using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using UnityEditor.ShaderGraph; using UnityEngine; namespace UnityEditor.Graphing { public class SlotConfigurationException : Exception { public SlotConfigurationException(string message) : base(message) {} } public static class NodeUtils { public static void SlotConfigurationExceptionIfBadConfiguration(INode node, IEnumerable expectedInputSlots, IEnumerable expectedOutputSlots) { var missingSlots = new List(); var inputSlots = expectedInputSlots as IList ?? expectedInputSlots.ToList(); missingSlots.AddRange(inputSlots.Except(node.GetInputSlots().Select(x => x.id))); var outputSlots = expectedOutputSlots as IList ?? expectedOutputSlots.ToList(); missingSlots.AddRange(outputSlots.Except(node.GetOutputSlots().Select(x => x.id))); if (missingSlots.Count == 0) return; var toPrint = missingSlots.Select(x => x.ToString()); throw new SlotConfigurationException(string.Format("Missing slots {0} on node {1}", string.Join(", ", toPrint.ToArray()), node)); } public static IEnumerable GetAllEdges(INode node) { var result = new List(); var validSlots = ListPool.Get(); validSlots.AddRange(node.GetInputSlots()); for (int index = 0; index < validSlots.Count; index++) { var inputSlot = validSlots[index]; result.AddRange(node.owner.GetEdges(inputSlot.slotReference)); } validSlots.Clear(); validSlots.AddRange(node.GetOutputSlots()); for (int index = 0; index < validSlots.Count; index++) { var outputSlot = validSlots[index]; result.AddRange(node.owner.GetEdges(outputSlot.slotReference)); } ListPool.Release(validSlots); return result; } // CollectNodesNodeFeedsInto looks at the current node and calculates // which child nodes it depends on for it's calculation. // Results are returned depth first so by processing each node in // order you can generate a valid code block. public enum IncludeSelf { Include, Exclude } public static void DepthFirstCollectNodesFromNode(List nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include, List slotIds = null) { // no where to start if (node == null) return; // already added this node if (nodeList.Contains(node)) return; var ids = node.GetInputSlots().Select(x => x.id); if (slotIds != null) ids = node.GetInputSlots().Where(x => slotIds.Contains(x.id)).Select(x => x.id); foreach (var slot in ids) { foreach (var edge in node.owner.GetEdges(node.GetSlotReference(slot))) { var outputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid); DepthFirstCollectNodesFromNode(nodeList, outputNode); } } if (includeSelf == IncludeSelf.Include) nodeList.Add(node); } public static void CollectNodesNodeFeedsInto(List nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include) { if (node == null) return; if (nodeList.Contains(node)) return; foreach (var slot in node.GetOutputSlots()) { foreach (var edge in node.owner.GetEdges(slot.slotReference)) { var inputNode = node.owner.GetNodeFromGuid(edge.inputSlot.nodeGuid); CollectNodesNodeFeedsInto(nodeList, inputNode); } } if (includeSelf == IncludeSelf.Include) nodeList.Add(node); } static Stack s_NodeStack = new Stack(); public static ShaderStage FindEffectiveShaderStage(INode initialNode, bool goingBackwards) { var shaderStage = ShaderStage.Dynamic; s_NodeStack.Clear(); s_NodeStack.Push(initialNode); while (s_NodeStack.Any() && shaderStage == ShaderStage.Dynamic) { var node = s_NodeStack.Pop(); foreach (var slot in goingBackwards ? node.GetInputSlots() : node.GetOutputSlots()) { if (shaderStage != ShaderStage.Dynamic) break; if (slot.shaderStage == ShaderStage.Dynamic) { foreach (var edge in node.owner.GetEdges(slot.slotReference)) { var connectedNode = node.owner.GetNodeFromGuid(goingBackwards ? edge.outputSlot.nodeGuid : edge.inputSlot.nodeGuid); var connectedSlot = goingBackwards ? connectedNode.FindOutputSlot(edge.outputSlot.slotId) : connectedNode.FindInputSlot(edge.inputSlot.slotId); if (connectedSlot.shaderStage == ShaderStage.Dynamic) s_NodeStack.Push(connectedNode); else { shaderStage = connectedSlot.shaderStage; break; } } } else shaderStage = slot.shaderStage; } } return shaderStage; } public static string GetSlotDimension(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.Matrix2: return "2x2"; case ConcreteSlotValueType.Matrix3: return "3x3"; case ConcreteSlotValueType.Matrix4: return "4x4"; default: return "Error"; } } public static string ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision p, ConcreteSlotValueType slotValue) { switch (slotValue) { case ConcreteSlotValueType.Boolean: return p.ToString(); 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.Cubemap: return "Cubemap"; 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 string GetHLSLSafeName(string input) { char[] arr = input.ToCharArray(); arr = Array.FindAll(arr, (c => (Char.IsLetterOrDigit(c)))); return new string(arr); } public static string FloatToShaderValue(float value) { if (Single.IsPositiveInfinity(value)) return "1.#INF"; else if (Single.IsNegativeInfinity(value)) return "-1.#INF"; else if (Single.IsNaN(value)) return "NAN"; else { decimal amount; if( decimal.TryParse(value.ToString(), NumberStyles.Any, CultureInfo.InvariantCulture, out amount) ) return amount.ToString(); else return value.ToString(); } } } }