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158 行
5.3 KiB
158 行
5.3 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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public class SubGraph : AbstractMaterialGraph
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, IGeneratesBodyCode
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, IGeneratesFunction
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{
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[NonSerialized]
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private SubGraphOutputNode m_OutputNode;
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public SubGraphOutputNode outputNode
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{
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get
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{
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// find existing node
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if (m_OutputNode == null)
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m_OutputNode = GetNodes<SubGraphOutputNode>().FirstOrDefault();
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return m_OutputNode;
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}
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}
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public override void OnAfterDeserialize()
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{
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base.OnAfterDeserialize();
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m_OutputNode = null;
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}
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public override void AddNode(INode node)
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{
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var materialNode = node as AbstractMaterialNode;
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if (materialNode != null)
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{
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var amn = materialNode;
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if (!amn.allowedInSubGraph)
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{
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Debug.LogWarningFormat("Attempting to add {0} to Sub Graph. This is not allowed.", amn.GetType());
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return;
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}
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}
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base.AddNode(node);
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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foreach (var node in activeNodes)
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{
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if (node is IGeneratesBodyCode)
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(node as IGeneratesBodyCode).GenerateNodeCode(visitor, generationMode);
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}
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}
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public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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foreach (var node in activeNodes)
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{
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node.ValidateNode();
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if (node is IGeneratesFunction)
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(node as IGeneratesFunction).GenerateNodeFunction(registry, generationMode);
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}
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}
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public IEnumerable<IShaderProperty> graphInputs
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{
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get { return properties.OrderBy(x => x.guid); }
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}
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public IEnumerable<MaterialSlot> graphOutputs
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{
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get
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{
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return outputNode != null ? outputNode.graphOutputs : new List<MaterialSlot>();
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}
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}
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public void GenerateSubGraphFunction(string functionName, FunctionRegistry registry, ShaderGraphRequirements reqs, GenerationMode generationMode)
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{
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registry.ProvideFunction(functionName, s =>
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{
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s.AppendLine("// Subgraph function");
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// Generate arguments... first INPUTS
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var arguments = new List<string>();
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foreach (var prop in graphInputs)
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arguments.Add(string.Format("{0}", prop.GetPropertyAsArgumentString()));
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// now pass surface inputs
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arguments.Add("SurfaceInputs IN");
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// Now generate outputs
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foreach (var slot in graphOutputs)
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arguments.Add(string.Format("out {0} {1}", slot.concreteValueType.ToString(outputNode.precision), slot.shaderOutputName));
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// Create the function protoype from the arguments
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s.AppendLine("void {0}({1})"
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, functionName
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, arguments.Aggregate((current, next) => string.Format("{0}, {1}", current, next)));
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// now generate the function
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using (s.BlockScope())
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{
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// Just grab the body from the active nodes
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var bodyGenerator = new ShaderGenerator();
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GenerateNodeCode(bodyGenerator, GenerationMode.ForReals);
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if (outputNode != null)
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outputNode.RemapOutputs(bodyGenerator, GenerationMode.ForReals);
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s.Append(bodyGenerator.GetShaderString(1));
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}
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});
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}
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public override void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
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{
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// if we are previewing the graph we need to
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// export 'exposed props' if we are 'for real'
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// then we are outputting the graph in the
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// nested context and the needed values will
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// be copied into scope.
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if (generationMode == GenerationMode.Preview)
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{
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foreach (var prop in properties)
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collector.AddShaderProperty(prop);
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}
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foreach (var node in activeNodes)
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{
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if (node is IGenerateProperties)
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(node as IGenerateProperties).CollectShaderProperties(collector, generationMode);
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}
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}
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public IEnumerable<PreviewProperty> GetPreviewProperties()
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{
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List<PreviewProperty> props = new List<PreviewProperty>();
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foreach (var node in activeNodes)
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node.CollectPreviewMaterialProperties(props);
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return props;
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}
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public IEnumerable<AbstractMaterialNode> activeNodes
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{
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get
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{
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List<INode> nodes = new List<INode>();
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NodeUtils.DepthFirstCollectNodesFromNode(nodes, outputNode);
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return nodes.OfType<AbstractMaterialNode>();
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}
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}
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}
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}
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