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> s_ValidConversions; static List s_ValidSlotTypes; public static bool AreCompatible(SlotValueType inputType, ConcreteSlotValueType outputType, bool outputTypeIsConnectionTestable = false) { if (s_ValidConversions == null) { var validVectors = new List() { SlotValueType.Dynamic, SlotValueType.DynamicVector, SlotValueType.Vector1, SlotValueType.Vector2, SlotValueType.Vector3, SlotValueType.Vector4 }; s_ValidConversions = new Dictionary>() { {ConcreteSlotValueType.Boolean, new List() {SlotValueType.Boolean}}, {ConcreteSlotValueType.Vector1, validVectors}, {ConcreteSlotValueType.Vector2, validVectors}, {ConcreteSlotValueType.Vector3, validVectors}, {ConcreteSlotValueType.Vector4, validVectors}, {ConcreteSlotValueType.Matrix2, new List() {SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2}}, {ConcreteSlotValueType.Matrix3, new List() {SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3}}, {ConcreteSlotValueType.Matrix4, new List() {SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3, SlotValueType.Matrix4}}, {ConcreteSlotValueType.Texture2D, new List() {SlotValueType.Texture2D}}, {ConcreteSlotValueType.Texture3D, new List() {SlotValueType.Texture3D}}, {ConcreteSlotValueType.Texture2DArray, new List() {SlotValueType.Texture2DArray}}, {ConcreteSlotValueType.Cubemap, new List() {SlotValueType.Cubemap}}, {ConcreteSlotValueType.SamplerState, new List() {SlotValueType.SamplerState}}, {ConcreteSlotValueType.Gradient, new List() {SlotValueType.Gradient}}, {ConcreteSlotValueType.VirtualTexture, new List() {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); } } }