using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using UnityEngine; using UnityEditor.Graphing; using UnityEngine.Experimental.UIElements; [assembly: InternalsVisibleTo("Unity.ShaderGraph.EditorTests")] namespace UnityEditor.ShaderGraph { [Serializable] public abstract class MaterialSlot : ISlot { const string k_NotInit = "Not Initilaized"; [SerializeField] int m_Id; [SerializeField] string m_DisplayName = k_NotInit; [SerializeField] SlotType m_SlotType = SlotType.Input; [SerializeField] int m_Priority = int.MaxValue; [SerializeField] bool m_Hidden; [SerializeField] string m_ShaderOutputName; [SerializeField] ShaderStageCapability m_StageCapability; bool m_HasError; protected MaterialSlot() {} protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) { m_Id = slotId; m_DisplayName = displayName; m_SlotType = slotType; m_Hidden = hidden; m_ShaderOutputName = shaderOutputName; this.stageCapability = stageCapability; } protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, int priority, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) { m_Id = slotId; m_DisplayName = displayName; m_SlotType = slotType; m_Priority = priority; m_Hidden = hidden; m_ShaderOutputName = shaderOutputName; this.stageCapability = stageCapability; } public virtual VisualElement InstantiateControl() { return null; } static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type) { switch (type) { case ConcreteSlotValueType.Vector1: return "(1)"; case ConcreteSlotValueType.Vector2: return "(2)"; case ConcreteSlotValueType.Vector3: return "(3)"; case ConcreteSlotValueType.Vector4: return "(4)"; case ConcreteSlotValueType.Boolean: return "(B)"; case ConcreteSlotValueType.Matrix2: return "(2x2)"; case ConcreteSlotValueType.Matrix3: return "(3x3)"; case ConcreteSlotValueType.Matrix4: return "(4x4)"; case ConcreteSlotValueType.SamplerState: return "(SS)"; case ConcreteSlotValueType.Texture2D: return "(T2)"; case ConcreteSlotValueType.Texture2DArray: return "(T2A)"; case ConcreteSlotValueType.Texture3D: return "(T3)"; case ConcreteSlotValueType.Cubemap: return "(C)"; case ConcreteSlotValueType.Gradient: return "(G)"; default: return "(E)"; } } public virtual string displayName { get { return m_DisplayName + ConcreteSlotValueTypeAsString(concreteValueType); } set { m_DisplayName = value; } } public string RawDisplayName() { return m_DisplayName; } public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStageCapability shaderStageCapability = ShaderStageCapability.All, bool hidden = false) { switch (type) { case SlotValueType.SamplerState: return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.DynamicMatrix: return new DynamicMatrixMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Matrix4: return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Matrix3: return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Matrix2: return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Texture2D: return slotType == SlotType.Input ? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Texture2DArray: return slotType == SlotType.Input ? new Texture2DArrayInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new Texture2DArrayMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Texture3D: return slotType == SlotType.Input ? new Texture3DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new Texture3DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Cubemap: return slotType == SlotType.Input ? new CubemapInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new CubemapMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.Gradient: return slotType == SlotType.Input ? new GradientInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden) : new GradientMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden); case SlotValueType.DynamicVector: return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden); case SlotValueType.Vector4: return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden); case SlotValueType.Vector3: return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden); case SlotValueType.Vector2: return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden); case SlotValueType.Vector1: return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStageCapability, hidden: hidden); case SlotValueType.Dynamic: return new DynamicValueMaterialSlot(slotId, displayName, shaderOutputName, slotType, new Matrix4x4(defaultValue, Vector4.zero, Vector4.zero, Vector4.zero), shaderStageCapability, hidden); case SlotValueType.Boolean: return new BooleanMaterialSlot(slotId, displayName, shaderOutputName, slotType, false, shaderStageCapability, hidden); } throw new ArgumentOutOfRangeException("type", type, null); } public SlotReference slotReference { get { return new SlotReference(owner.guid, m_Id); } } public INode owner { get; set; } public bool hidden { get { return m_Hidden; } set { m_Hidden = value; } } public int id { get { return m_Id; } } public int priority { get { return m_Priority; } set { m_Priority = value; } } public bool isInputSlot { get { return m_SlotType == SlotType.Input; } } public bool isOutputSlot { get { return m_SlotType == SlotType.Output; } } public SlotType slotType { get { return m_SlotType; } } public bool isConnected { get { // node and graph respectivly if (owner == null || owner.owner == null) return false; var graph = owner.owner; var edges = graph.GetEdges(slotReference); return edges.Any(); } } public abstract SlotValueType valueType { get; } public abstract ConcreteSlotValueType concreteValueType { get; } public string shaderOutputName { get { return m_ShaderOutputName; } private set { m_ShaderOutputName = value; } } public ShaderStageCapability stageCapability { get { return m_StageCapability; } set { m_StageCapability = value; } } public bool hasError { get { return m_HasError; } set { m_HasError = value; } } bool IsCompatibleWithInputSlotType(SlotValueType inputType) { switch (valueType) { case SlotValueType.SamplerState: return inputType == SlotValueType.SamplerState; case SlotValueType.DynamicMatrix: case SlotValueType.Matrix4: return inputType == SlotValueType.Matrix4 || inputType == SlotValueType.Matrix3 || inputType == SlotValueType.Matrix2 || inputType == SlotValueType.DynamicMatrix || inputType == SlotValueType.Dynamic; case SlotValueType.Matrix3: return inputType == SlotValueType.Matrix3 || inputType == SlotValueType.Matrix2 || inputType == SlotValueType.DynamicMatrix || inputType == SlotValueType.Dynamic; case SlotValueType.Matrix2: return inputType == SlotValueType.Matrix2 || inputType == SlotValueType.DynamicMatrix || inputType == SlotValueType.Dynamic; case SlotValueType.Texture2D: return inputType == SlotValueType.Texture2D; case SlotValueType.Texture2DArray: return inputType == SlotValueType.Texture2DArray; case SlotValueType.Texture3D: return inputType == SlotValueType.Texture3D; case SlotValueType.Cubemap: return inputType == SlotValueType.Cubemap; case SlotValueType.Gradient: return inputType == SlotValueType.Gradient; case SlotValueType.DynamicVector: case SlotValueType.Vector4: case SlotValueType.Vector3: case SlotValueType.Vector2: case SlotValueType.Vector1: return inputType == SlotValueType.Vector4 || inputType == SlotValueType.Vector3 || inputType == SlotValueType.Vector2 || inputType == SlotValueType.Vector1 || inputType == SlotValueType.DynamicVector || inputType == SlotValueType.Dynamic; case SlotValueType.Dynamic: return inputType == SlotValueType.Matrix4 || inputType == SlotValueType.Matrix3 || inputType == SlotValueType.Matrix2 || inputType == SlotValueType.DynamicMatrix || inputType == SlotValueType.Vector4 || inputType == SlotValueType.Vector3 || inputType == SlotValueType.Vector2 || inputType == SlotValueType.Vector1 || inputType == SlotValueType.DynamicVector || inputType == SlotValueType.Dynamic; case SlotValueType.Boolean: return inputType == SlotValueType.Boolean; } return false; } public bool IsCompatibleWith(MaterialSlot otherSlot) { return otherSlot != null && otherSlot.owner != owner && otherSlot.isInputSlot != isInputSlot && ((isInputSlot ? otherSlot.IsCompatibleWithInputSlotType(valueType) : IsCompatibleWithInputSlotType(otherSlot.valueType))); } public bool IsCompatibleStageWith(MaterialSlot otherSlot) { var candidateStage = otherSlot.stageCapability; return stageCapability == ShaderStageCapability.All || candidateStage == stageCapability; } public virtual string GetDefaultValue(GenerationMode generationMode) { var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); if (generationMode.IsPreview()) return matOwner.GetVariableNameForSlot(id); return ConcreteSlotValueAsVariable(matOwner.precision); } protected virtual string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { return "error"; } public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode); protected static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue) { switch (slotValue) { case ConcreteSlotValueType.Texture2D: return PropertyType.Texture2D; case ConcreteSlotValueType.Texture2DArray: return PropertyType.Texture2DArray; case ConcreteSlotValueType.Texture3D: return PropertyType.Texture3D; case ConcreteSlotValueType.Cubemap: return PropertyType.Cubemap; case ConcreteSlotValueType.Gradient: return PropertyType.Gradient; case ConcreteSlotValueType.Boolean: return PropertyType.Boolean; case ConcreteSlotValueType.Vector1: return PropertyType.Vector1; case ConcreteSlotValueType.Vector2: return PropertyType.Vector2; case ConcreteSlotValueType.Vector3: return PropertyType.Vector3; case ConcreteSlotValueType.Vector4: return PropertyType.Vector4; case ConcreteSlotValueType.Matrix2: return PropertyType.Matrix2; case ConcreteSlotValueType.Matrix3: return PropertyType.Matrix3; case ConcreteSlotValueType.Matrix4: return PropertyType.Matrix4; case ConcreteSlotValueType.SamplerState: return PropertyType.SamplerState; default: return PropertyType.Vector4; } } public virtual void GetPreviewProperties(List properties, string name) { properties.Add(default(PreviewProperty)); } public abstract void CopyValuesFrom(MaterialSlot foundSlot); bool Equals(MaterialSlot other) { return m_Id == other.m_Id && owner.guid.Equals(other.owner.guid); } public bool Equals(ISlot other) { return Equals(other as object); } public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; if (obj.GetType() != this.GetType()) return false; return Equals((MaterialSlot)obj); } public override int GetHashCode() { unchecked { return (m_Id * 397) ^ (owner != null ? owner.GetHashCode() : 0); } } } }