using System; using System.Linq; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEngine; using UnityEngine.Experimental.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] public class DynamicVectorMaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] private Vector4 m_Value; [SerializeField] private Vector4 m_DefaultValue; static readonly string[] k_Labels = {"X", "Y", "Z", "W"}; private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector4; public DynamicVectorMaterialSlot() { } public DynamicVectorMaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 value, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden) { m_Value = value; } public Vector4 defaultValue { get { return m_DefaultValue; } } public Vector4 value { get { return m_Value; } set { m_Value = value; } } public override VisualElement InstantiateControl() { var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray(); return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue); } public override SlotValueType valueType { get { return SlotValueType.DynamicVector; } } public override ConcreteSlotValueType concreteValueType { get { return m_ConcreteValueType; } } public void SetConcreteType(ConcreteSlotValueType valueType) { m_ConcreteValueType = valueType; } public override PreviewProperty GetPreviewProperty(string name) { var propType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType); var pp = new PreviewProperty(propType) { name = name }; if (propType == PropertyType.Vector1) pp.floatValue = value.x; else pp.vector4Value = new Vector4(value.x, value.y, value.z, value.w); return pp; } protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { var channelCount = SlotValueHelper.GetChannelCount(concreteValueType); string values = NodeUtils.FloatToShaderValue(value.x); if (channelCount == 1) return values; for (var i = 1; i < channelCount; i++) values += ", " + value[i]; return string.Format("{0}{1}({2})", precision, channelCount, values); } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; 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))); IShaderProperty property; switch (concreteValueType) { case ConcreteSlotValueType.Vector4: property = new Vector4ShaderProperty(); break; case ConcreteSlotValueType.Vector3: property = new Vector3ShaderProperty(); break; case ConcreteSlotValueType.Vector2: property = new Vector2ShaderProperty(); break; case ConcreteSlotValueType.Vector1: property = new Vector1ShaderProperty(); break; default: throw new ArgumentOutOfRangeException(); } property.overrideReferenceName = matOwner.GetVariableNameForSlot(id); property.generatePropertyBlock = false; properties.AddShaderProperty(property); } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as DynamicVectorMaterialSlot; if (slot != null) value = slot.value; } } }