Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Data/Nodes/BlockNode.cs
2024-05-06 11:45:45 -07:00

360 lines
14 KiB
C#

using System;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace UnityEditor.ShaderGraph
{
class BlockNode : AbstractMaterialNode
, IMayRequireNormal
, IMayRequireTangent
, IMayRequireBitangent
, IMayRequireMeshUV
, IMayRequireScreenPosition
, IMayRequireViewDirection
, IMayRequirePosition
, IMayRequirePositionPredisplacement
, IMayRequireVertexColor
{
[SerializeField]
string m_SerializedDescriptor;
[NonSerialized]
ContextData m_ContextData;
[NonSerialized]
BlockFieldDescriptor m_Descriptor;
public override bool canCutNode => false;
public override bool canCopyNode => false;
// Because the GraphData is deserialized after its child elements
// the descriptor list is not built (and owner is not set)
// at the time of node deserialization
// Therefore we need to deserialize this element at GraphData.OnAfterDeserialize
public string serializedDescriptor => m_SerializedDescriptor;
public ContextData contextData
{
get => m_ContextData;
set => m_ContextData = value;
}
public int index => contextData.blocks.IndexOf(this);
public BlockFieldDescriptor descriptor
{
get => m_Descriptor;
set => m_Descriptor = value;
}
const string k_CustomBlockDefaultName = "CustomInterpolator";
internal enum CustomBlockType { Float = 1, Vector2 = 2, Vector3 = 3, Vector4 = 4 }
internal bool isCustomBlock { get => m_Descriptor?.isCustom ?? false; }
internal string customName
{
get => m_Descriptor.name;
set => OnCustomBlockFieldModified(value, customWidth);
}
internal CustomBlockType customWidth
{
get => (CustomBlockType)ControlToWidth(m_Descriptor.control);
set => OnCustomBlockFieldModified(customName, value);
}
public void Init(BlockFieldDescriptor fieldDescriptor)
{
m_Descriptor = fieldDescriptor;
// custom blocks can be "copied" via a custom Field Descriptor, we'll use the CI name instead though.
name = !isCustomBlock
? $"{fieldDescriptor.tag}.{fieldDescriptor.name}"
: $"{BlockFields.VertexDescription.name}.{k_CustomBlockDefaultName}";
// TODO: This exposes the MaterialSlot API
// TODO: This needs to be removed but is currently required by HDRP for DiffusionProfileInputMaterialSlot
if (m_Descriptor is CustomSlotBlockFieldDescriptor customSlotDescriptor)
{
var newSlot = customSlotDescriptor.createSlot();
AddSlot(newSlot);
RemoveSlotsNameNotMatching(new int[] { 0 });
return;
}
AddSlotFromControlType();
}
internal void InitCustomDefault()
{
Init(MakeCustomBlockField(k_CustomBlockDefaultName, CustomBlockType.Vector4));
}
private void AddSlotFromControlType(bool attemptToModifyExisting = true)
{
// TODO: this should really just use callbacks like the CustomSlotBlockFieldDescriptor. then we wouldn't need this switch to make a copy
var stageCapability = m_Descriptor.shaderStage.GetShaderStageCapability();
switch (descriptor.control)
{
case PositionControl positionControl:
AddSlot(new PositionMaterialSlot(0, descriptor.displayName, descriptor.name, positionControl.space, stageCapability), attemptToModifyExisting);
break;
case NormalControl normalControl:
AddSlot(new NormalMaterialSlot(0, descriptor.displayName, descriptor.name, normalControl.space, stageCapability), attemptToModifyExisting);
break;
case TangentControl tangentControl:
AddSlot(new TangentMaterialSlot(0, descriptor.displayName, descriptor.name, tangentControl.space, stageCapability), attemptToModifyExisting);
break;
case VertexColorControl vertexColorControl:
AddSlot(new VertexColorMaterialSlot(0, descriptor.displayName, descriptor.name, stageCapability), attemptToModifyExisting);
break;
case ColorControl colorControl:
var colorMode = colorControl.hdr ? ColorMode.HDR : ColorMode.Default;
AddSlot(new ColorRGBMaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, colorControl.value, colorMode, stageCapability), attemptToModifyExisting);
break;
case ColorRGBAControl colorRGBAControl:
AddSlot(new ColorRGBAMaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, colorRGBAControl.value, stageCapability), attemptToModifyExisting);
break;
case FloatControl floatControl:
AddSlot(new Vector1MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, floatControl.value, stageCapability), attemptToModifyExisting);
break;
case Vector2Control vector2Control:
AddSlot(new Vector2MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector2Control.value, stageCapability), attemptToModifyExisting);
break;
case Vector3Control vector3Control:
AddSlot(new Vector3MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector3Control.value, stageCapability), attemptToModifyExisting);
break;
case Vector4Control vector4Control:
AddSlot(new Vector4MaterialSlot(0, descriptor.displayName, descriptor.name, SlotType.Input, vector4Control.value, stageCapability), attemptToModifyExisting);
break;
}
RemoveSlotsNameNotMatching(new int[] { 0 });
}
public override string GetVariableNameForNode()
{
// Temporary block nodes have temporary guids that cannot be used to set preview data
// Since each block is unique anyway we just omit the guid
return NodeUtils.GetHLSLSafeName(name);
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresNormal;
}
public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresViewDir;
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresPosition;
}
public NeededCoordinateSpace RequiresPositionPredisplacement(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresPositionPredisplacement;
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresTangent;
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return NeededCoordinateSpace.None;
if (m_Descriptor.control == null)
return NeededCoordinateSpace.None;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresBitangent;
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return false;
if (m_Descriptor.control == null)
return false;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresMeshUVs.Contains(channel);
}
public bool RequiresScreenPosition(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return false;
if (m_Descriptor.control == null)
return false;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresScreenPosition;
}
public bool RequiresVertexColor(ShaderStageCapability stageCapability)
{
if (stageCapability != m_Descriptor.shaderStage.GetShaderStageCapability())
return false;
if (m_Descriptor.control == null)
return false;
var requirements = m_Descriptor.control.GetRequirements();
return requirements.requiresVertexColor;
}
private void OnCustomBlockFieldModified(string name, CustomBlockType width)
{
if (!isCustomBlock)
{
Debug.LogWarning(String.Format("{0} is not a custom interpolator.", this.name));
return;
}
m_Descriptor = MakeCustomBlockField(name, width);
// TODO: Preserve the original slot's value and try to reapply after the slot is updated.
AddSlotFromControlType(false);
owner?.ValidateGraph();
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
if (descriptor != null)
{
if (isCustomBlock)
{
int width = ControlToWidth(m_Descriptor.control);
m_SerializedDescriptor = $"{m_Descriptor.tag}.{m_Descriptor.name}#{width}";
}
else
{
m_SerializedDescriptor = $"{m_Descriptor.tag}.{m_Descriptor.name}";
}
}
}
public override void OnAfterDeserialize()
{
// TODO: Go find someone to tell @esme not to do this.
if (m_SerializedDescriptor.Contains("#"))
{
string descName = k_CustomBlockDefaultName;
CustomBlockType descWidth = CustomBlockType.Vector4;
var descTag = BlockFields.VertexDescription.name;
name = $"{descTag}.{descName}";
var wsplit = m_SerializedDescriptor.Split(new char[] { '#', '.' });
try
{
descWidth = (CustomBlockType)int.Parse(wsplit[2]);
}
catch
{
Debug.LogWarning(String.Format("Bad width found while deserializing custom interpolator {0}, defaulting to 4.", m_SerializedDescriptor));
descWidth = CustomBlockType.Vector4;
}
IControl control;
try { control = (IControl)FindSlot<MaterialSlot>(0).InstantiateControl(); }
catch { control = WidthToControl((int)descWidth); }
descName = NodeUtils.ConvertToValidHLSLIdentifier(wsplit[1]);
m_Descriptor = new BlockFieldDescriptor(descTag, descName, "", control, ShaderStage.Vertex, isCustom: true);
}
}
#region CustomInterpolatorHelpers
private static BlockFieldDescriptor MakeCustomBlockField(string name, CustomBlockType width)
{
name = NodeUtils.ConvertToValidHLSLIdentifier(name);
var referenceName = name;
var define = "";
IControl control = WidthToControl((int)width);
var tag = BlockFields.VertexDescription.name;
return new BlockFieldDescriptor(tag, referenceName, define, control, ShaderStage.Vertex, isCustom: true);
}
private static IControl WidthToControl(int width)
{
switch (width)
{
case 1: return new FloatControl(default(float));
case 2: return new Vector2Control(default(Vector2));
case 3: return new Vector3Control(default(Vector3));
case 4: return new Vector4Control(default(Vector4));
default: return null;
}
}
private static int ControlToWidth(IControl control)
{
switch (control)
{
case FloatControl a: return 1;
case Vector2Control b: return 2;
case Vector3Control c: return 3;
case Vector4Control d: return 4;
default: return -1;
}
}
#endregion
}
}