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158 行
5.6 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class SubGraph : AbstractMaterialGraph
, IGeneratesBodyCode
, IGeneratesFunction
{
[NonSerialized]
private SubGraphOutputNode m_OutputNode;
public SubGraphOutputNode outputNode
{
get
{
// find existing node
if (m_OutputNode == null)
m_OutputNode = GetNodes<SubGraphOutputNode>().FirstOrDefault();
return m_OutputNode;
}
}
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
m_OutputNode = null;
}
public override void AddNode(INode node)
{
var materialNode = node as AbstractMaterialNode;
if (materialNode != null)
{
var amn = materialNode;
if (!amn.allowedInSubGraph)
{
Debug.LogWarningFormat("Attempting to add {0} to Sub Graph. This is not allowed.", amn.GetType());
return;
}
}
base.AddNode(node);
}
public void GenerateNodeCode(ShaderGenerator visitor, GraphContext graphContext, GenerationMode generationMode)
{
foreach (var node in activeNodes)
{
if (node is IGeneratesBodyCode)
(node as IGeneratesBodyCode).GenerateNodeCode(visitor, graphContext, generationMode);
}
}
public void GenerateNodeFunction(FunctionRegistry registry, GraphContext graphContext, GenerationMode generationMode)
{
foreach (var node in activeNodes)
{
node.ValidateNode();
if (node is IGeneratesFunction)
(node as IGeneratesFunction).GenerateNodeFunction(registry, graphContext, generationMode);
}
}
public IEnumerable<IShaderProperty> graphInputs
{
get { return properties.OrderBy(x => x.guid); }
}
public IEnumerable<MaterialSlot> graphOutputs
{
get
{
return outputNode != null ? outputNode.graphOutputs : new List<MaterialSlot>();
}
}
public void GenerateSubGraphFunction(string functionName, FunctionRegistry registry, GraphContext graphContext, ShaderGraphRequirements reqs, GenerationMode generationMode)
{
registry.ProvideFunction(functionName, s =>
{
s.AppendLine("// Subgraph function");
// Generate arguments... first INPUTS
var arguments = new List<string>();
foreach (var prop in graphInputs)
arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
// now pass surface inputs
arguments.Add(string.Format("{0} IN", graphContext.graphInputStructName));
// Now generate outputs
foreach (var slot in graphOutputs)
arguments.Add(string.Format("out {0} {1}", slot.concreteValueType.ToString(outputNode.precision), slot.shaderOutputName));
// Create the function protoype from the arguments
s.AppendLine("void {0}({1})"
, functionName
, arguments.Aggregate((current, next) => string.Format("{0}, {1}", current, next)));
// now generate the function
using (s.BlockScope())
{
// Just grab the body from the active nodes
var bodyGenerator = new ShaderGenerator();
GenerateNodeCode(bodyGenerator, graphContext, generationMode);
if (outputNode != null)
outputNode.RemapOutputs(bodyGenerator, generationMode);
s.Append(bodyGenerator.GetShaderString(1));
}
});
}
public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
{
// if we are previewing the graph we need to
// export 'exposed props' if we are 'for real'
// then we are outputting the graph in the
// nested context and the needed values will
// be copied into scope.
if (generationMode == GenerationMode.Preview)
{
foreach (var prop in properties)
collector.AddShaderProperty(prop);
}
foreach (var node in activeNodes)
{
if (node is IGenerateProperties)
(node as IGenerateProperties).CollectShaderProperties(collector, generationMode);
}
}
public IEnumerable<PreviewProperty> GetPreviewProperties()
{
List<PreviewProperty> props = new List<PreviewProperty>();
foreach (var node in activeNodes)
node.CollectPreviewMaterialProperties(props);
return props;
}
public IEnumerable<AbstractMaterialNode> activeNodes
{
get
{
List<INode> nodes = new List<INode>();
NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);
return nodes.OfType<AbstractMaterialNode>();
}
}
}
}