using System; using System.Collections.Generic; using System.Linq; using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { 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 : SerializableNode, IGenerateProperties { public enum OutputPrecision { @fixed, @half, @float } [NonSerialized] private bool m_HasError; public OutputPrecision precision { get { return m_OutputPrecision; } set { m_OutputPrecision = value; } } //[SerializeField] private OutputPrecision m_OutputPrecision = OutputPrecision.@float; // 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 allowedInRemapGraph { get { return true; } } protected virtual bool generateDefaultInputs { get { return true; } } public override bool hasError { get { return m_HasError; } protected set { m_HasError = value; } } protected AbstractMaterialNode() { version = 0; } public virtual void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) {} public virtual void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { if (!generateDefaultInputs) return; if (!generationMode.IsPreview()) return; foreach (var inputSlot in GetInputSlots()) { var edges = owner.GetEdges(inputSlot.slotReference); if (edges.Any()) continue; inputSlot.GeneratePropertyUsages(visitor, 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 ConcreteSlotValueType FindCommonChannelType(ConcreteSlotValueType from, ConcreteSlotValueType to) { if (ImplicitConversionExists(from, to)) return to; return ConcreteSlotValueType.Error; } private static ConcreteSlotValueType ToConcreteType(SlotValueType svt) { switch (svt) { case SlotValueType.Vector1: return ConcreteSlotValueType.Vector1; case SlotValueType.Vector2: return ConcreteSlotValueType.Vector2; case SlotValueType.Vector3: return ConcreteSlotValueType.Vector3; case SlotValueType.Vector4: return ConcreteSlotValueType.Vector4; case SlotValueType.Texture2D: return ConcreteSlotValueType.Texture2D; case SlotValueType.Matrix2: return ConcreteSlotValueType.Matrix2; case SlotValueType.Matrix3: return ConcreteSlotValueType.Matrix3; case SlotValueType.Matrix4: return ConcreteSlotValueType.Matrix4; case SlotValueType.SamplerState: return ConcreteSlotValueType.SamplerState; } return ConcreteSlotValueType.Error; } 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(); if (concreteSlotValueTypes.Any(x => x == ConcreteSlotValueType.Error)) return ConcreteSlotValueType.Error; 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.Error; } public override void ValidateNode() { var isInError = false; // all children nodes needs to be updated first // so do that here foreach (var inputSlot in GetInputSlots()) { 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; } } var dynamicInputSlotsToCompare = new Dictionary(); var skippedDynamicSlots = new List(); // iterate the input slots foreach (var inputSlot in GetInputSlots()) { var inputType = inputSlot.valueType; // if there is a connection var edges = owner.GetEdges(inputSlot.slotReference).ToList(); if (!edges.Any()) { if (inputType != SlotValueType.Dynamic) inputSlot.concreteValueType = ToConcreteType(inputType); else skippedDynamicSlots.Add(inputSlot); 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; var outputConcreteType = outputSlot.concreteValueType; // if we have a standard connection... just check the types work! if (inputType != SlotValueType.Dynamic) { var inputConcreteType = ToConcreteType(inputType); inputSlot.concreteValueType = FindCommonChannelType(outputConcreteType, inputConcreteType); continue; } // dynamic input... depends on output from other node. // we need to compare ALL dynamic inputs to make sure they // are compatable. dynamicInputSlotsToCompare.Add(inputSlot, outputConcreteType); } // 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.concreteValueType = dynamicType; foreach (var skippedSlot in skippedDynamicSlots) skippedSlot.concreteValueType = dynamicType; var inputError = GetInputSlots().Any(x => x.concreteValueType == ConcreteSlotValueType.Error); // 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 foreach (var outputSlot in GetOutputSlots()) { if (inputError) { outputSlot.concreteValueType = ConcreteSlotValueType.Error; continue; } if (outputSlot.valueType == SlotValueType.Dynamic) { outputSlot.concreteValueType = dynamicType; continue; } outputSlot.concreteValueType = ToConcreteType(outputSlot.valueType); } isInError |= inputError; isInError |= GetOutputSlots().Any(x => x.concreteValueType == ConcreteSlotValueType.Error); isInError |= CalculateNodeHasError(); hasError = isInError; if (!hasError) { ++version; } } public int version { get; private set; } //True if error protected virtual bool CalculateNodeHasError() { return false; } [Obsolete("Call new override", false)] public static string ConvertConcreteSlotValueTypeToString(ConcreteSlotValueType slotValue) { switch (slotValue) { case ConcreteSlotValueType.Vector1: return string.Empty; case ConcreteSlotValueType.Vector2: return "2"; case ConcreteSlotValueType.Vector3: return "3"; case ConcreteSlotValueType.Vector4: return "4"; case ConcreteSlotValueType.Texture2D: return "Texture2D"; case ConcreteSlotValueType.Matrix2: return "2x2"; case ConcreteSlotValueType.Matrix3: return "3x3"; case ConcreteSlotValueType.Matrix4: return "4x4"; case ConcreteSlotValueType.SamplerState: return "SamplerState"; default: return "Error"; } } public static string ConvertConcreteSlotValueTypeToString(OutputPrecision p, ConcreteSlotValueType slotValue) { switch (slotValue) { case ConcreteSlotValueType.Vector1: return p.ToString(); case ConcreteSlotValueType.Vector2: return p + "2"; case ConcreteSlotValueType.Vector3: return p + "3"; case ConcreteSlotValueType.Vector4: return p + "4"; case ConcreteSlotValueType.Texture2D: return "Texture2D"; case ConcreteSlotValueType.Matrix2: return "Matrix2x2"; case ConcreteSlotValueType.Matrix3: return "Matrix3x3"; case ConcreteSlotValueType.Matrix4: return "Matrix4x4"; case ConcreteSlotValueType.SamplerState: return "SamplerState"; default: return "Error"; } } public static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue) { switch (slotValue) { case ConcreteSlotValueType.Texture2D: return PropertyType.Texture; case ConcreteSlotValueType.Vector1: return PropertyType.Float; 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 bool DrawSlotDefaultInput(Rect rect, MaterialSlot inputSlot) { var inputSlotType = inputSlot.concreteValueType; return inputSlot.OnGUI(rect, inputSlotType); } */ public virtual void CollectPreviewMaterialProperties(List properties) { var validSlots = GetInputSlots().ToArray(); for (var index = 0; index < validSlots.Length; index++) { var s = validSlots[index]; var edges = owner.GetEdges(s.slotReference); if (edges.Any()) continue; var pp = new PreviewProperty { m_Name = GetVariableNameForSlot(s.id), m_PropType = ConvertConcreteSlotValueTypeToPropertyType(s.concreteValueType), m_Vector4 = s.currentValue, m_Float = s.currentValue.x, m_Color = s.currentValue }; properties.Add(pp); } } 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 GetVariableNameForNode() + "_" + slot.shaderOutputName; } public virtual string GetVariableNameForNode() { return name + "_" + GuidEncoder.Encode(guid); } public sealed override 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 base.AddSlot(slot); if (foundSlot == null) return; // preserve the old current value. addingSlot.currentValue = foundSlot.currentValue; } } }