您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
119 行
6.0 KiB
119 行
6.0 KiB
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();
|
|
}
|
|
|
|
[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<MaterialSlot>(Output4x4SlotId).concreteValueType), GetVariableNameForSlot(Output4x4SlotId));
|
|
sb.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(Output3x3SlotId).concreteValueType), GetVariableNameForSlot(Output3x3SlotId));
|
|
sb.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(precision, FindOutputSlot<MaterialSlot>(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<MaterialSlot>(InputSlotM0Id).concreteValueType.ToString(precision),
|
|
FindOutputSlot<MaterialSlot>(Output4x4SlotId).concreteValueType.ToString(precision),
|
|
FindOutputSlot<MaterialSlot>(Output3x3SlotId).concreteValueType.ToString(precision),
|
|
FindOutputSlot<MaterialSlot>(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;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|