using System; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; namespace UnityEditor.ShaderGraph { [Title("Math", "Matrix", "Matrix Construction")] public class MatrixConstructionNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction { const string kInputSlotM0Name = "M0"; const string kInputSlotM1Name = "M1"; const string kInputSlotM2Name = "M2"; const string kInputSlotM3Name = "M3"; const string kOutput4x4SlotName = "4x4"; const string kOutput3x3SlotName = "3x3"; const string kOutput2x2SlotName = "2x2"; public const int InputSlotM0Id = 0; public const int InputSlotM1Id = 1; public const int InputSlotM2Id = 2; public const int InputSlotM3Id = 3; public const int Output4x4SlotId = 4; public const int Output3x3SlotId = 5; public const int Output2x2SlotId = 6; public MatrixConstructionNode() { name = "Matrix Construction"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Matrix-Construction-Node"; } } [SerializeField] MatrixAxis m_Axis; [EnumControl("")] MatrixAxis axis { get { return m_Axis; } set { if (m_Axis.Equals(value)) return; m_Axis = value; Dirty(ModificationScope.Graph); } } string GetFunctionName() { return string.Format("Unity_MatrixConstruction_{0}", precision); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector4MaterialSlot(InputSlotM0Id, kInputSlotM0Name, kInputSlotM0Name, SlotType.Input, Vector4.zero)); AddSlot(new Vector4MaterialSlot(InputSlotM1Id, kInputSlotM1Name, kInputSlotM1Name, SlotType.Input, Vector4.zero)); AddSlot(new Vector4MaterialSlot(InputSlotM2Id, kInputSlotM2Name, kInputSlotM2Name, SlotType.Input, Vector4.zero)); AddSlot(new Vector4MaterialSlot(InputSlotM3Id, kInputSlotM3Name, kInputSlotM3Name, SlotType.Input, Vector4.zero)); AddSlot(new Matrix4MaterialSlot(Output4x4SlotId, kOutput4x4SlotName, kOutput4x4SlotName, SlotType.Output)); AddSlot(new Matrix3MaterialSlot(Output3x3SlotId, kOutput3x3SlotName, kOutput3x3SlotName, SlotType.Output)); AddSlot(new Matrix2MaterialSlot(Output2x2SlotId, kOutput2x2SlotName, kOutput2x2SlotName, SlotType.Output)); RemoveSlotsNameNotMatching(new int[] { InputSlotM0Id, InputSlotM1Id, InputSlotM2Id, InputSlotM3Id, Output4x4SlotId, Output3x3SlotId, Output2x2SlotId }); } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { var sb = new ShaderStringBuilder(); var inputM0Value = GetSlotValue(InputSlotM0Id, generationMode); var inputM1Value = GetSlotValue(InputSlotM1Id, generationMode); var inputM2Value = GetSlotValue(InputSlotM2Id, generationMode); var inputM3Value = GetSlotValue(InputSlotM3Id, generationMode); sb.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot(Output4x4SlotId).concreteValueType), GetVariableNameForSlot(Output4x4SlotId)); sb.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot(Output3x3SlotId).concreteValueType), GetVariableNameForSlot(Output3x3SlotId)); sb.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot(Output2x2SlotId).concreteValueType), GetVariableNameForSlot(Output2x2SlotId)); sb.AppendLine("{0}({1}, {2}, {3}, {4}, {5}, {6}, {7});", GetFunctionName(), inputM0Value, inputM1Value, inputM2Value, inputM3Value, GetVariableNameForSlot(Output4x4SlotId), GetVariableNameForSlot(Output3x3SlotId), GetVariableNameForSlot(Output2x2SlotId)); visitor.AddShaderChunk(sb.ToString(), false); } public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode) { registry.ProvideFunction(GetFunctionName(), s => { s.AppendLine("void {0} ({1} M0, {1} M1, {1} M2, {1} M3, out {2} Out4x4, out {3} Out3x3, out {4} Out2x2)", GetFunctionName(), FindInputSlot(InputSlotM0Id).concreteValueType.ToString(precision), FindOutputSlot(Output4x4SlotId).concreteValueType.ToString(precision), FindOutputSlot(Output3x3SlotId).concreteValueType.ToString(precision), FindOutputSlot(Output2x2SlotId).concreteValueType.ToString(precision)); using (s.BlockScope()) { switch(m_Axis) { case MatrixAxis.Column: s.AppendLine("Out4x4 = {0}4x4(M0.x, M1.x, M2.x, M3.x, M0.y, M1.y, M2.y, M3.y, M0.z, M1.z, M2.z, M3.z, M0.w, M1.w, M2.w, M3.w);", precision); s.AppendLine("Out3x3 = {0}3x3(M0.x, M1.x, M2.x, M0.y, M1.y, M2.y, M0.z, M1.z, M2.z);", precision); s.AppendLine("Out2x2 = {0}2x2(M0.x, M1.x, M0.y, M1.y);", precision); break; default: s.AppendLine("Out4x4 = {0}4x4(M0.x, M0.y, M0.z, M0.w, M1.x, M1.y, M1.z, M1.w, M2.x, M2.y, M2.z, M2.w, M3.x, M3.y, M3.z, M3.w);", precision); s.AppendLine("Out3x3 = {0}3x3(M0.x, M0.y, M0.z, M1.x, M1.y, M1.z, M2.x, M2.y, M2.z);", precision); s.AppendLine("Out2x2 = {0}2x2(M0.x, M0.y, M1.x, M1.y);", precision); break; } } }); } } }