using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { public static class GuidEncoder { public static string Encode(Guid guid) { string enc = Convert.ToBase64String(guid.ToByteArray()); return String.Format("{0:X}", enc.GetHashCode()); } } [Serializable] public abstract class AbstractMaterialNode : INode, ISerializationCallbackReceiver, IGenerateProperties { protected static List s_TempSlots = new List(); protected static List s_TempEdges = new List(); public enum OutputPrecision { @fixed, @half, @float } [NonSerialized] private Guid m_Guid; [SerializeField] private string m_GuidSerialized; [SerializeField] private string m_Name; [SerializeField] private DrawState m_DrawState; [NonSerialized] private List m_Slots = new List(); [SerializeField] List m_SerializableSlots = new List(); [NonSerialized] private bool m_HasError; public Identifier tempId { get; set; } public IGraph owner { get; set; } public OnNodeModified onModified { get; set; } public void Dirty(ModificationScope scope) { if (onModified != null) onModified(this, scope); } public Guid guid { get { return m_Guid; } } public string name { get { return m_Name; } set { m_Name = value; } } public virtual string documentationURL { get { return null; } } public virtual bool canDeleteNode { get { return true; } } public DrawState drawState { get { return m_DrawState; } set { m_DrawState = value; Dirty(ModificationScope.Node); } } private OutputPrecision m_OutputPrecision = OutputPrecision.@float; public OutputPrecision precision { get { return m_OutputPrecision; } set { m_OutputPrecision = value; } } [SerializeField] bool m_PreviewExpanded = true; public bool previewExpanded { get { return m_PreviewExpanded; } set { if (previewExpanded == value) return; m_PreviewExpanded = value; Dirty(ModificationScope.Node); } } // Nodes that want to have a preview area can override this and return true public virtual bool hasPreview { get { return false; } } public virtual PreviewMode previewMode { get { return PreviewMode.Preview2D; } } public virtual bool allowedInSubGraph { get { return true; } } public virtual bool allowedInMainGraph { get { return true; } } public virtual bool allowedInLayerGraph { get { return true; } } public virtual bool hasError { get { return m_HasError; } protected set { m_HasError = value; } } string m_DefaultVariableName; string m_NameForDefaultVariableName; Guid m_GuidForDefaultVariableName; string defaultVariableName { get { if (m_NameForDefaultVariableName != name || m_GuidForDefaultVariableName != guid) { m_DefaultVariableName = string.Format("{0}_{1}", NodeUtils.GetHLSLSafeName(name), GuidEncoder.Encode(guid)); m_NameForDefaultVariableName = name; m_GuidForDefaultVariableName = guid; } return m_DefaultVariableName; } } protected AbstractMaterialNode() { m_DrawState.expanded = true; m_Guid = Guid.NewGuid(); version = 0; } public Guid RewriteGuid() { m_Guid = Guid.NewGuid(); return m_Guid; } public void GetInputSlots(List foundSlots) where T : ISlot { foreach (var slot in m_Slots) { if (slot.isInputSlot && slot is T) foundSlots.Add((T)slot); } } public void GetOutputSlots(List foundSlots) where T : ISlot { foreach (var slot in m_Slots) { if (slot.isOutputSlot && slot is T) foundSlots.Add((T)slot); } } public void GetSlots(List foundSlots) where T : ISlot { foreach (var slot in m_Slots) { if (slot is T) foundSlots.Add((T)slot); } } public virtual void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { foreach (var inputSlot in this.GetInputSlots()) { var edges = owner.GetEdges(inputSlot.slotReference); if (edges.Any()) continue; inputSlot.AddDefaultProperty(properties, generationMode); } } public string GetSlotValue(int inputSlotId, GenerationMode generationMode) { var inputSlot = FindSlot(inputSlotId); if (inputSlot == null) return string.Empty; var edges = owner.GetEdges(inputSlot.slotReference).ToArray(); if (edges.Any()) { var fromSocketRef = edges[0].outputSlot; var fromNode = owner.GetNodeFromGuid(fromSocketRef.nodeGuid); if (fromNode == null) return string.Empty; var slot = fromNode.FindOutputSlot(fromSocketRef.slotId); if (slot == null) return string.Empty; return ShaderGenerator.AdaptNodeOutput(fromNode, slot.id, inputSlot.concreteValueType); } return inputSlot.GetDefaultValue(generationMode); } private static bool ImplicitConversionExists(ConcreteSlotValueType from, ConcreteSlotValueType to) { if (from == to) return true; var fromCount = SlotValueHelper.GetChannelCount(from); var toCount = SlotValueHelper.GetChannelCount(to); // can convert from v1 vectors :) if (from == ConcreteSlotValueType.Vector1 && toCount > 0) return true; if (toCount == 0) return false; if (toCount <= fromCount) return true; return false; } private ConcreteSlotValueType ConvertDynamicInputTypeToConcrete(IEnumerable inputTypes) { var concreteSlotValueTypes = inputTypes as IList ?? inputTypes.ToList(); var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList(); switch (inputTypesDistinct.Count) { case 0: return ConcreteSlotValueType.Vector1; case 1: return inputTypesDistinct.FirstOrDefault(); default: // find the 'minumum' channel width excluding 1 as it can promote inputTypesDistinct.RemoveAll(x => x == ConcreteSlotValueType.Vector1); var ordered = inputTypesDistinct.OrderByDescending(x => x); if (ordered.Any()) return ordered.FirstOrDefault(); break; } return ConcreteSlotValueType.Vector1; } public virtual void ValidateNode() { var isInError = false; // all children nodes needs to be updated first // so do that here var slots = ListPool.Get(); GetInputSlots(slots); foreach (var inputSlot in slots) { inputSlot.hasError = false; var edges = owner.GetEdges(inputSlot.slotReference); foreach (var edge in edges) { var fromSocketRef = edge.outputSlot; var outputNode = owner.GetNodeFromGuid(fromSocketRef.nodeGuid); if (outputNode == null) continue; outputNode.ValidateNode(); if (outputNode.hasError) isInError = true; } } ListPool.Release(slots); var dynamicInputSlotsToCompare = DictionaryPool.Get(); var skippedDynamicSlots = ListPool.Get(); // iterate the input slots s_TempSlots.Clear(); GetInputSlots(s_TempSlots); foreach (var inputSlot in s_TempSlots) { // if there is a connection var edges = owner.GetEdges(inputSlot.slotReference).ToList(); if (!edges.Any()) { if (inputSlot is DynamicVectorMaterialSlot) skippedDynamicSlots.Add(inputSlot as DynamicVectorMaterialSlot); 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 DynamicVectorMaterialSlot) { dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType); continue; } // if we have a standard connection... just check the types work! if (!ImplicitConversionExists(outputConcreteType, inputSlot.concreteValueType)) inputSlot.hasError = true; } // we can now figure out the dynamic slotType // from here set all the var dynamicType = ConvertDynamicInputTypeToConcrete(dynamicInputSlotsToCompare.Values); foreach (var dynamicKvP in dynamicInputSlotsToCompare) dynamicKvP.Key.SetConcreteType(dynamicType); foreach (var skippedSlot in skippedDynamicSlots) skippedSlot.SetConcreteType(dynamicType); 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 DynamicVectorMaterialSlot) { (outputSlot as DynamicVectorMaterialSlot).SetConcreteType(dynamicType); continue; } } isInError |= inputError; s_TempSlots.Clear(); GetOutputSlots(s_TempSlots); isInError |= s_TempSlots.Any(x => x.hasError); isInError |= CalculateNodeHasError(); hasError = isInError; if (!hasError) { ++version; } ListPool.Release(skippedDynamicSlots); DictionaryPool.Release(dynamicInputSlotsToCompare); } public int version { get; private set; } //True if error protected virtual bool CalculateNodeHasError() { return false; } public virtual void CollectPreviewMaterialProperties(List properties) { s_TempSlots.Clear(); GetInputSlots(s_TempSlots); foreach (var s in s_TempSlots) { s_TempEdges.Clear(); owner.GetEdges(s.slotReference, s_TempEdges); if (s_TempEdges.Any()) continue; var item = s.GetPreviewProperty(GetVariableNameForSlot(s.id)); if (item.name == null) continue; properties.Add(item); } } public virtual string GetVariableNameForSlot(int slotId) { var slot = FindSlot(slotId); if (slot == null) throw new ArgumentException(string.Format("Attempting to use MaterialSlot({0}) on node of type {1} where this slot can not be found", slotId, this), "slotId"); return string.Format("_{0}_{1}", GetVariableNameForNode(), NodeUtils.GetHLSLSafeName(slot.shaderOutputName)); } public virtual string GetVariableNameForNode() { return defaultVariableName; } public void AddSlot(ISlot slot) { if (!(slot is MaterialSlot)) throw new ArgumentException(string.Format("Trying to add slot {0} to Material node {1}, but it is not a {2}", slot, this, typeof(MaterialSlot))); var addingSlot = (MaterialSlot)slot; var foundSlot = FindSlot(slot.id); // this will remove the old slot and add a new one // if an old one was found. This allows updating values m_Slots.RemoveAll(x => x.id == slot.id); m_Slots.Add(slot); slot.owner = this; Dirty(ModificationScope.Topological); if (foundSlot == null) return; addingSlot.CopyValuesFrom(foundSlot); } public void RemoveSlot(int slotId) { // Remove edges that use this slot // no owner can happen after creation // but before added to graph if (owner != null) { var edges = owner.GetEdges(GetSlotReference(slotId)); foreach (var edge in edges.ToArray()) owner.RemoveEdge(edge); } //remove slots m_Slots.RemoveAll(x => x.id == slotId); Dirty(ModificationScope.Topological); } public void RemoveSlotsNameNotMatching(IEnumerable slotIds, bool supressWarnings = false) { var invalidSlots = m_Slots.Select(x => x.id).Except(slotIds); foreach (var invalidSlot in invalidSlots.ToArray()) { if (!supressWarnings) Debug.LogWarningFormat("Removing Invalid MaterialSlot: {0}", invalidSlot); RemoveSlot(invalidSlot); } } public SlotReference GetSlotReference(int slotId) { var slot = FindSlot(slotId); if (slot == null) throw new ArgumentException("Slot could not be found", "slotId"); return new SlotReference(guid, slotId); } public T FindSlot(int slotId) where T : ISlot { foreach (var slot in m_Slots) { if (slot.id == slotId && slot is T) return (T)slot; } return default(T); } public T FindInputSlot(int slotId) where T : ISlot { foreach (var slot in m_Slots) { if (slot.isInputSlot && slot.id == slotId && slot is T) return (T)slot; } return default(T); } public T FindOutputSlot(int slotId) where T : ISlot { foreach (var slot in m_Slots) { if (slot.isOutputSlot && slot.id == slotId && slot is T) return (T)slot; } return default(T); } public virtual IEnumerable GetInputsWithNoConnection() { return this.GetInputSlots().Where(x => !owner.GetEdges(GetSlotReference(x.id)).Any()); } public virtual void OnBeforeSerialize() { m_GuidSerialized = m_Guid.ToString(); m_SerializableSlots = SerializationHelper.Serialize(m_Slots); } public virtual void OnAfterDeserialize() { if (!string.IsNullOrEmpty(m_GuidSerialized)) m_Guid = new Guid(m_GuidSerialized); else m_Guid = Guid.NewGuid(); m_Slots = SerializationHelper.Deserialize(m_SerializableSlots, GraphUtil.GetLegacyTypeRemapping()); m_SerializableSlots = null; foreach (var s in m_Slots) s.owner = this; UpdateNodeAfterDeserialization(); } public virtual void UpdateNodeAfterDeserialization() {} public bool IsSlotConnected(int slotId) { var slot = FindSlot(slotId); return slot != null && owner.GetEdges(slot.slotReference).Any(); } } }