146 lines
5.1 KiB
C#
146 lines
5.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph.Drawing.Slots;
|
|
using UnityEditor.ShaderGraph.Internal;
|
|
using UnityEngine;
|
|
|
|
using UnityEngine.UIElements;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Serializable]
|
|
class DynamicVectorMaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
|
|
{
|
|
[SerializeField]
|
|
private Vector4 m_Value;
|
|
|
|
[SerializeField]
|
|
private Vector4 m_DefaultValue = Vector4.zero;
|
|
|
|
static readonly string[] k_Labels = { "X", "Y", "Z", "W" };
|
|
|
|
private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector1;
|
|
|
|
public DynamicVectorMaterialSlot()
|
|
{
|
|
}
|
|
|
|
public DynamicVectorMaterialSlot(
|
|
int slotId,
|
|
string displayName,
|
|
string shaderOutputName,
|
|
SlotType slotType,
|
|
Vector4 value,
|
|
ShaderStageCapability stageCapability = ShaderStageCapability.All,
|
|
bool hidden = false)
|
|
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
|
|
{
|
|
m_Value = value;
|
|
}
|
|
|
|
public Vector4 defaultValue { get { return m_DefaultValue; } }
|
|
|
|
public Vector4 value
|
|
{
|
|
get { return m_Value; }
|
|
set { m_Value = value; }
|
|
}
|
|
|
|
public override bool isDefaultValue => value.Equals(defaultValue);
|
|
|
|
public override VisualElement InstantiateControl()
|
|
{
|
|
var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray();
|
|
return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
|
|
}
|
|
|
|
public override SlotValueType valueType { get { return SlotValueType.DynamicVector; } }
|
|
|
|
public override ConcreteSlotValueType concreteValueType
|
|
{
|
|
get { return m_ConcreteValueType; }
|
|
}
|
|
|
|
public void SetConcreteType(ConcreteSlotValueType valueType)
|
|
{
|
|
m_ConcreteValueType = valueType;
|
|
}
|
|
|
|
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
|
|
{
|
|
var propType = concreteValueType.ToPropertyType();
|
|
var pp = new PreviewProperty(propType) { name = name };
|
|
if (propType == PropertyType.Float)
|
|
pp.floatValue = value.x;
|
|
else
|
|
pp.vector4Value = new Vector4(value.x, value.y, value.z, value.w);
|
|
properties.Add(pp);
|
|
}
|
|
|
|
protected override string ConcreteSlotValueAsVariable()
|
|
{
|
|
var channelCount = SlotValueHelper.GetChannelCount(concreteValueType);
|
|
string values = NodeUtils.FloatToShaderValue(value.x);
|
|
if (channelCount == 1)
|
|
return values;
|
|
for (var i = 1; i < channelCount; i++)
|
|
values += ", " + NodeUtils.FloatToShaderValue(value[i]);
|
|
return string.Format("$precision{0}({1})", channelCount, values);
|
|
}
|
|
|
|
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
|
|
{
|
|
if (!generationMode.IsPreview())
|
|
return;
|
|
|
|
var matOwner = owner as AbstractMaterialNode;
|
|
if (matOwner == null)
|
|
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
|
|
|
|
AbstractShaderProperty property;
|
|
switch (concreteValueType)
|
|
{
|
|
case ConcreteSlotValueType.Vector4:
|
|
property = new Vector4ShaderProperty();
|
|
break;
|
|
case ConcreteSlotValueType.Vector3:
|
|
property = new Vector3ShaderProperty();
|
|
break;
|
|
case ConcreteSlotValueType.Vector2:
|
|
property = new Vector2ShaderProperty();
|
|
break;
|
|
case ConcreteSlotValueType.Vector1:
|
|
property = new Vector1ShaderProperty();
|
|
break;
|
|
default:
|
|
// This shouldn't happen due to edge validation. The generated shader will
|
|
// have errors.
|
|
Debug.LogError($"Invalid value type {concreteValueType} passed to Vector Slot {displayName}. Value will be ignored, please plug in an edge with a vector type.");
|
|
return;
|
|
}
|
|
|
|
property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
|
|
property.generatePropertyBlock = false;
|
|
properties.AddShaderProperty(property);
|
|
}
|
|
|
|
public override void CopyValuesFrom(MaterialSlot foundSlot)
|
|
{
|
|
var slot = foundSlot as DynamicVectorMaterialSlot;
|
|
if (slot != null)
|
|
value = slot.value;
|
|
}
|
|
|
|
public override void CopyDefaultValue(MaterialSlot other)
|
|
{
|
|
base.CopyDefaultValue(other);
|
|
if (other is IMaterialSlotHasValue<Vector4> ms)
|
|
{
|
|
m_DefaultValue = ms.defaultValue;
|
|
}
|
|
}
|
|
}
|
|
}
|