//using System.Reflection; using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEngine; using System.Linq; namespace UnityEditor.ShaderGraph { [Title("Math", "Basic", "Multiply")] class MultiplyNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction { public MultiplyNode() { name = "Multiply"; UpdateNodeAfterDeserialization(); } const int Input1SlotId = 0; const int Input2SlotId = 1; const int OutputSlotId = 2; const string kInput1SlotName = "A"; const string kInput2SlotName = "B"; const string kOutputSlotName = "Out"; enum MultiplyType { Vector, Matrix, Mixed } MultiplyType m_MultiplyType; public override bool hasPreview { get { return m_MultiplyType != MultiplyType.Matrix; } } string GetFunctionHeader() { return "Unity_Multiply_$precision"; } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new DynamicValueMaterialSlot(Input1SlotId, kInput1SlotName, kInput1SlotName, SlotType.Input, Matrix4x4.zero)); AddSlot(new DynamicValueMaterialSlot(Input2SlotId, kInput2SlotName, kInput2SlotName, SlotType.Input, new Matrix4x4(new Vector4(2, 2, 2, 2), new Vector4(2, 2, 2, 2), new Vector4(2, 2, 2, 2), new Vector4(2, 2, 2, 2)))); AddSlot(new DynamicValueMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Matrix4x4.zero)); RemoveSlotsNameNotMatching(new[] { Input1SlotId, Input2SlotId, OutputSlotId }); } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { var input1Value = GetSlotValue(Input1SlotId, generationMode); var input2Value = GetSlotValue(Input2SlotId, generationMode); var outputValue = GetSlotValue(OutputSlotId, generationMode); sb.AppendLine("{0} {1};", FindOutputSlot(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId)); sb.AppendLine("{0}({1}, {2}, {3});", GetFunctionHeader(), input1Value, input2Value, outputValue); } string GetFunctionName() { return $"Unity_Multiply_{FindSlot(Input1SlotId).concreteValueType.ToShaderString(concretePrecision)}_{FindSlot(Input2SlotId).concreteValueType.ToShaderString(concretePrecision)}"; } public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) { registry.ProvideFunction(GetFunctionName(), s => { s.AppendLine("void {0} ({1} A, {2} B, out {3} Out)", GetFunctionHeader(), FindInputSlot(Input1SlotId).concreteValueType.ToShaderString(), FindInputSlot(Input2SlotId).concreteValueType.ToShaderString(), FindOutputSlot(OutputSlotId).concreteValueType.ToShaderString()); using (s.BlockScope()) { switch (m_MultiplyType) { case MultiplyType.Vector: s.AppendLine("Out = A * B;"); break; default: s.AppendLine("Out = mul(A, B);"); break; } } }); } // Internal validation // ------------------------------------------------- public override void ValidateNode() { var isInError = false; var errorMessage = k_validationErrorMessage; var dynamicInputSlotsToCompare = DictionaryPool.Get(); var skippedDynamicSlots = ListPool.Get(); // iterate the input slots s_TempSlots.Clear(); GetInputSlots(s_TempSlots); foreach (var inputSlot in s_TempSlots) { inputSlot.hasError = false; // if there is a connection var edges = owner.GetEdges(inputSlot.slotReference).ToList(); if (!edges.Any()) { if (inputSlot is DynamicValueMaterialSlot) skippedDynamicSlots.Add(inputSlot as DynamicValueMaterialSlot); continue; } // get the output details var outputSlotRef = edges[0].outputSlot; var outputNode = owner.GetNodeFromGuid(outputSlotRef.nodeGuid); if (outputNode == null) continue; var outputSlot = outputNode.FindOutputSlot(outputSlotRef.slotId); if (outputSlot == null) continue; if (outputSlot.hasError) { inputSlot.hasError = true; continue; } var outputConcreteType = outputSlot.concreteValueType; // dynamic input... depends on output from other node. // we need to compare ALL dynamic inputs to make sure they // are compatable. if (inputSlot is DynamicValueMaterialSlot) { dynamicInputSlotsToCompare.Add((DynamicValueMaterialSlot)inputSlot, outputConcreteType); continue; } } m_MultiplyType = GetMultiplyType(dynamicInputSlotsToCompare.Values); // Resolve dynamics depending on matrix/vector configuration switch (m_MultiplyType) { // If all matrix resolve as per dynamic matrix case MultiplyType.Matrix: var dynamicMatrixType = ConvertDynamicMatrixInputTypeToConcrete(dynamicInputSlotsToCompare.Values); foreach (var dynamicKvP in dynamicInputSlotsToCompare) dynamicKvP.Key.SetConcreteType(dynamicMatrixType); foreach (var skippedSlot in skippedDynamicSlots) skippedSlot.SetConcreteType(dynamicMatrixType); break; // If mixed handle differently: // Iterate all slots and set their concretes based on their edges // Find matrix slot and convert its type to a vector type // Reiterate all slots and set non matrix slots to the vector type case MultiplyType.Mixed: foreach (var dynamicKvP in dynamicInputSlotsToCompare) { SetConcreteValueTypeFromEdge(dynamicKvP.Key); } MaterialSlot matrixSlot = GetMatrixSlot(); ConcreteSlotValueType vectorType = SlotValueHelper.ConvertMatrixToVectorType(matrixSlot.concreteValueType); foreach (var dynamicKvP in dynamicInputSlotsToCompare) { if (dynamicKvP.Key != matrixSlot) dynamicKvP.Key.SetConcreteType(vectorType); } foreach (var skippedSlot in skippedDynamicSlots) { skippedSlot.SetConcreteType(vectorType); } break; // If all vector resolve as per dynamic vector default: var dynamicVectorType = ConvertDynamicVectorInputTypeToConcrete(dynamicInputSlotsToCompare.Values); foreach (var dynamicKvP in dynamicInputSlotsToCompare) dynamicKvP.Key.SetConcreteType(dynamicVectorType); foreach (var skippedSlot in skippedDynamicSlots) skippedSlot.SetConcreteType(dynamicVectorType); break; } s_TempSlots.Clear(); GetInputSlots(s_TempSlots); var inputError = s_TempSlots.Any(x => x.hasError); // configure the output slots now // their slotType will either be the default output slotType // or the above dynanic slotType for dynamic nodes // or error if there is an input error s_TempSlots.Clear(); GetOutputSlots(s_TempSlots); foreach (var outputSlot in s_TempSlots) { outputSlot.hasError = false; if (inputError) { outputSlot.hasError = true; continue; } if (outputSlot is DynamicValueMaterialSlot) { // Apply similar logic to output slot switch (m_MultiplyType) { // As per dynamic matrix case MultiplyType.Matrix: var dynamicMatrixType = ConvertDynamicMatrixInputTypeToConcrete(dynamicInputSlotsToCompare.Values); (outputSlot as DynamicValueMaterialSlot).SetConcreteType(dynamicMatrixType); break; // Mixed configuration // Find matrix slot and convert type to vector // Set output concrete to vector case MultiplyType.Mixed: MaterialSlot matrixSlot = GetMatrixSlot(); ConcreteSlotValueType vectorType = SlotValueHelper.ConvertMatrixToVectorType(matrixSlot.concreteValueType); (outputSlot as DynamicValueMaterialSlot).SetConcreteType(vectorType); break; // As per dynamic vector default: var dynamicVectorType = ConvertDynamicVectorInputTypeToConcrete(dynamicInputSlotsToCompare.Values); (outputSlot as DynamicValueMaterialSlot).SetConcreteType(dynamicVectorType); break; } continue; } } isInError |= inputError; s_TempSlots.Clear(); GetOutputSlots(s_TempSlots); isInError |= s_TempSlots.Any(x => x.hasError); isInError |= CalculateNodeHasError(ref errorMessage); isInError |= ValidateConcretePrecision(ref errorMessage); hasError = isInError; if (isInError) { ((GraphData) owner).AddValidationError(tempId, errorMessage); } else { ++version; } ListPool.Release(skippedDynamicSlots); DictionaryPool.Release(dynamicInputSlotsToCompare); } private MultiplyType GetMultiplyType(IEnumerable inputTypes) { var concreteSlotValueTypes = inputTypes as List ?? inputTypes.ToList(); int matrixCount = 0; int vectorCount = 0; for (int i = 0; i < concreteSlotValueTypes.Count; i++) { if (concreteSlotValueTypes[i] == ConcreteSlotValueType.Vector4 || concreteSlotValueTypes[i] == ConcreteSlotValueType.Vector3 || concreteSlotValueTypes[i] == ConcreteSlotValueType.Vector2 || concreteSlotValueTypes[i] == ConcreteSlotValueType.Vector1) { vectorCount++; } else if (concreteSlotValueTypes[i] == ConcreteSlotValueType.Matrix4 || concreteSlotValueTypes[i] == ConcreteSlotValueType.Matrix3 || concreteSlotValueTypes[i] == ConcreteSlotValueType.Matrix2) { matrixCount++; } } if (matrixCount == 2) return MultiplyType.Matrix; else if (vectorCount == 2) return MultiplyType.Vector; else if (matrixCount == 1) return MultiplyType.Mixed; else return MultiplyType.Vector; } private MaterialSlot GetMatrixSlot() { List slots = new List(); GetInputSlots(slots); for (int i = 0; i < slots.Count; i++) { var edges = owner.GetEdges(slots[i].slotReference).ToList(); if (!edges.Any()) continue; var outputNode = owner.GetNodeFromGuid(edges[0].outputSlot.nodeGuid); var outputSlot = outputNode.FindOutputSlot(edges[0].outputSlot.slotId); if (outputSlot.concreteValueType == ConcreteSlotValueType.Matrix4 || outputSlot.concreteValueType == ConcreteSlotValueType.Matrix3 || outputSlot.concreteValueType == ConcreteSlotValueType.Matrix2) return slots[i]; } return null; } private void SetConcreteValueTypeFromEdge(DynamicValueMaterialSlot slot) { var edges = owner.GetEdges(slot.slotReference).ToList(); if (!edges.Any()) return; var outputNode = owner.GetNodeFromGuid(edges[0].outputSlot.nodeGuid); var outputSlot = outputNode.FindOutputSlot(edges[0].outputSlot.slotId); slot.SetConcreteType(outputSlot.concreteValueType); } } }