden; [SerializeField] string m_ShaderOutputName; [SerializeField] ShaderStageCapability m_StageCapability; bool m_HasError; protected MaterialSlot() { } protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) { m_Id = slotId; m_DisplayName = displayName; m_SlotType = slotType; m_Hidden = hidden; m_ShaderOutputName = shaderOutputName; this.stageCapability = stageCapability; } internal void SetInternalData(SlotType slotType, string shaderOutputName) { this.m_SlotType = slotType; this.shaderOutputName = shaderOutputName; } public bool IsConnectionTestable() { if (owner is SubGraphNode sgNode) { var property = sgNode.GetShaderProperty(id); if (property != null) { return property.isConnectionTestable; } } else if (owner is PropertyNode propertyNode) { return propertyNode.property.isConnectionTestable; } return false; } public VisualElement InstantiateCustomControl() { if (!isConnected && IsConnectionTestable()) { var sgNode = owner as SubGraphNode; var property = sgNode.GetShaderProperty(id); return new LabelSlotControlView(property.customSlotLabel); } return null; } public virtual VisualElement InstantiateControl() { return null; } static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type) { switch (type) { case ConcreteSlotValueType.Vector1: return "(1)"; case ConcreteSlotValueType.Vector2: return "(2)"; case ConcreteSlotValueType.Vector3: return "(3)"; case ConcreteSlotValueType.Vector4: return "(4)"; case ConcreteSlotValueType.Boolean: return "(B)"; case ConcreteSlotValueType.Matrix2: return "(2x2)"; case ConcreteSlotValueType.Matrix3: return "(3x3)"; case ConcreteSlotValueType.Matrix4: return "(4x4)"; case ConcreteSlotValueType.SamplerState: return "(SS)"; case ConcreteSlotValueType.Texture2D: return "(T2)"; case ConcreteSlotValueType.Texture2DArray: return "(T2A)"; case ConcreteSlotValueType.Texture3D: return "(T3)"; case ConcreteSlotValueType.Cubemap: return "(C)"; case ConcreteSlotValueType.Gradient: return "(G)"; case ConcreteSlotValueType.VirtualTexture: return "(VT)"; case ConcreteSlotValueType.PropertyConnectionState: return "(P)"; default: return "(E)"; } } public virtual string displayName { get { return m_DisplayName + ConcreteSlotValueTypeAsString(concreteValueType); } set { m_DisplayName = value; } } public string RawDisplayName() { return m_DisplayName; } public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStageCapability shaderStageCapability = ShaderStageCapability.All, bool hidden = false) { switch (type) { case SlotValueType.SamplerState: return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.DynamicMatrix: return new DynamicMatrixMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Matrix4: return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Matrix3: return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Matrix2: return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Texture2D: return slotType == SlotType.Input ? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Texture2DArray: return slotType == SlotType.Input ? new Texture2DArrayInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new Texture2DArrayMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Texture3D: return slotType == SlotType.Input ? new Texture3DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new Texture3DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Cubemap: return slotType == SlotType.Input ? new CubemapInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new CubemapMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.VirtualTexture: return slotType == SlotType.Input ? new VirtualTextureInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new VirtualTextureMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Gradient: return slotType == SlotType.Input ? new GradientInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new GradientMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.DynamicVector: return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden); case SlotValueType.Vector4: return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden); case SlotValueType.Vector3: return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden); case SlotValueType.Vector2: return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden); case SlotValueType.Vector1: return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStageCapability, hidden: hidden); case SlotValueType.Dynamic: return new DynamicValueMaterialSlot(slotId, displayName, shaderOutputName, slotType, new Matrix4x4(defaultValue, Vector4.zero, Vector4.zero, Vector4.zero), shaderStageCapability, hidden); case SlotValueType.Boolean: return new BooleanMaterialSlot(slotId, displayName, shaderOutputName, slotType, false, shaderStageCapability, hidden); case SlotValueType.PropertyConnectionState: return new PropertyConnectionStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); } throw new ArgumentOutOfRangeException("type", type, null); } public SlotReference slotReference { get { return new SlotReference(owner, m_Id); } } public AbstractMaterialNode owner { get; set; } // if hidden, the slot does not create a port in the UI public bool hidden { get { return m_Hidden; } set { m_Hidden = value; } } public int id { get { return m_Id; } } public bool isInputSlot { get { return m_SlotType == SlotType.Input; } } public bool isOutputSlot { get { return m_SlotType == SlotType.Output; } } public SlotType slotType { get { return m_SlotType; } } public bool isConnected { get { // node and graph respectivly if (owner == null || owner.owner == null) return false; var graph = owner.owner; var edges = graph.GetEdges(slotReference); return edges.Any(); } } public abstract bool isDefaultValue { get; } public abstract SlotValueType valueType { get; } public abstract ConcreteSlotValueType concreteValueType { get; } public string shaderOutputName { get { return m_ShaderOutputName; } private set { m_ShaderOutputName = value; } } public ShaderStageCapability stageCapability { get { return m_StageCapability; } set { m_StageCapability = value; } } public bool hasError { get { return m_HasError; } set { m_HasError = value; } } public bool IsUsingDefaultValue() { if (!isConnected && isDefaultValue) return true; else return false; } public bool IsCompatibleWith(MaterialSlot otherSlot) { return otherSlot != null && otherSlot.owner != owner && otherSlot.isInputSlot != isInputSlot && !hidden && !otherSlot.hidden && ((isInputSlot ? SlotValueHelper.AreCompatible(valueType, otherSlot.concreteValueType, otherSlot.IsConnectionTestable()) : SlotValueHelper.AreCompatible(otherSlot.valueType, concreteValueType, IsConnectionTestable()))); } public bool IsCompatibleStageWith(MaterialSlot otherSlot) { var startStage = otherSlot.stageCapability; if (startStage == ShaderStageCapability.All || otherSlot.owner is SubGraphNode) startStage = NodeUtils.GetEffectiveShaderStageCapability(otherSlot, true) & NodeUtils.GetEffectiveShaderStageCapability(otherSlot, false); return IsCompatibleStageWith(startStage); } internal bool IsCompatibleStageWith(ShaderStageCapability capability) { return capability == ShaderStageCapability.All || stageCapability == ShaderStageCapability.All || stageCapability == capability; } public string GetDefaultValue(GenerationMode generationMode, ConcretePrecision concretePrecision) { string defaultValue = GetDefaultValue(generationMode); return defaultValue.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString()); } public virtual string GetDefaultValue(GenerationMode generationMode) { var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); if (generationMode.IsPreview() && matOwner.isActive) return matOwner.GetVariableNameForSlot(id); return ConcreteSlotValueAsVariable(); } protected virtual string ConcreteSlotValueAsVariable() { return "error"; } public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode); public virtual void GetPreviewProperties(List properties, string name) { properties.Add(default(PreviewProperty)); } public virtual void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName) { sb.Append(concreteValueType.ToShaderString()); sb.Append(" "); sb.Append(paramName); } public abstract void CopyValuesFrom(MaterialSlot foundSlot); public bool Equals(MaterialSlot other) { return m_Id == other.m_Id && owner == other.owner; } public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; if (obj.GetType() != this.GetType()) return false; return Equals((MaterialSlot)obj); } public override int GetHashCode() { unchecked { return (m_Id * 397) ^ (owner != null ? owner.GetHashCode() : 0); } } // this tracks old CustomFunctionNode slots that are expecting the old bare resource inputs // rather than the new structure-based inputs internal virtual bool bareResource { get { return false; } set { } } public virtual void CopyDefaultValue(MaterialSlot other) { m_Id = other.m_Id; m_DisplayName = other.m_DisplayName; m_SlotType = other.m_SlotType; m_Hidden = other.m_Hidden; m_ShaderOutputName = other.m_ShaderOutputName; m_StageCapability = other.m_StageCapability; } } }