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

589 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using JetBrains.Annotations;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
abstract class CodeFunctionNode : AbstractMaterialNode
, IGeneratesBodyCode
, IGeneratesFunction
, IMayRequireNormal
, IMayRequireTangent
, IMayRequireBitangent
, IMayRequireMeshUV
, IMayRequireScreenPosition
, IMayRequireViewDirection
, IMayRequirePosition
, IMayRequirePositionPredisplacement
, IMayRequireVertexColor
{
[NonSerialized]
private List<SlotAttribute> m_Slots = new List<SlotAttribute>();
public override bool hasPreview
{
get { return true; }
}
protected CodeFunctionNode()
{
UpdateNodeAfterDeserialization();
}
protected struct Boolean
{ }
protected struct Vector1
{ }
protected struct Texture2D
{ }
protected struct Texture2DArray
{ }
protected struct Texture3D
{ }
protected struct SamplerState
{ }
protected struct Gradient
{ }
protected struct DynamicDimensionVector
{ }
protected struct ColorRGBA
{ }
protected struct ColorRGB
{ }
protected struct Matrix3x3
{ }
protected struct Matrix2x2
{ }
protected struct DynamicDimensionMatrix
{ }
protected struct PropertyConnectionState
{ }
protected enum Binding
{
None,
ObjectSpaceNormal,
ObjectSpaceTangent,
ObjectSpaceBitangent,
ObjectSpacePosition,
ViewSpaceNormal,
ViewSpaceTangent,
ViewSpaceBitangent,
ViewSpacePosition,
WorldSpaceNormal,
WorldSpaceTangent,
WorldSpaceBitangent,
WorldSpacePosition,
TangentSpaceNormal,
TangentSpaceTangent,
TangentSpaceBitangent,
TangentSpacePosition,
MeshUV0,
MeshUV1,
MeshUV2,
MeshUV3,
ScreenPosition,
ObjectSpaceViewDirection,
ViewSpaceViewDirection,
WorldSpaceViewDirection,
TangentSpaceViewDirection,
VertexColor,
}
[AttributeUsage(AttributeTargets.Parameter, AllowMultiple = false)]
protected class SlotAttribute : Attribute
{
public int slotId { get; private set; }
public Binding binding { get; private set; }
public bool hidden { get; private set; }
public Vector4? defaultValue { get; private set; }
public ShaderStageCapability stageCapability { get; private set; }
public SlotAttribute(int mSlotId, Binding mImplicitBinding, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
{
slotId = mSlotId;
binding = mImplicitBinding;
defaultValue = null;
stageCapability = mStageCapability;
}
public SlotAttribute(int mSlotId, Binding mImplicitBinding, bool mHidden, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
{
slotId = mSlotId;
binding = mImplicitBinding;
hidden = mHidden;
defaultValue = null;
stageCapability = mStageCapability;
}
public SlotAttribute(int mSlotId, Binding mImplicitBinding, float defaultX, float defaultY, float defaultZ, float defaultW, ShaderStageCapability mStageCapability = ShaderStageCapability.All)
{
slotId = mSlotId;
binding = mImplicitBinding;
defaultValue = new Vector4(defaultX, defaultY, defaultZ, defaultW);
stageCapability = mStageCapability;
}
}
protected abstract MethodInfo GetFunctionToConvert();
private static SlotValueType ConvertTypeToSlotValueType(ParameterInfo p)
{
Type t = p.ParameterType;
if (p.ParameterType.IsByRef)
t = p.ParameterType.GetElementType();
if (t == typeof(Boolean))
{
return SlotValueType.Boolean;
}
if (t == typeof(Vector1))
{
return SlotValueType.Vector1;
}
if (t == typeof(Vector2))
{
return SlotValueType.Vector2;
}
if (t == typeof(Vector3))
{
return SlotValueType.Vector3;
}
if (t == typeof(Vector4))
{
return SlotValueType.Vector4;
}
if (t == typeof(Color))
{
return SlotValueType.Vector4;
}
if (t == typeof(ColorRGBA))
{
return SlotValueType.Vector4;
}
if (t == typeof(ColorRGB))
{
return SlotValueType.Vector3;
}
if (t == typeof(Texture2D))
{
return SlotValueType.Texture2D;
}
if (t == typeof(Texture2DArray))
{
return SlotValueType.Texture2DArray;
}
if (t == typeof(Texture3D))
{
return SlotValueType.Texture3D;
}
if (t == typeof(Cubemap))
{
return SlotValueType.Cubemap;
}
if (t == typeof(Gradient))
{
return SlotValueType.Gradient;
}
if (t == typeof(SamplerState))
{
return SlotValueType.SamplerState;
}
if (t == typeof(DynamicDimensionVector))
{
return SlotValueType.DynamicVector;
}
if (t == typeof(Matrix4x4))
{
return SlotValueType.Matrix4;
}
if (t == typeof(Matrix3x3))
{
return SlotValueType.Matrix3;
}
if (t == typeof(Matrix2x2))
{
return SlotValueType.Matrix2;
}
if (t == typeof(DynamicDimensionMatrix))
{
return SlotValueType.DynamicMatrix;
}
if (t == typeof(PropertyConnectionState))
{
return SlotValueType.PropertyConnectionState;
}
throw new ArgumentException("Unsupported type " + t);
}
public sealed override void UpdateNodeAfterDeserialization()
{
var method = GetFunctionToConvert();
if (method == null)
throw new ArgumentException("Mapped method is null on node" + this);
if (method.ReturnType != typeof(string))
throw new ArgumentException("Mapped function should return string");
// validate no duplicates
var slotAtributes = method.GetParameters().Select(GetSlotAttribute).ToList();
if (slotAtributes.Any(x => x == null))
throw new ArgumentException("Missing SlotAttribute on " + method.Name);
if (slotAtributes.GroupBy(x => x.slotId).Any(x => x.Count() > 1))
throw new ArgumentException("Duplicate SlotAttribute on " + method.Name);
List<MaterialSlot> slots = new List<MaterialSlot>();
foreach (var par in method.GetParameters())
{
var attribute = GetSlotAttribute(par);
var name = GraphUtil.ConvertCamelCase(par.Name, true);
MaterialSlot s;
if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(Color))
s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGBA))
s = new ColorRGBAMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
else if (attribute.binding == Binding.None && !par.IsOut && par.ParameterType == typeof(ColorRGB))
s = new ColorRGBMaterialSlot(attribute.slotId, name, par.Name, SlotType.Input, attribute.defaultValue ?? Vector4.zero, ColorMode.Default, stageCapability: attribute.stageCapability, hidden: attribute.hidden);
else if (attribute.binding == Binding.None || par.IsOut)
s = MaterialSlot.CreateMaterialSlot(
ConvertTypeToSlotValueType(par),
attribute.slotId,
name,
par.Name,
par.IsOut ? SlotType.Output : SlotType.Input,
attribute.defaultValue ?? Vector4.zero,
shaderStageCapability: attribute.stageCapability,
hidden: attribute.hidden);
else
s = CreateBoundSlot(attribute.binding, attribute.slotId, name, par.Name, attribute.stageCapability, attribute.hidden);
slots.Add(s);
m_Slots.Add(attribute);
}
foreach (var slot in slots)
{
AddSlot(slot);
}
RemoveSlotsNameNotMatching(slots.Select(x => x.id), true);
}
private static MaterialSlot CreateBoundSlot(Binding attributeBinding, int slotId, string displayName, string shaderOutputName, ShaderStageCapability shaderStageCapability, bool hidden = false)
{
switch (attributeBinding)
{
case Binding.ObjectSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ObjectSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ObjectSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ObjectSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ViewSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.ViewSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.ViewSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.ViewSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.WorldSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.WorldSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.WorldSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.WorldSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.TangentSpaceNormal:
return new NormalMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.TangentSpaceTangent:
return new TangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.TangentSpaceBitangent:
return new BitangentMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.TangentSpacePosition:
return new PositionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.MeshUV0:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV0, shaderStageCapability, hidden);
case Binding.MeshUV1:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV1, shaderStageCapability, hidden);
case Binding.MeshUV2:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV2, shaderStageCapability, hidden);
case Binding.MeshUV3:
return new UVMaterialSlot(slotId, displayName, shaderOutputName, UVChannel.UV3, shaderStageCapability, hidden);
case Binding.ScreenPosition:
return new ScreenPositionMaterialSlot(slotId, displayName, shaderOutputName, ScreenSpaceType.Default, shaderStageCapability, hidden);
case Binding.ObjectSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Object, shaderStageCapability, hidden);
case Binding.ViewSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.View, shaderStageCapability, hidden);
case Binding.WorldSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.World, shaderStageCapability, hidden);
case Binding.TangentSpaceViewDirection:
return new ViewDirectionMaterialSlot(slotId, displayName, shaderOutputName, CoordinateSpace.Tangent, shaderStageCapability, hidden);
case Binding.VertexColor:
return new VertexColorMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden);
default:
throw new ArgumentOutOfRangeException("attributeBinding", attributeBinding, null);
}
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetOutputSlots(tempSlots);
foreach (var outSlot in tempSlots)
{
sb.AppendLine(outSlot.concreteValueType.ToShaderString(PrecisionUtil.Token) + " " + GetVariableNameForSlot(outSlot.id) + ";");
}
string call = GetFunctionName() + "(";
bool first = true;
tempSlots.Clear();
GetSlots(tempSlots);
tempSlots.Sort((slot1, slot2) => slot1.id.CompareTo(slot2.id));
foreach (var slot in tempSlots)
{
if (!first)
{
call += ", ";
}
first = false;
if (slot.isInputSlot)
call += GetSlotValue(slot.id, generationMode);
else
call += GetVariableNameForSlot(slot.id);
}
call += ");";
sb.AppendLine(call);
}
}
private string GetFunctionName()
{
var function = GetFunctionToConvert();
return function.Name + (function.IsStatic ? string.Empty : "_" + objectId) + "_$precision"
+ (this.GetSlots<DynamicVectorMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "")
+ (this.GetSlots<DynamicMatrixMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "");
}
private string GetFunctionHeader()
{
string header = "void " + GetFunctionName() + "(";
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetSlots(tempSlots);
tempSlots.Sort((slot1, slot2) => slot1.id.CompareTo(slot2.id));
var first = true;
foreach (var slot in tempSlots)
{
if (!first)
header += ", ";
first = false;
if (slot.isOutputSlot)
header += "out ";
// always use generic precisions for parameters, they will get concretized by the system
header += slot.concreteValueType.ToShaderString(PrecisionUtil.Token) + " " + slot.shaderOutputName;
}
header += ")";
}
return header;
}
private static object GetDefault(Type type)
{
return type.IsValueType ? Activator.CreateInstance(type) : null;
}
private string GetFunctionBody(MethodInfo info)
{
var args = new List<object>();
foreach (var param in info.GetParameters())
args.Add(GetDefault(param.ParameterType));
var result = info.Invoke(this, args.ToArray()) as string;
if (string.IsNullOrEmpty(result))
return string.Empty;
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetSlots(tempSlots);
foreach (var slot in tempSlots)
{
var toReplace = string.Format("{{slot{0}dimension}}", slot.id);
var replacement = NodeUtils.GetSlotDimension(slot.concreteValueType);
result = result.Replace(toReplace, replacement);
}
}
return result;
}
public virtual void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
{
registry.ProvideFunction(GetFunctionName(), s =>
{
s.AppendLine(GetFunctionHeader());
var functionBody = GetFunctionBody(GetFunctionToConvert());
var lines = functionBody.Trim('\r', '\n', '\t', ' ');
s.AppendLines(lines);
});
}
private static SlotAttribute GetSlotAttribute([NotNull] ParameterInfo info)
{
var attrs = info.GetCustomAttributes(typeof(SlotAttribute), false).OfType<SlotAttribute>().ToList();
return attrs.FirstOrDefault();
}
public NeededCoordinateSpace RequiresNormal(ShaderStageCapability stageCapability)
{
var binding = NeededCoordinateSpace.None;
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
binding |= slot.RequiresNormal();
return binding;
}
}
public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability)
{
var binding = NeededCoordinateSpace.None;
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
binding |= slot.RequiresViewDirection();
return binding;
}
}
public NeededCoordinateSpace RequiresPosition(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresPosition();
return binding;
}
}
public NeededCoordinateSpace RequiresPositionPredisplacement(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresPositionPredisplacement();
return binding;
}
}
public NeededCoordinateSpace RequiresTangent(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresTangent();
return binding;
}
}
public NeededCoordinateSpace RequiresBitangent(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
var binding = NeededCoordinateSpace.None;
foreach (var slot in tempSlots)
binding |= slot.RequiresBitangent();
return binding;
}
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
{
if (slot.RequiresMeshUV(channel))
return true;
}
return false;
}
}
public bool RequiresScreenPosition(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
{
if (slot.RequiresScreenPosition(stageCapability))
return true;
}
return false;
}
}
public bool RequiresVertexColor(ShaderStageCapability stageCapability)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(tempSlots);
foreach (var slot in tempSlots)
{
if (slot.RequiresVertexColor())
return true;
}
return false;
}
}
}
}