236 lines
9.5 KiB
C#
236 lines
9.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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enum SlotValueType
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{
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SamplerState,
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DynamicMatrix,
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Matrix4,
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Matrix3,
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Matrix2,
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Texture2D,
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Texture2DArray,
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Texture3D,
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Cubemap,
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Gradient,
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DynamicVector,
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Vector4,
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Vector3,
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Vector2,
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Vector1,
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Dynamic,
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Boolean,
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VirtualTexture,
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PropertyConnectionState,
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}
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enum ConcreteSlotValueType
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{
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SamplerState,
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Matrix4,
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Matrix3,
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Matrix2,
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Texture2D,
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Texture2DArray,
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Texture3D,
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Cubemap,
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Gradient,
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Vector4,
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Vector3,
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Vector2,
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Vector1,
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Boolean,
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VirtualTexture,
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PropertyConnectionState
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}
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// This enum must match ConcreteSlotValueType enum and is used to give friendly name in the enum popup used for custom function
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enum ConcreteSlotValueTypePopupName
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{
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SamplerState = ConcreteSlotValueType.SamplerState,
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Matrix4 = ConcreteSlotValueType.Matrix4,
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Matrix3 = ConcreteSlotValueType.Matrix3,
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Matrix2 = ConcreteSlotValueType.Matrix2,
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Texture2D = ConcreteSlotValueType.Texture2D,
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Texture2DArray = ConcreteSlotValueType.Texture2DArray,
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Texture3D = ConcreteSlotValueType.Texture3D,
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Cubemap = ConcreteSlotValueType.Cubemap,
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Gradient = ConcreteSlotValueType.Gradient,
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Vector4 = ConcreteSlotValueType.Vector4,
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Vector3 = ConcreteSlotValueType.Vector3,
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Vector2 = ConcreteSlotValueType.Vector2,
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Float = ConcreteSlotValueType.Vector1, // This is currently the only renaming we need - rename Vector1 to Float
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Boolean = ConcreteSlotValueType.Boolean,
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VirtualTexture = ConcreteSlotValueType.VirtualTexture,
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PropertyConnectionState = ConcreteSlotValueType.PropertyConnectionState,
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// These allow the user to choose 'bare' types for custom function nodes
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// they are treated specially in the conversion functions below
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BareSamplerState = 1000 + ConcreteSlotValueType.SamplerState,
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BareTexture2D = 1000 + ConcreteSlotValueType.Texture2D,
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BareTexture2DArray = 1000 + ConcreteSlotValueType.Texture2DArray,
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BareTexture3D = 1000 + ConcreteSlotValueType.Texture3D,
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BareCubemap = 1000 + ConcreteSlotValueType.Cubemap,
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}
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static class SlotValueHelper
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{
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public static ConcreteSlotValueTypePopupName ToConcreteSlotValueTypePopupName(this ConcreteSlotValueType slotType, bool isBareResource)
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{
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ConcreteSlotValueTypePopupName result = (ConcreteSlotValueTypePopupName)slotType;
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switch (slotType)
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{
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case ConcreteSlotValueType.SamplerState:
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if (isBareResource)
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result = ConcreteSlotValueTypePopupName.BareSamplerState;
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break;
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case ConcreteSlotValueType.Texture2D:
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if (isBareResource)
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result = ConcreteSlotValueTypePopupName.BareTexture2D;
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break;
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case ConcreteSlotValueType.Texture2DArray:
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if (isBareResource)
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result = ConcreteSlotValueTypePopupName.BareTexture2DArray;
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break;
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case ConcreteSlotValueType.Texture3D:
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if (isBareResource)
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result = ConcreteSlotValueTypePopupName.BareTexture3D;
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break;
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case ConcreteSlotValueType.Cubemap:
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if (isBareResource)
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result = ConcreteSlotValueTypePopupName.BareCubemap;
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break;
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}
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return result;
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}
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public static ConcreteSlotValueType ToConcreteSlotValueType(this ConcreteSlotValueTypePopupName popup, out bool isBareResource)
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{
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switch (popup)
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{
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case ConcreteSlotValueTypePopupName.BareSamplerState:
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isBareResource = true;
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return ConcreteSlotValueType.SamplerState;
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case ConcreteSlotValueTypePopupName.BareTexture2D:
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isBareResource = true;
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return ConcreteSlotValueType.Texture2D;
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case ConcreteSlotValueTypePopupName.BareTexture2DArray:
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isBareResource = true;
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return ConcreteSlotValueType.Texture2DArray;
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case ConcreteSlotValueTypePopupName.BareTexture3D:
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isBareResource = true;
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return ConcreteSlotValueType.Texture3D;
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case ConcreteSlotValueTypePopupName.BareCubemap:
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isBareResource = true;
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return ConcreteSlotValueType.Cubemap;
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}
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;
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isBareResource = false;
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return (ConcreteSlotValueType)popup;
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}
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public static bool AllowedAsSubgraphOutput(this ConcreteSlotValueTypePopupName type)
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{
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// virtual textures and bare types disallowed
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return (type < ConcreteSlotValueTypePopupName.VirtualTexture);
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}
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public static int GetChannelCount(this ConcreteSlotValueType type)
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{
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switch (type)
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{
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case ConcreteSlotValueType.Vector4:
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return 4;
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case ConcreteSlotValueType.Vector3:
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return 3;
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case ConcreteSlotValueType.Vector2:
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return 2;
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case ConcreteSlotValueType.Vector1:
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return 1;
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default:
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return 0;
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}
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}
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public static int GetMatrixDimension(ConcreteSlotValueType type)
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{
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switch (type)
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{
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case ConcreteSlotValueType.Matrix4:
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return 4;
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case ConcreteSlotValueType.Matrix3:
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return 3;
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case ConcreteSlotValueType.Matrix2:
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return 2;
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default:
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return 0;
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}
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}
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public static ConcreteSlotValueType ConvertMatrixToVectorType(ConcreteSlotValueType matrixType)
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{
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switch (matrixType)
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{
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case ConcreteSlotValueType.Matrix4:
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return ConcreteSlotValueType.Vector4;
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case ConcreteSlotValueType.Matrix3:
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return ConcreteSlotValueType.Vector3;
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default:
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return ConcreteSlotValueType.Vector2;
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}
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}
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static Dictionary<ConcreteSlotValueType, List<SlotValueType>> s_ValidConversions;
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static List<SlotValueType> s_ValidSlotTypes;
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public static bool AreCompatible(SlotValueType inputType, ConcreteSlotValueType outputType, bool outputTypeIsConnectionTestable = false)
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{
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if (s_ValidConversions == null)
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{
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var validVectors = new List<SlotValueType>()
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{
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SlotValueType.Dynamic, SlotValueType.DynamicVector,
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SlotValueType.Vector1, SlotValueType.Vector2, SlotValueType.Vector3, SlotValueType.Vector4
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};
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s_ValidConversions = new Dictionary<ConcreteSlotValueType, List<SlotValueType>>()
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{
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{ConcreteSlotValueType.Boolean, new List<SlotValueType>() {SlotValueType.Boolean}},
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{ConcreteSlotValueType.Vector1, validVectors},
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{ConcreteSlotValueType.Vector2, validVectors},
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{ConcreteSlotValueType.Vector3, validVectors},
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{ConcreteSlotValueType.Vector4, validVectors},
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{ConcreteSlotValueType.Matrix2, new List<SlotValueType>()
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{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2}},
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{ConcreteSlotValueType.Matrix3, new List<SlotValueType>()
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{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3}},
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{ConcreteSlotValueType.Matrix4, new List<SlotValueType>()
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{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3, SlotValueType.Matrix4}},
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{ConcreteSlotValueType.Texture2D, new List<SlotValueType>() {SlotValueType.Texture2D}},
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{ConcreteSlotValueType.Texture3D, new List<SlotValueType>() {SlotValueType.Texture3D}},
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{ConcreteSlotValueType.Texture2DArray, new List<SlotValueType>() {SlotValueType.Texture2DArray}},
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{ConcreteSlotValueType.Cubemap, new List<SlotValueType>() {SlotValueType.Cubemap}},
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{ConcreteSlotValueType.SamplerState, new List<SlotValueType>() {SlotValueType.SamplerState}},
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{ConcreteSlotValueType.Gradient, new List<SlotValueType>() {SlotValueType.Gradient}},
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{ConcreteSlotValueType.VirtualTexture, new List<SlotValueType>() {SlotValueType.VirtualTexture}},
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};
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}
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if (inputType == SlotValueType.PropertyConnectionState)
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{
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return outputTypeIsConnectionTestable;
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}
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if (s_ValidConversions.TryGetValue(outputType, out s_ValidSlotTypes))
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{
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return s_ValidSlotTypes.Contains(inputType);
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}
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throw new ArgumentOutOfRangeException("Unknown Concrete Slot Type: " + outputType);
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}
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}
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}
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