using System; using System.Text; using System.Collections.Generic; using System.Linq; using System.Text.RegularExpressions; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; using UnityEngine; using System.Reflection; using System.Text.RegularExpressions; namespace UnityEditor.ShaderGraph { // a structure used to track active variable dependencies in the shader code // (i.e. the use of uv0 in the pixel shader means we need a uv0 interpolator, etc.) public struct Dependency { public string name; // the name of the thing public string dependsOn; // the thing above depends on this -- it reads it / calls it / requires it to be defined public Dependency(string name, string dependsOn) { this.name = name; this.dependsOn = dependsOn; } }; // attribute used to flag a field as needing an HLSL semantic applied // i.e. float3 position : POSITION; // ^ semantic [System.AttributeUsage(System.AttributeTargets.Field)] public class Semantic : System.Attribute { public string semantic; public Semantic(string semantic) { this.semantic = semantic; } } // attribute used to flag a field as being optional // i.e. if it is not active, then we can omit it from the struct [System.AttributeUsage(System.AttributeTargets.Field)] public class Optional : System.Attribute { public Optional() { } } // attribute used to override the HLSL type of a field with a custom type string [System.AttributeUsage(System.AttributeTargets.Field)] public class OverrideType : System.Attribute { public string typeName; public OverrideType(string typeName) { this.typeName = typeName; } } // attribute used to disable a field using a preprocessor #if [System.AttributeUsage(System.AttributeTargets.Field)] public class PreprocessorIf : System.Attribute { public string conditional; public PreprocessorIf(string conditional) { this.conditional = conditional; } } public static class ShaderSpliceUtil { private static int GetFloatVectorCount(string typeName) { if (typeName.Equals("Vector4")) { return 4; } else if (typeName.Equals("Vector3")) { return 3; } else if (typeName.Equals("Vector2")) { return 2; } else if (typeName.Equals("float")) { return 1; } else { return 0; } } private static string[] vectorTypeNames = { "unknown", "float", "float2", "float3", "float4" }; private static char[] channelNames = { 'x', 'y', 'z', 'w' }; private static string GetChannelSwizzle(int firstChannel, int channelCount) { System.Text.StringBuilder result = new System.Text.StringBuilder(); int lastChannel = System.Math.Min(firstChannel + channelCount - 1, 4); for (int index = firstChannel; index <= lastChannel; index++) { result.Append(channelNames[index]); } return result.ToString(); } private static bool ShouldSpliceField(System.Type parentType, FieldInfo field, HashSet activeFields, out bool isOptional) { bool fieldActive = true; isOptional = field.IsDefined(typeof(Optional), false); if (isOptional) { string fullName = parentType.Name + "." + field.Name; if (!activeFields.Contains(fullName)) { // not active, skip the optional field fieldActive = false; } } return fieldActive; } private static string GetFieldSemantic(FieldInfo field) { string semanticString = null; object[] semantics = field.GetCustomAttributes(typeof(Semantic), false); if (semantics.Length > 0) { Semantic firstSemantic = (Semantic) semantics[0]; semanticString = " : " + firstSemantic.semantic; } return semanticString; } private static string GetFieldType(FieldInfo field, out int floatVectorCount) { string fieldType; object[] overrideType = field.GetCustomAttributes(typeof(OverrideType), false); if (overrideType.Length > 0) { OverrideType first = (OverrideType)overrideType[0]; fieldType = first.typeName; floatVectorCount = 0; } else { // TODO: handle non-float types floatVectorCount = GetFloatVectorCount(field.FieldType.Name); fieldType = vectorTypeNames[floatVectorCount]; } return fieldType; } private static bool IsFloatVectorType(string type) { return GetFloatVectorCount(type) != 0; } private static string GetFieldConditional(FieldInfo field) { string conditional = null; object[] overrideType = field.GetCustomAttributes(typeof(PreprocessorIf), false); if (overrideType.Length > 0) { PreprocessorIf first = (PreprocessorIf) overrideType[0]; conditional = first.conditional; } return conditional; } public static void BuildType(System.Type t, HashSet activeFields, ShaderGenerator result) { result.AddShaderChunk("struct " + t.Name + " {"); result.Indent(); foreach (FieldInfo field in t.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)) { if (field.MemberType == MemberTypes.Field) { bool isOptional; if (ShouldSpliceField(t, field, activeFields, out isOptional)) { string semanticString = GetFieldSemantic(field); int floatVectorCount; string fieldType = GetFieldType(field, out floatVectorCount); string conditional = GetFieldConditional(field); if (conditional != null) { result.AddShaderChunk("#if " + conditional); } string fieldDecl = fieldType + " " + field.Name + semanticString + ";" + (isOptional ? " // optional" : string.Empty); result.AddShaderChunk(fieldDecl); if (conditional != null) { result.AddShaderChunk("#endif // " + conditional); } } } } result.Deindent(); result.AddShaderChunk("};"); } public static void BuildPackedType(System.Type unpacked, HashSet activeFields, ShaderGenerator result) { // for each interpolator, the number of components used (up to 4 for a float4 interpolator) List packedCounts = new List(); ShaderGenerator packer = new ShaderGenerator(); ShaderGenerator unpacker = new ShaderGenerator(); ShaderGenerator structEnd = new ShaderGenerator(); string unpackedStruct = unpacked.Name.ToString(); string packedStruct = "Packed" + unpacked.Name; string packerFunction = "Pack" + unpacked.Name; string unpackerFunction = "Unpack" + unpacked.Name; // declare struct header: // struct packedStruct { result.AddShaderChunk("struct " + packedStruct + " {"); result.Indent(); // declare function headers: // packedStruct packerFunction(unpackedStruct input) // { // packedStruct output; packer.AddShaderChunk(packedStruct + " " + packerFunction + "(" + unpackedStruct + " input)"); packer.AddShaderChunk("{"); packer.Indent(); packer.AddShaderChunk(packedStruct + " output;"); // unpackedStruct unpackerFunction(packedStruct input) // { // unpackedStruct output; unpacker.AddShaderChunk(unpackedStruct + " " + unpackerFunction + "(" + packedStruct + " input)"); unpacker.AddShaderChunk("{"); unpacker.Indent(); unpacker.AddShaderChunk(unpackedStruct + " output;"); // TODO: this could do a better job packing // especially if we allowed breaking up fields across multiple interpolators (to pack them into remaining space...) // though we would want to only do this if it improves final interpolator count, and is worth it on the target machine foreach (FieldInfo field in unpacked.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)) { if (field.MemberType == MemberTypes.Field) { bool isOptional; if (ShouldSpliceField(unpacked, field, activeFields, out isOptional)) { string semanticString = GetFieldSemantic(field); int floatVectorCount; string fieldType = GetFieldType(field, out floatVectorCount); string conditional = GetFieldConditional(field); if ((semanticString != null) || (conditional != null) || (floatVectorCount == 0)) { // not a packed value if (conditional != null) { structEnd.AddShaderChunk("#if " + conditional); packer.AddShaderChunk("#if " + conditional); unpacker.AddShaderChunk("#if " + conditional); } structEnd.AddShaderChunk(fieldType + " " + field.Name + semanticString + "; // unpacked"); packer.AddShaderChunk("output." + field.Name + " = input." + field.Name + ";"); unpacker.AddShaderChunk("output." + field.Name + " = input." + field.Name + ";"); if (conditional != null) { structEnd.AddShaderChunk("#endif // " + conditional); packer.AddShaderChunk("#endif // " + conditional); unpacker.AddShaderChunk("#endif // " + conditional); } } else { // pack float field // super simple packing: use the first interpolator that has room for the whole value int interpIndex = packedCounts.FindIndex(x => (x + floatVectorCount <= 4)); int firstChannel; if (interpIndex < 0) { // allocate a new interpolator interpIndex = packedCounts.Count; firstChannel = 0; packedCounts.Add(floatVectorCount); } else { // pack into existing interpolator firstChannel = packedCounts[interpIndex]; packedCounts[interpIndex] += floatVectorCount; } // add code to packer and unpacker -- packed data declaration is handled later string packedChannels = GetChannelSwizzle(firstChannel, floatVectorCount); packer.AddShaderChunk(string.Format("output.interp{0:00}.{1} = input.{2};", interpIndex, packedChannels, field.Name)); unpacker.AddShaderChunk(string.Format("output.{0} = input.interp{1:00}.{2};", field.Name, interpIndex, packedChannels)); } } } } // add packed data declarations to struct, using the packedCounts for (int index = 0; index < packedCounts.Count; index++) { int count = packedCounts[index]; result.AddShaderChunk(string.Format("{0} interp{1:00} : TEXCOORD{1}; // auto-packed", vectorTypeNames[count], index)); } // add unpacked data declarations to struct (must be at end) result.AddGenerator(structEnd); // close declarations result.Deindent(); result.AddShaderChunk("};"); packer.AddShaderChunk("return output;"); packer.Deindent(); packer.AddShaderChunk("}"); unpacker.AddShaderChunk("return output;"); unpacker.Deindent(); unpacker.AddShaderChunk("}"); // combine all of the code into the result result.AddGenerator(packer); result.AddGenerator(unpacker); } // an easier to use version of substring Append() -- explicit inclusion on each end, and checks for positive length private static void AppendSubstring(System.Text.StringBuilder target, string str, int start, bool includeStart, int end, bool includeEnd) { if (!includeStart) { start++; } if (!includeEnd) { end--; } int count = end - start + 1; if (count > 0) { target.Append(str, start, count); } } public static System.Text.StringBuilder PreprocessShaderCode(string code, HashSet activeFields, Dictionary namedFragments = null, System.Text.StringBuilder result = null) { if (result == null) { result = new System.Text.StringBuilder(); } int cur = 0; int end = code.Length; while (cur < end) { int dollar = code.IndexOf('$', cur); if (dollar < 0) { // no escape sequence found -- just append the remaining part of the code verbatim AppendSubstring(result, code, cur, true, end, false); cur = end; } else { // found $ escape sequence // first append everything before the beginning of the escape sequence AppendSubstring(result, code, cur, true, dollar, false); // next find the end of the line (or if none found, the end of the code) int endln = code.IndexOf('\n', dollar + 1); if (endln < 0) { endln = end; } // see if the character after '$' is '{', which would indicate a named fragment splice if ((dollar + 1 < endln) && (code[dollar + 1] == '{')) { // named fragment splice // search for the '}' within the current line int curlystart = dollar + 1; int curlyend = -1; if (endln > curlystart + 1) { curlyend = code.IndexOf('}', curlystart + 1, endln - curlystart - 1); } int nameLength = curlyend - dollar + 1; if ((curlyend < 0) || (nameLength <= 0)) { // no } found, or zero length name if (curlyend < 0) { result.Append("// ERROR: unterminated escape sequence ('${' and '}' must be matched)\n"); } else { result.Append("// ERROR: name '${}' is empty\n"); } // append the line (commented out) for context result.Append("// "); AppendSubstring(result, code, dollar, true, endln, false); result.Append("\n"); } else { // } found! // ugh, this probably allocates memory -- wish we could do the name lookup direct from a substring string name = code.Substring(dollar, nameLength); string fragment; if ((namedFragments != null) && namedFragments.TryGetValue(name, out fragment)) { // splice the fragment result.Append(fragment); // advance to just after the '}' cur = curlyend + 1; } else { // no named fragment found result.AppendFormat("/* Could not find named fragment '{0}' */", name); cur = curlyend + 1; } } } else { // it's a predicate // search for the colon within the current line int colon = -1; if (endln > dollar + 1) { colon = code.IndexOf(':', dollar + 1, endln - dollar - 1); } int predicateLength = colon - dollar - 1; if ((colon < 0) || (predicateLength <= 0)) { // no colon found... error! Spit out error and context if (colon < 0) { result.Append("// ERROR: unterminated escape sequence ('$' and ':' must be matched)\n"); } else { result.Append("// ERROR: predicate is zero length\n"); } // append the line (commented out) for context result.Append("// "); AppendSubstring(result, code, dollar, true, endln, false); } else { // colon found! // ugh, this probably allocates memory -- wish we could do the field lookup direct from a substring string predicate = code.Substring(dollar + 1, predicateLength); if (activeFields.Contains(predicate)) { // predicate is active, append the line result.Append(' ', predicateLength + 2); AppendSubstring(result, code, colon, false, endln, false); } else { // predicate is not active -- comment out line result.Append("//"); result.Append(' ', predicateLength); AppendSubstring(result, code, colon, false, endln, false); } } cur = endln + 1; } } } return result; } public static void ApplyDependencies(HashSet activeFields, List dependsList) { // add active fields to queue Queue fieldsToPropagate = new Queue(); foreach (string f in activeFields) { fieldsToPropagate.Enqueue(f); } // foreach field in queue: while (fieldsToPropagate.Count > 0) { string field = fieldsToPropagate.Dequeue(); if (activeFields.Contains(field)) // this should always be true { // find all dependencies of field that are not already active foreach (Dependency[] dependArray in dependsList) { foreach (Dependency d in dependArray.Where(d => (d.name == field) && !activeFields.Contains(d.dependsOn))) { // activate them and add them to the queue activeFields.Add(d.dependsOn); fieldsToPropagate.Enqueue(d.dependsOn); } } } } } }; public static class GraphUtil { internal static string ConvertCamelCase(string text, bool preserveAcronyms) { if (string.IsNullOrEmpty(text)) return string.Empty; StringBuilder newText = new StringBuilder(text.Length * 2); newText.Append(text[0]); for (int i = 1; i < text.Length; i++) { if (char.IsUpper(text[i])) if ((text[i - 1] != ' ' && !char.IsUpper(text[i - 1])) || (preserveAcronyms && char.IsUpper(text[i - 1]) && i < text.Length - 1 && !char.IsUpper(text[i + 1]))) newText.Append(' '); newText.Append(text[i]); } return newText.ToString(); } public static void GenerateApplicationVertexInputs(ShaderGraphRequirements graphRequiements, ShaderStringBuilder vertexInputs) { vertexInputs.AppendLine("struct GraphVertexInput"); using (vertexInputs.BlockSemicolonScope()) { vertexInputs.AppendLine("float4 vertex : POSITION;"); vertexInputs.AppendLine("float3 normal : NORMAL;"); vertexInputs.AppendLine("float4 tangent : TANGENT;"); if (graphRequiements.requiresVertexColor) { vertexInputs.AppendLine("float4 color : COLOR;"); } foreach (var channel in graphRequiements.requiresMeshUVs.Distinct()) vertexInputs.AppendLine("float4 texcoord{0} : TEXCOORD{0};", (int)channel); vertexInputs.AppendLine("UNITY_VERTEX_INPUT_INSTANCE_ID"); } } static void Visit(List outputList, Dictionary unmarkedNodes, INode node) { if (!unmarkedNodes.ContainsKey(node.guid)) return; foreach (var slot in node.GetInputSlots()) { foreach (var edge in node.owner.GetEdges(slot.slotReference)) { var inputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid); Visit(outputList, unmarkedNodes, inputNode); } } unmarkedNodes.Remove(node.guid); outputList.Add(node); } public static GenerationResults GetShader(this AbstractMaterialGraph graph, AbstractMaterialNode node, GenerationMode mode, string name) { // ----------------------------------------------------- // // SETUP // // ----------------------------------------------------- // // ------------------------------------- // String builders var finalShader = new ShaderStringBuilder(); var results = new GenerationResults(); bool isUber = node == null; var shaderProperties = new PropertyCollector(); var functionBuilder = new ShaderStringBuilder(); var functionRegistry = new FunctionRegistry(functionBuilder); var vertexDescriptionFunction = new ShaderStringBuilder(0); var surfaceDescriptionInputStruct = new ShaderStringBuilder(0); var surfaceDescriptionStruct = new ShaderStringBuilder(0); var surfaceDescriptionFunction = new ShaderStringBuilder(0); var vertexInputs = new ShaderStringBuilder(0); // ------------------------------------- // Get Slot and Node lists var activeNodeList = ListPool.Get(); if (isUber) { var unmarkedNodes = graph.GetNodes().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid); while (unmarkedNodes.Any()) { var unmarkedNode = unmarkedNodes.FirstOrDefault(); Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value); } } else { NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node); } var slots = new List(); foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable()) { if (activeNode is IMasterNode || activeNode is SubGraphOutputNode) slots.AddRange(activeNode.GetInputSlots()); else slots.AddRange(activeNode.GetOutputSlots()); } // ------------------------------------- // Get Requirements var requirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment); // ------------------------------------- // Add preview shader output property results.outputIdProperty = new Vector1ShaderProperty { displayName = "OutputId", generatePropertyBlock = false, value = -1 }; if (isUber) shaderProperties.AddShaderProperty(results.outputIdProperty); // ----------------------------------------------------- // // START VERTEX DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Generate Vertex Description function vertexDescriptionFunction.AppendLine("GraphVertexInput PopulateVertexData(GraphVertexInput v)"); using(vertexDescriptionFunction.BlockScope()) { vertexDescriptionFunction.AppendLine("return v;"); } // ----------------------------------------------------- // // START SURFACE DESCRIPTION // // ----------------------------------------------------- // // ------------------------------------- // Generate Input structure for Surface Description function // Surface Description Input requirements are needed to exclude intermediate translation spaces surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs"); using(surfaceDescriptionInputStruct.BlockSemicolonScope()) { ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct); ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct); if (requirements.requiresVertexColor) surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor); if (requirements.requiresScreenPosition) surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition); results.previewMode = PreviewMode.Preview3D; if (!isUber) { foreach (var pNode in activeNodeList.OfType()) { if (pNode.previewMode == PreviewMode.Preview3D) { results.previewMode = PreviewMode.Preview3D; break; } } } foreach (var channel in requirements.requiresMeshUVs.Distinct()) surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName()); } // ------------------------------------- // Generate Output structure for Surface Description function GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber); // ------------------------------------- // Generate Surface Description function GenerateSurfaceDescriptionFunction( activeNodeList, node, graph, surfaceDescriptionFunction, functionRegistry, shaderProperties, requirements, mode, outputIdProperty: results.outputIdProperty); // ----------------------------------------------------- // // GENERATE VERTEX > PIXEL PIPELINE // // ----------------------------------------------------- // // ------------------------------------- // Generate Input structure for Vertex shader GenerateApplicationVertexInputs(requirements, vertexInputs); // ----------------------------------------------------- // // FINALIZE // // ----------------------------------------------------- // // ------------------------------------- // Build final shader finalShader.AppendLine(@"Shader ""{0}""", name); using (finalShader.BlockScope()) { finalShader.AppendLine("Properties"); using (finalShader.BlockScope()) { finalShader.AppendLines(shaderProperties.GetPropertiesBlock(0)); } finalShader.AppendNewLine(); finalShader.AppendLine(@"HLSLINCLUDE"); finalShader.AppendLine("#define USE_LEGACY_UNITY_MATRIX_VARIABLES"); finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Common.hlsl"""); finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Packing.hlsl"""); finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Color.hlsl"""); finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/UnityInstancing.hlsl"""); finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/EntityLighting.hlsl"""); finalShader.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariables.hlsl"""); finalShader.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"""); finalShader.AppendLine(@"#include ""ShaderGraphLibrary/Functions.hlsl"""); finalShader.AppendNewLine(); finalShader.AppendLines(shaderProperties.GetPropertiesDeclaration(0)); finalShader.AppendLines(surfaceDescriptionInputStruct.ToString()); finalShader.AppendNewLine(); finalShader.Concat(functionBuilder); finalShader.AppendNewLine(); finalShader.AppendLines(surfaceDescriptionStruct.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(surfaceDescriptionFunction.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(vertexInputs.ToString()); finalShader.AppendNewLine(); finalShader.AppendLines(vertexDescriptionFunction.ToString()); finalShader.AppendNewLine(); finalShader.AppendLine(@"ENDHLSL"); finalShader.AppendLines(ShaderGenerator.GetPreviewSubShader(node, requirements)); ListPool.Release(activeNodeList); } // ------------------------------------- // Finalize results.configuredTextures = shaderProperties.GetConfiguredTexutres(); ShaderSourceMap sourceMap; results.shader = finalShader.ToString(out sourceMap); results.sourceMap = sourceMap; return results; } public static void GenerateSurfaceDescriptionStruct(ShaderStringBuilder surfaceDescriptionStruct, List slots, bool isMaster) { surfaceDescriptionStruct.AppendLine("struct SurfaceDescription"); using(surfaceDescriptionStruct.BlockSemicolonScope()) { if (isMaster) { foreach (var slot in slots) surfaceDescriptionStruct.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), NodeUtils.GetHLSLSafeName(slot.shaderOutputName)); //surfaceDescriptionStruct.Deindent(); } else { surfaceDescriptionStruct.AppendLine("float4 PreviewOutput;"); } } } public static void GenerateSurfaceDescriptionFunction( List activeNodeList, AbstractMaterialNode masterNode, AbstractMaterialGraph graph, ShaderStringBuilder surfaceDescriptionFunction, FunctionRegistry functionRegistry, PropertyCollector shaderProperties, ShaderGraphRequirements requirements, GenerationMode mode, string functionName = "PopulateSurfaceData", string surfaceDescriptionName = "SurfaceDescription", Vector1ShaderProperty outputIdProperty = null, IEnumerable slots = null, string graphInputStructName = "SurfaceDescriptionInputs") { if (graph == null) return; GraphContext graphContext = new GraphContext(graphInputStructName); graph.CollectShaderProperties(shaderProperties, mode); surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false); using(surfaceDescriptionFunction.BlockScope()) { ShaderGenerator sg = new ShaderGenerator(); surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName); foreach (var activeNode in activeNodeList.OfType()) { if (activeNode is IGeneratesFunction) { functionRegistry.builder.currentNode = activeNode; (activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, graphContext, mode); } if (activeNode is IGeneratesBodyCode) (activeNode as IGeneratesBodyCode).GenerateNodeCode(sg, mode); if (masterNode == null && activeNode.hasPreview) { var outputSlot = activeNode.GetOutputSlots().FirstOrDefault(); if (outputSlot != null) sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false); } // In case of the subgraph output node, the preview is generated // from the first input to the node. if (activeNode is SubGraphOutputNode) { var inputSlot = activeNode.GetInputSlots().FirstOrDefault(); if (inputSlot != null) { var foundEdges = graph.GetEdges(inputSlot.slotReference).ToArray(); string slotValue = foundEdges.Any() ? activeNode.GetSlotValue(inputSlot.id, mode) : inputSlot.GetDefaultValue(mode); sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, slotValue), false); } } activeNode.CollectShaderProperties(shaderProperties, mode); } surfaceDescriptionFunction.AppendLines(sg.GetShaderString(0)); functionRegistry.builder.currentNode = null; if (masterNode != null) { if (masterNode is IMasterNode) { var usedSlots = slots ?? masterNode.GetInputSlots(); foreach (var input in usedSlots) { var foundEdges = graph.GetEdges(input.slotReference).ToArray(); if (foundEdges.Any()) { surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode)); } else { surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode)); } } } else if (masterNode.hasPreview) { foreach (var slot in masterNode.GetOutputSlots()) surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode)); } } surfaceDescriptionFunction.AppendLine("return surface;"); } } const string k_VertexDescriptionStructName = "VertexDescription"; public static void GenerateVertexDescriptionStruct(ShaderStringBuilder builder, List slots) { builder.AppendLine("struct {0}", k_VertexDescriptionStructName); using (builder.BlockSemicolonScope()) { foreach (var slot in slots) builder.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), NodeUtils.GetHLSLSafeName(slot.shaderOutputName)); } } public static void GenerateVertexDescriptionFunction( AbstractMaterialGraph graph, ShaderStringBuilder builder, FunctionRegistry functionRegistry, PropertyCollector shaderProperties, GenerationMode mode, List nodes, List slots, string graphInputStructName = "VertexDescriptionInputs") { if (graph == null) return; GraphContext graphContext = new GraphContext(graphInputStructName); graph.CollectShaderProperties(shaderProperties, mode); builder.AppendLine("{0} PopulateVertexData(VertexDescriptionInputs IN)", k_VertexDescriptionStructName); using (builder.BlockScope()) { ShaderGenerator sg = new ShaderGenerator(); builder.AppendLine("{0} description = ({0})0;", k_VertexDescriptionStructName); foreach (var node in nodes) { var generatesFunction = node as IGeneratesFunction; if (generatesFunction != null) { functionRegistry.builder.currentNode = node; generatesFunction.GenerateNodeFunction(functionRegistry, graphContext, mode); } var generatesBodyCode = node as IGeneratesBodyCode; if (generatesBodyCode != null) { generatesBodyCode.GenerateNodeCode(sg, mode); } node.CollectShaderProperties(shaderProperties, mode); } builder.AppendLines(sg.GetShaderString(0)); foreach (var slot in slots) { var isSlotConnected = slot.owner.owner.GetEdges(slot.slotReference).Any(); var slotName = NodeUtils.GetHLSLSafeName(slot.shaderOutputName); var slotValue = isSlotConnected ? ((AbstractMaterialNode)slot.owner).GetSlotValue(slot.id, mode) : slot.GetDefaultValue(mode); builder.AppendLine("description.{0} = {1};", slotName, slotValue); } builder.AppendLine("return description;"); } } public static GenerationResults GetPreviewShader(this AbstractMaterialGraph graph, AbstractMaterialNode node) { return graph.GetShader(node, GenerationMode.Preview, String.Format("hidden/preview/{0}", node.GetVariableNameForNode())); } public static GenerationResults GetUberColorShader(this AbstractMaterialGraph graph) { return graph.GetShader(null, GenerationMode.Preview, "hidden/preview"); } static Dictionary s_LegacyTypeRemapping; public static Dictionary GetLegacyTypeRemapping() { if (s_LegacyTypeRemapping == null) { s_LegacyTypeRemapping = new Dictionary(); foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies()) { foreach (var type in assembly.GetTypesOrNothing()) { if (type.IsAbstract) continue; foreach (var attribute in type.GetCustomAttributes(typeof(FormerNameAttribute), false)) { var legacyAttribute = (FormerNameAttribute)attribute; var serializationInfo = new SerializationHelper.TypeSerializationInfo { fullName = legacyAttribute.fullName }; s_LegacyTypeRemapping[serializationInfo] = SerializationHelper.GetTypeSerializableAsString(type); } } } } return s_LegacyTypeRemapping; } /// /// Sanitizes a supplied string such that it does not collide /// with any other name in a collection. /// /// /// A collection of names that the new name should not collide with. /// /// /// The format applied to the name if a duplicate exists. /// This must be a format string that contains `{0}` and `{1}` /// once each. An example could be `{0} ({1})`, which will append ` (n)` /// to the name for the n`th duplicate. /// /// /// The name to be sanitized. /// /// /// A name that is distinct form any name in `existingNames`. /// internal static string SanitizeName(IEnumerable existingNames, string duplicateFormat, string name) { if (!existingNames.Contains(name)) return name; string escapedDuplicateFormat = Regex.Escape(duplicateFormat); // Escaped format will escape string interpolation, so the escape caracters must be removed for these. escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{0}", @"{0}"); escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{1}", @"{1}"); var baseRegex = new Regex(string.Format(escapedDuplicateFormat, @"^(.*)", @"(\d+)")); var baseMatch = baseRegex.Match(name); if (baseMatch.Success) name = baseMatch.Groups[1].Value; string baseNameExpression= string.Format(@"^{0}", Regex.Escape(name)); var regex = new Regex(string.Format(escapedDuplicateFormat, baseNameExpression, @"(\d+)") + "$"); var existingDuplicateNumbers = existingNames.Select(existingName => regex.Match(existingName)).Where(m => m.Success).Select(m => int.Parse(m.Groups[1].Value)).Where(n => n > 0).Distinct().ToList(); var duplicateNumber = 1; existingDuplicateNumbers.Sort(); if (existingDuplicateNumbers.Any() && existingDuplicateNumbers.First() == 1) { duplicateNumber = existingDuplicateNumbers.Last() + 1; for (var i = 1; i < existingDuplicateNumbers.Count; i++) { if (existingDuplicateNumbers[i - 1] != existingDuplicateNumbers[i] - 1) { duplicateNumber = existingDuplicateNumbers[i - 1] + 1; break; } } } return string.Format(duplicateFormat, name, duplicateNumber); } } }