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193 行
5.5 KiB
193 行
5.5 KiB
using System;
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using System.Collections.Generic;
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using System.Text;
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using JetBrains.Annotations;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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struct ShaderStringMapping
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{
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public INode node { get; set; }
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public int startIndex { get; set; }
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public int count { get; set; }
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}
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public class ShaderStringBuilder : IDisposable
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{
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enum ScopeType
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{
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Indent,
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Block
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}
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StringBuilder m_StringBuilder;
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Stack<ScopeType> m_ScopeStack;
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int m_IndentationLevel;
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ShaderStringMapping m_CurrentMapping;
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List<ShaderStringMapping> m_Mappings;
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const string k_IndentationString = " ";
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internal INode currentNode
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{
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get { return m_CurrentMapping.node; }
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set
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{
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m_CurrentMapping.count = m_StringBuilder.Length - m_CurrentMapping.startIndex;
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if (m_CurrentMapping.count > 0)
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m_Mappings.Add(m_CurrentMapping);
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m_CurrentMapping.node = value;
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m_CurrentMapping.startIndex = m_StringBuilder.Length;
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m_CurrentMapping.count = 0;
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}
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}
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public ShaderStringBuilder()
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{
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m_StringBuilder = new StringBuilder();
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m_ScopeStack = new Stack<ScopeType>();
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m_Mappings = new List<ShaderStringMapping>();
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m_CurrentMapping = new ShaderStringMapping();
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}
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public void AppendNewLine()
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{
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m_StringBuilder.AppendLine();
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}
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public void AppendLine(string value)
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{
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if (!string.IsNullOrEmpty(value))
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{
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AppendIndentation();
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m_StringBuilder.Append(value);
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}
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AppendNewLine();
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}
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[StringFormatMethod("formatString")]
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public void AppendLine(string formatString, params object[] args)
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{
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AppendIndentation();
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m_StringBuilder.AppendFormat(formatString, args);
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AppendNewLine();
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}
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public void AppendLines(string lines)
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{
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if (string.IsNullOrEmpty(lines))
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return;
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var splitLines = lines.Split('\n');
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var lineCount = splitLines.Length;
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var lastLine = splitLines[lineCount - 1];
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if (string.IsNullOrEmpty(lastLine) || lastLine == "\r")
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lineCount--;
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for (var i = 0; i < lineCount; i++)
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AppendLine(splitLines[i].Trim('\r'));
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}
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public void Append(string value)
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{
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m_StringBuilder.Append(value);
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}
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[StringFormatMethod("formatString")]
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public void Append(string formatString, params object[] args)
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{
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m_StringBuilder.AppendFormat(formatString, args);
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}
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public void AppendIndentation()
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{
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for (var i = 0; i < m_IndentationLevel; i++)
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m_StringBuilder.Append(k_IndentationString);
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}
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public IDisposable IndentScope()
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{
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m_ScopeStack.Push(ScopeType.Indent);
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IncreaseIndent();
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return this;
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}
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public IDisposable BlockScope()
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{
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AppendLine("{");
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IncreaseIndent();
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m_ScopeStack.Push(ScopeType.Block);
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return this;
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}
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public void IncreaseIndent()
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{
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m_IndentationLevel++;
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}
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public void DecreaseIndent()
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{
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m_IndentationLevel--;
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}
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public void Dispose()
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{
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switch (m_ScopeStack.Pop())
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{
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case ScopeType.Indent:
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DecreaseIndent();
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break;
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case ScopeType.Block:
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DecreaseIndent();
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AppendLine("}");
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break;
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}
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}
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public void Concat(ShaderStringBuilder other)
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{
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// First re-add all the mappings from `other`, such that their mappings are transformed.
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foreach (var mapping in other.m_Mappings)
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{
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currentNode = mapping.node;
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// Use `AppendLines` to indent according to the current indentation.
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AppendLines(other.ToString(mapping.startIndex, mapping.count));
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}
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currentNode = other.currentNode;
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AppendLines(other.ToString(other.m_CurrentMapping.startIndex, other.length - other.m_CurrentMapping.startIndex));
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}
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public override string ToString()
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{
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return m_StringBuilder.ToString();
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}
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public string ToString(out ShaderSourceMap sourceMap)
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{
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m_CurrentMapping.count = m_StringBuilder.Length - m_CurrentMapping.startIndex;
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if (m_CurrentMapping.count > 0)
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m_Mappings.Add(m_CurrentMapping);
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var source = m_StringBuilder.ToString();
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sourceMap = new ShaderSourceMap(source, m_Mappings);
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m_Mappings.RemoveAt(m_Mappings.Count - 1);
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m_CurrentMapping.count = 0;
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return source;
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}
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public string ToString(int startIndex, int length)
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{
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return m_StringBuilder.ToString(startIndex, length);
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}
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internal void Clear()
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{
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m_StringBuilder.Length = 0;
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}
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internal int length
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{
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get { return m_StringBuilder.Length; }
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set { m_StringBuilder.Length = value; }
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}
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}
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}
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