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1097 行
48 KiB
1097 行
48 KiB
using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using UnityEditor.Graphing;
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using UnityEditor.Graphing.Util;
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using UnityEditorInternal;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using System.Reflection;
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namespace UnityEditor.ShaderGraph
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{
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// a structure used to track active variable dependencies in the shader code
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// (i.e. the use of uv0 in the pixel shader means we need a uv0 interpolator, etc.)
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public struct Dependency
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{
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public string name; // the name of the thing
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public string dependsOn; // the thing above depends on this -- it reads it / calls it / requires it to be defined
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public Dependency(string name, string dependsOn)
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{
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this.name = name;
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this.dependsOn = dependsOn;
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}
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};
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// attribute used to flag a field as needing an HLSL semantic applied
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// i.e. float3 position : POSITION;
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// ^ semantic
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[System.AttributeUsage(System.AttributeTargets.Field)]
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public class Semantic : System.Attribute
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{
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public string semantic;
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public Semantic(string semantic)
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{
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this.semantic = semantic;
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}
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}
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// attribute used to flag a field as being optional
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// i.e. if it is not active, then we can omit it from the struct
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[System.AttributeUsage(System.AttributeTargets.Field)]
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public class Optional : System.Attribute
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{
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public Optional()
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{
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}
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}
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// attribute used to override the HLSL type of a field with a custom type string
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[System.AttributeUsage(System.AttributeTargets.Field)]
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public class OverrideType : System.Attribute
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{
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public string typeName;
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public OverrideType(string typeName)
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{
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this.typeName = typeName;
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}
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}
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// attribute used to disable a field using a preprocessor #if
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[System.AttributeUsage(System.AttributeTargets.Field)]
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public class PreprocessorIf : System.Attribute
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{
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public string conditional;
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public PreprocessorIf(string conditional)
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{
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this.conditional = conditional;
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}
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}
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public static class ShaderSpliceUtil
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{
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private static int GetFloatVectorCount(string typeName)
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{
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if (typeName.Equals("Vector4"))
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{
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return 4;
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}
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else if (typeName.Equals("Vector3"))
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{
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return 3;
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}
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else if (typeName.Equals("Vector2"))
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{
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return 2;
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}
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else if (typeName.Equals("float"))
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{
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return 1;
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}
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else
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{
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return 0;
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}
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}
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private static string[] vectorTypeNames =
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{
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"unknown",
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"float",
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"float2",
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"float3",
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"float4"
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};
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private static char[] channelNames =
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{ 'x', 'y', 'z', 'w' };
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private static string GetChannelSwizzle(int firstChannel, int channelCount)
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{
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System.Text.StringBuilder result = new System.Text.StringBuilder();
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int lastChannel = System.Math.Min(firstChannel + channelCount - 1, 4);
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for (int index = firstChannel; index <= lastChannel; index++)
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{
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result.Append(channelNames[index]);
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}
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return result.ToString();
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}
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private static bool ShouldSpliceField(System.Type parentType, FieldInfo field, HashSet<string> activeFields, out bool isOptional)
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{
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bool fieldActive = true;
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isOptional = field.IsDefined(typeof(Optional), false);
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if (isOptional)
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{
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string fullName = parentType.Name + "." + field.Name;
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if (!activeFields.Contains(fullName))
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{
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// not active, skip the optional field
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fieldActive = false;
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}
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}
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return fieldActive;
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}
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private static string GetFieldSemantic(FieldInfo field)
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{
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string semanticString = null;
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object[] semantics = field.GetCustomAttributes(typeof(Semantic), false);
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if (semantics.Length > 0)
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{
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Semantic firstSemantic = (Semantic) semantics[0];
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semanticString = " : " + firstSemantic.semantic;
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}
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return semanticString;
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}
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private static string GetFieldType(FieldInfo field, out int floatVectorCount)
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{
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string fieldType;
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object[] overrideType = field.GetCustomAttributes(typeof(OverrideType), false);
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if (overrideType.Length > 0)
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{
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OverrideType first = (OverrideType)overrideType[0];
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fieldType = first.typeName;
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floatVectorCount = 0;
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}
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else
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{
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// TODO: handle non-float types
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floatVectorCount = GetFloatVectorCount(field.FieldType.Name);
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fieldType = vectorTypeNames[floatVectorCount];
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}
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return fieldType;
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}
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private static bool IsFloatVectorType(string type)
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{
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return GetFloatVectorCount(type) != 0;
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}
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private static string GetFieldConditional(FieldInfo field)
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{
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string conditional = null;
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object[] overrideType = field.GetCustomAttributes(typeof(PreprocessorIf), false);
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if (overrideType.Length > 0)
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{
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PreprocessorIf first = (PreprocessorIf) overrideType[0];
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conditional = first.conditional;
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}
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return conditional;
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}
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public static void BuildType(System.Type t, HashSet<string> activeFields, ShaderGenerator result)
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{
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result.AddShaderChunk("struct " + t.Name + " {");
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result.Indent();
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foreach (FieldInfo field in t.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public))
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{
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if (field.MemberType == MemberTypes.Field)
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{
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bool isOptional;
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if (ShouldSpliceField(t, field, activeFields, out isOptional))
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{
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string semanticString = GetFieldSemantic(field);
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int floatVectorCount;
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string fieldType = GetFieldType(field, out floatVectorCount);
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string conditional = GetFieldConditional(field);
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if (conditional != null)
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{
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result.AddShaderChunk("#if " + conditional);
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}
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string fieldDecl = fieldType + " " + field.Name + semanticString + ";" + (isOptional ? " // optional" : string.Empty);
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result.AddShaderChunk(fieldDecl);
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if (conditional != null)
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{
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result.AddShaderChunk("#endif // " + conditional);
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}
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}
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}
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}
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result.Deindent();
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result.AddShaderChunk("};");
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}
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public static void BuildPackedType(System.Type unpacked, HashSet<string> activeFields, ShaderGenerator result)
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{
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// for each interpolator, the number of components used (up to 4 for a float4 interpolator)
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List<int> packedCounts = new List<int>();
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ShaderGenerator packer = new ShaderGenerator();
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ShaderGenerator unpacker = new ShaderGenerator();
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ShaderGenerator structEnd = new ShaderGenerator();
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string unpackedStruct = unpacked.Name.ToString();
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string packedStruct = "Packed" + unpacked.Name;
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string packerFunction = "Pack" + unpacked.Name;
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string unpackerFunction = "Unpack" + unpacked.Name;
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// declare struct header:
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// struct packedStruct {
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result.AddShaderChunk("struct " + packedStruct + " {");
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result.Indent();
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// declare function headers:
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// packedStruct packerFunction(unpackedStruct input)
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// {
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// packedStruct output;
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packer.AddShaderChunk(packedStruct + " " + packerFunction + "(" + unpackedStruct + " input)");
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packer.AddShaderChunk("{");
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packer.Indent();
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packer.AddShaderChunk(packedStruct + " output;");
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// unpackedStruct unpackerFunction(packedStruct input)
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// {
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// unpackedStruct output;
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unpacker.AddShaderChunk(unpackedStruct + " " + unpackerFunction + "(" + packedStruct + " input)");
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unpacker.AddShaderChunk("{");
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unpacker.Indent();
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unpacker.AddShaderChunk(unpackedStruct + " output;");
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// TODO: this could do a better job packing
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// especially if we allowed breaking up fields across multiple interpolators (to pack them into remaining space...)
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// though we would want to only do this if it improves final interpolator count, and is worth it on the target machine
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foreach (FieldInfo field in unpacked.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public))
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{
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if (field.MemberType == MemberTypes.Field)
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{
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bool isOptional;
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if (ShouldSpliceField(unpacked, field, activeFields, out isOptional))
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{
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string semanticString = GetFieldSemantic(field);
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int floatVectorCount;
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string fieldType = GetFieldType(field, out floatVectorCount);
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string conditional = GetFieldConditional(field);
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if ((semanticString != null) || (conditional != null) || (floatVectorCount == 0))
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{
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// not a packed value
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if (conditional != null)
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{
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structEnd.AddShaderChunk("#if " + conditional);
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packer.AddShaderChunk("#if " + conditional);
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unpacker.AddShaderChunk("#if " + conditional);
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}
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structEnd.AddShaderChunk(fieldType + " " + field.Name + semanticString + "; // unpacked");
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packer.AddShaderChunk("output." + field.Name + " = input." + field.Name + ";");
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unpacker.AddShaderChunk("output." + field.Name + " = input." + field.Name + ";");
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if (conditional != null)
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{
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structEnd.AddShaderChunk("#endif // " + conditional);
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packer.AddShaderChunk("#endif // " + conditional);
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unpacker.AddShaderChunk("#endif // " + conditional);
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}
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}
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else
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{
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// pack float field
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// super simple packing: use the first interpolator that has room for the whole value
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int interpIndex = packedCounts.FindIndex(x => (x + floatVectorCount <= 4));
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int firstChannel;
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if (interpIndex < 0)
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{
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// allocate a new interpolator
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interpIndex = packedCounts.Count;
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firstChannel = 0;
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packedCounts.Add(floatVectorCount);
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}
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else
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{
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// pack into existing interpolator
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firstChannel = packedCounts[interpIndex];
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packedCounts[interpIndex] += floatVectorCount;
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}
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// add code to packer and unpacker -- packed data declaration is handled later
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string packedChannels = GetChannelSwizzle(firstChannel, floatVectorCount);
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packer.AddShaderChunk(string.Format("output.interp{0:00}.{1} = input.{2};", interpIndex, packedChannels, field.Name));
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unpacker.AddShaderChunk(string.Format("output.{0} = input.interp{1:00}.{2};", field.Name, interpIndex, packedChannels));
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}
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}
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}
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}
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// add packed data declarations to struct, using the packedCounts
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for (int index = 0; index < packedCounts.Count; index++)
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{
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int count = packedCounts[index];
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result.AddShaderChunk(string.Format("{0} interp{1:00} : TEXCOORD{1}; // auto-packed", vectorTypeNames[count], index));
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}
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// add unpacked data declarations to struct (must be at end)
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result.AddGenerator(structEnd);
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// close declarations
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result.Deindent();
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result.AddShaderChunk("};");
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packer.AddShaderChunk("return output;");
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packer.Deindent();
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packer.AddShaderChunk("}");
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unpacker.AddShaderChunk("return output;");
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unpacker.Deindent();
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unpacker.AddShaderChunk("}");
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// combine all of the code into the result
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result.AddGenerator(packer);
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result.AddGenerator(unpacker);
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}
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// an easier to use version of substring Append() -- explicit inclusion on each end, and checks for positive length
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private static void AppendSubstring(System.Text.StringBuilder target, string str, int start, bool includeStart, int end, bool includeEnd)
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{
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if (!includeStart)
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{
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start++;
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}
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if (!includeEnd)
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{
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end--;
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}
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int count = end - start + 1;
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if (count > 0)
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{
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target.Append(str, start, count);
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}
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}
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public static System.Text.StringBuilder PreprocessShaderCode(string code, HashSet<string> activeFields, Dictionary<string, string> namedFragments = null, System.Text.StringBuilder result = null)
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{
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if (result == null)
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{
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result = new System.Text.StringBuilder();
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}
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int cur = 0;
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int end = code.Length;
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while (cur < end)
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{
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int dollar = code.IndexOf('$', cur);
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if (dollar < 0)
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{
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// no escape sequence found -- just append the remaining part of the code verbatim
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AppendSubstring(result, code, cur, true, end, false);
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cur = end;
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}
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else
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{
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// found $ escape sequence
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// first append everything before the beginning of the escape sequence
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AppendSubstring(result, code, cur, true, dollar, false);
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// next find the end of the line (or if none found, the end of the code)
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int endln = code.IndexOf('\n', dollar + 1);
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if (endln < 0)
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{
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endln = end;
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}
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// see if the character after '$' is '{', which would indicate a named fragment splice
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if ((dollar + 1 < endln) && (code[dollar + 1] == '{'))
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{
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// named fragment splice
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// search for the '}' within the current line
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int curlystart = dollar + 1;
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int curlyend = -1;
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if (endln > curlystart + 1)
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{
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curlyend = code.IndexOf('}', curlystart + 1, endln - curlystart - 1);
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}
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int nameLength = curlyend - dollar + 1;
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if ((curlyend < 0) || (nameLength <= 0))
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{
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// no } found, or zero length name
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if (curlyend < 0)
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{
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result.Append("// ERROR: unterminated escape sequence ('${' and '}' must be matched)\n");
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}
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else
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{
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result.Append("// ERROR: name '${}' is empty\n");
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}
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// append the line (commented out) for context
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result.Append("// ");
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AppendSubstring(result, code, dollar, true, endln, false);
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result.Append("\n");
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}
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else
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{
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// } found!
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// ugh, this probably allocates memory -- wish we could do the name lookup direct from a substring
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string name = code.Substring(dollar, nameLength);
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string fragment;
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if ((namedFragments != null) && namedFragments.TryGetValue(name, out fragment))
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{
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// splice the fragment
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result.Append(fragment);
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// advance to just after the '}'
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cur = curlyend + 1;
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}
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else
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{
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// no named fragment found
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result.AppendFormat("/* Could not find named fragment '{0}' */", name);
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cur = curlyend + 1;
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}
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}
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}
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else
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{
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// it's a predicate
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// search for the colon within the current line
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int colon = -1;
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if (endln > dollar + 1)
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{
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colon = code.IndexOf(':', dollar + 1, endln - dollar - 1);
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}
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int predicateLength = colon - dollar - 1;
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if ((colon < 0) || (predicateLength <= 0))
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{
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// no colon found... error! Spit out error and context
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if (colon < 0)
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{
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result.Append("// ERROR: unterminated escape sequence ('$' and ':' must be matched)\n");
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}
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else
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{
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result.Append("// ERROR: predicate is zero length\n");
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}
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// append the line (commented out) for context
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result.Append("// ");
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AppendSubstring(result, code, dollar, true, endln, false);
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}
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else
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{
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// colon found!
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// ugh, this probably allocates memory -- wish we could do the field lookup direct from a substring
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string predicate = code.Substring(dollar + 1, predicateLength);
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if (activeFields.Contains(predicate))
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{
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// predicate is active, append the line
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result.Append(' ', predicateLength + 2);
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AppendSubstring(result, code, colon, false, endln, false);
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}
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else
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{
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// predicate is not active -- comment out line
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result.Append("//");
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result.Append(' ', predicateLength);
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AppendSubstring(result, code, colon, false, endln, false);
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}
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}
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cur = endln + 1;
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}
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}
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}
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return result;
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}
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public static void ApplyDependencies(HashSet<string> activeFields, List<Dependency[]> dependsList)
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{
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// add active fields to queue
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Queue<string> fieldsToPropagate = new Queue<string>();
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foreach (string f in activeFields)
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{
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fieldsToPropagate.Enqueue(f);
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}
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// foreach field in queue:
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while (fieldsToPropagate.Count > 0)
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{
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string field = fieldsToPropagate.Dequeue();
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if (activeFields.Contains(field)) // this should always be true
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{
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// find all dependencies of field that are not already active
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foreach (Dependency[] dependArray in dependsList)
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{
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foreach (Dependency d in dependArray.Where(d => (d.name == field) && !activeFields.Contains(d.dependsOn)))
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{
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// activate them and add them to the queue
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activeFields.Add(d.dependsOn);
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fieldsToPropagate.Enqueue(d.dependsOn);
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}
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}
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}
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}
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}
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};
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public static class GraphUtil
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{
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internal static string ConvertCamelCase(string text, bool preserveAcronyms)
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{
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if (string.IsNullOrEmpty(text))
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return string.Empty;
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StringBuilder newText = new StringBuilder(text.Length * 2);
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newText.Append(text[0]);
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for (int i = 1; i < text.Length; i++)
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{
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if (char.IsUpper(text[i]))
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if ((text[i - 1] != ' ' && !char.IsUpper(text[i - 1])) ||
|
|
(preserveAcronyms && char.IsUpper(text[i - 1]) &&
|
|
i < text.Length - 1 && !char.IsUpper(text[i + 1])))
|
|
newText.Append(' ');
|
|
newText.Append(text[i]);
|
|
}
|
|
return newText.ToString();
|
|
}
|
|
|
|
public static void GenerateApplicationVertexInputs(ShaderGraphRequirements graphRequiements, ShaderStringBuilder vertexInputs)
|
|
{
|
|
vertexInputs.AppendLine("struct GraphVertexInput");
|
|
using (vertexInputs.BlockSemicolonScope())
|
|
{
|
|
vertexInputs.AppendLine("float4 vertex : POSITION;");
|
|
vertexInputs.AppendLine("float3 normal : NORMAL;");
|
|
vertexInputs.AppendLine("float4 tangent : TANGENT;");
|
|
if (graphRequiements.requiresVertexColor)
|
|
{
|
|
vertexInputs.AppendLine("float4 color : COLOR;");
|
|
}
|
|
foreach (var channel in graphRequiements.requiresMeshUVs.Distinct())
|
|
vertexInputs.AppendLine("float4 texcoord{0} : TEXCOORD{0};", (int)channel);
|
|
vertexInputs.AppendLine("UNITY_VERTEX_INPUT_INSTANCE_ID");
|
|
}
|
|
}
|
|
|
|
static void Visit(List<INode> outputList, Dictionary<Guid, INode> unmarkedNodes, INode node)
|
|
{
|
|
if (!unmarkedNodes.ContainsKey(node.guid))
|
|
return;
|
|
foreach (var slot in node.GetInputSlots<ISlot>())
|
|
{
|
|
foreach (var edge in node.owner.GetEdges(slot.slotReference))
|
|
{
|
|
var inputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid);
|
|
Visit(outputList, unmarkedNodes, inputNode);
|
|
}
|
|
}
|
|
unmarkedNodes.Remove(node.guid);
|
|
outputList.Add(node);
|
|
}
|
|
|
|
public static GenerationResults GetShader(this AbstractMaterialGraph graph, AbstractMaterialNode node, GenerationMode mode, string name)
|
|
{
|
|
// ----------------------------------------------------- //
|
|
// SETUP //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// String builders
|
|
|
|
var finalShader = new ShaderStringBuilder();
|
|
var results = new GenerationResults();
|
|
bool isUber = node == null;
|
|
|
|
var shaderProperties = new PropertyCollector();
|
|
var functionBuilder = new ShaderStringBuilder();
|
|
var functionRegistry = new FunctionRegistry(functionBuilder);
|
|
|
|
var vertexDescriptionFunction = new ShaderStringBuilder(0);
|
|
|
|
var surfaceDescriptionInputStruct = new ShaderStringBuilder(0);
|
|
var surfaceDescriptionStruct = new ShaderStringBuilder(0);
|
|
var surfaceDescriptionFunction = new ShaderStringBuilder(0);
|
|
|
|
var vertexInputs = new ShaderStringBuilder(0);
|
|
|
|
// -------------------------------------
|
|
// Get Slot and Node lists
|
|
|
|
var activeNodeList = ListPool<INode>.Get();
|
|
if (isUber)
|
|
{
|
|
var unmarkedNodes = graph.GetNodes<INode>().Where(x => !(x is IMasterNode)).ToDictionary(x => x.guid);
|
|
while (unmarkedNodes.Any())
|
|
{
|
|
var unmarkedNode = unmarkedNodes.FirstOrDefault();
|
|
Visit(activeNodeList, unmarkedNodes, unmarkedNode.Value);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, node);
|
|
}
|
|
|
|
var slots = new List<MaterialSlot>();
|
|
foreach (var activeNode in isUber ? activeNodeList.Where(n => ((AbstractMaterialNode)n).hasPreview) : ((INode)node).ToEnumerable())
|
|
{
|
|
if (activeNode is IMasterNode || activeNode is SubGraphOutputNode)
|
|
slots.AddRange(activeNode.GetInputSlots<MaterialSlot>());
|
|
else
|
|
slots.AddRange(activeNode.GetOutputSlots<MaterialSlot>());
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Get Requirements
|
|
|
|
var requirements = ShaderGraphRequirements.FromNodes(activeNodeList, ShaderStageCapability.Fragment);
|
|
|
|
// -------------------------------------
|
|
// Add preview shader output property
|
|
|
|
results.outputIdProperty = new Vector1ShaderProperty
|
|
{
|
|
displayName = "OutputId",
|
|
generatePropertyBlock = false,
|
|
value = -1
|
|
};
|
|
if (isUber)
|
|
shaderProperties.AddShaderProperty(results.outputIdProperty);
|
|
|
|
// ----------------------------------------------------- //
|
|
// START VERTEX DESCRIPTION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Vertex Description function
|
|
|
|
vertexDescriptionFunction.AppendLine("GraphVertexInput PopulateVertexData(GraphVertexInput v)");
|
|
using(vertexDescriptionFunction.BlockScope())
|
|
{
|
|
vertexDescriptionFunction.AppendLine("return v;");
|
|
}
|
|
|
|
// ----------------------------------------------------- //
|
|
// START SURFACE DESCRIPTION //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Input structure for Surface Description function
|
|
// Surface Description Input requirements are needed to exclude intermediate translation spaces
|
|
|
|
surfaceDescriptionInputStruct.AppendLine("struct SurfaceDescriptionInputs");
|
|
using(surfaceDescriptionInputStruct.BlockSemicolonScope())
|
|
{
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresViewDir, InterpolatorType.ViewDirection, surfaceDescriptionInputStruct);
|
|
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresPosition, InterpolatorType.Position, surfaceDescriptionInputStruct);
|
|
|
|
if (requirements.requiresVertexColor)
|
|
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.VertexColor);
|
|
|
|
if (requirements.requiresScreenPosition)
|
|
surfaceDescriptionInputStruct.AppendLine("float4 {0};", ShaderGeneratorNames.ScreenPosition);
|
|
|
|
results.previewMode = PreviewMode.Preview3D;
|
|
if (!isUber)
|
|
{
|
|
foreach (var pNode in activeNodeList.OfType<AbstractMaterialNode>())
|
|
{
|
|
if (pNode.previewMode == PreviewMode.Preview3D)
|
|
{
|
|
results.previewMode = PreviewMode.Preview3D;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var channel in requirements.requiresMeshUVs.Distinct())
|
|
surfaceDescriptionInputStruct.AppendLine("half4 {0};", channel.GetUVName());
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Generate Output structure for Surface Description function
|
|
|
|
GenerateSurfaceDescriptionStruct(surfaceDescriptionStruct, slots, !isUber);
|
|
|
|
// -------------------------------------
|
|
// Generate Surface Description function
|
|
|
|
GenerateSurfaceDescriptionFunction(
|
|
activeNodeList,
|
|
node,
|
|
graph,
|
|
surfaceDescriptionFunction,
|
|
functionRegistry,
|
|
shaderProperties,
|
|
requirements,
|
|
mode,
|
|
outputIdProperty: results.outputIdProperty);
|
|
|
|
// ----------------------------------------------------- //
|
|
// GENERATE VERTEX > PIXEL PIPELINE //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Generate Input structure for Vertex shader
|
|
|
|
GenerateApplicationVertexInputs(requirements, vertexInputs);
|
|
|
|
// ----------------------------------------------------- //
|
|
// FINALIZE //
|
|
// ----------------------------------------------------- //
|
|
|
|
// -------------------------------------
|
|
// Build final shader
|
|
|
|
finalShader.AppendLine(@"Shader ""{0}""", name);
|
|
using (finalShader.BlockScope())
|
|
{
|
|
finalShader.AppendLine("Properties");
|
|
using (finalShader.BlockScope())
|
|
{
|
|
finalShader.AppendLines(shaderProperties.GetPropertiesBlock(0));
|
|
}
|
|
finalShader.AppendNewLine();
|
|
|
|
finalShader.AppendLine(@"HLSLINCLUDE");
|
|
finalShader.AppendLine("#define USE_LEGACY_UNITY_MATRIX_VARIABLES");
|
|
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Common.hlsl""");
|
|
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Packing.hlsl""");
|
|
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/Color.hlsl""");
|
|
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/UnityInstancing.hlsl""");
|
|
finalShader.AppendLine(@"#include ""CoreRP/ShaderLibrary/EntityLighting.hlsl""");
|
|
finalShader.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariables.hlsl""");
|
|
finalShader.AppendLine(@"#include ""ShaderGraphLibrary/ShaderVariablesFunctions.hlsl""");
|
|
finalShader.AppendLine(@"#include ""ShaderGraphLibrary/Functions.hlsl""");
|
|
finalShader.AppendNewLine();
|
|
|
|
finalShader.AppendLines(shaderProperties.GetPropertiesDeclaration(0));
|
|
|
|
finalShader.AppendLines(surfaceDescriptionInputStruct.ToString());
|
|
finalShader.AppendNewLine();
|
|
|
|
finalShader.Concat(functionBuilder);
|
|
finalShader.AppendNewLine();
|
|
|
|
finalShader.AppendLines(surfaceDescriptionStruct.ToString());
|
|
finalShader.AppendNewLine();
|
|
finalShader.AppendLines(surfaceDescriptionFunction.ToString());
|
|
finalShader.AppendNewLine();
|
|
|
|
finalShader.AppendLines(vertexInputs.ToString());
|
|
finalShader.AppendNewLine();
|
|
finalShader.AppendLines(vertexDescriptionFunction.ToString());
|
|
finalShader.AppendNewLine();
|
|
|
|
finalShader.AppendLine(@"ENDHLSL");
|
|
|
|
finalShader.AppendLines(ShaderGenerator.GetPreviewSubShader(node, requirements));
|
|
ListPool<INode>.Release(activeNodeList);
|
|
}
|
|
|
|
// -------------------------------------
|
|
// Finalize
|
|
|
|
results.configuredTextures = shaderProperties.GetConfiguredTexutres();
|
|
ShaderSourceMap sourceMap;
|
|
results.shader = finalShader.ToString(out sourceMap);
|
|
results.sourceMap = sourceMap;
|
|
return results;
|
|
}
|
|
|
|
public static void GenerateSurfaceDescriptionStruct(ShaderStringBuilder surfaceDescriptionStruct, List<MaterialSlot> slots, bool isMaster)
|
|
{
|
|
surfaceDescriptionStruct.AppendLine("struct SurfaceDescription");
|
|
using(surfaceDescriptionStruct.BlockSemicolonScope())
|
|
{
|
|
if (isMaster)
|
|
{
|
|
foreach (var slot in slots)
|
|
surfaceDescriptionStruct.AppendLine("{0} {1};",
|
|
NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType),
|
|
NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
|
|
//surfaceDescriptionStruct.Deindent();
|
|
}
|
|
else
|
|
{
|
|
surfaceDescriptionStruct.AppendLine("float4 PreviewOutput;");
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void GenerateSurfaceDescriptionFunction(
|
|
List<INode> activeNodeList,
|
|
AbstractMaterialNode masterNode,
|
|
AbstractMaterialGraph graph,
|
|
ShaderStringBuilder surfaceDescriptionFunction,
|
|
FunctionRegistry functionRegistry,
|
|
PropertyCollector shaderProperties,
|
|
ShaderGraphRequirements requirements,
|
|
GenerationMode mode,
|
|
string functionName = "PopulateSurfaceData",
|
|
string surfaceDescriptionName = "SurfaceDescription",
|
|
Vector1ShaderProperty outputIdProperty = null,
|
|
IEnumerable<MaterialSlot> slots = null,
|
|
string graphInputStructName = "SurfaceDescriptionInputs")
|
|
{
|
|
if (graph == null)
|
|
return;
|
|
|
|
GraphContext graphContext = new GraphContext(graphInputStructName);
|
|
|
|
graph.CollectShaderProperties(shaderProperties, mode);
|
|
|
|
surfaceDescriptionFunction.AppendLine(String.Format("{0} {1}(SurfaceDescriptionInputs IN)", surfaceDescriptionName, functionName), false);
|
|
using(surfaceDescriptionFunction.BlockScope())
|
|
{
|
|
ShaderGenerator sg = new ShaderGenerator();
|
|
surfaceDescriptionFunction.AppendLine("{0} surface = ({0})0;", surfaceDescriptionName);
|
|
foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
|
|
{
|
|
if (activeNode is IGeneratesFunction)
|
|
{
|
|
functionRegistry.builder.currentNode = activeNode;
|
|
(activeNode as IGeneratesFunction).GenerateNodeFunction(functionRegistry, graphContext, mode);
|
|
}
|
|
if (activeNode is IGeneratesBodyCode)
|
|
(activeNode as IGeneratesBodyCode).GenerateNodeCode(sg, mode);
|
|
if (masterNode == null && activeNode.hasPreview)
|
|
{
|
|
var outputSlot = activeNode.GetOutputSlots<MaterialSlot>().FirstOrDefault();
|
|
if (outputSlot != null)
|
|
sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, ShaderGenerator.AdaptNodeOutputForPreview(activeNode, outputSlot.id, activeNode.GetVariableNameForSlot(outputSlot.id))), false);
|
|
}
|
|
|
|
// In case of the subgraph output node, the preview is generated
|
|
// from the first input to the node.
|
|
if (activeNode is SubGraphOutputNode)
|
|
{
|
|
var inputSlot = activeNode.GetInputSlots<MaterialSlot>().FirstOrDefault();
|
|
if (inputSlot != null)
|
|
{
|
|
var foundEdges = graph.GetEdges(inputSlot.slotReference).ToArray();
|
|
string slotValue = foundEdges.Any() ? activeNode.GetSlotValue(inputSlot.id, mode) : inputSlot.GetDefaultValue(mode);
|
|
sg.AddShaderChunk(String.Format("if ({0} == {1}) {{ surface.PreviewOutput = {2}; return surface; }}", outputIdProperty.referenceName, activeNode.tempId.index, slotValue), false);
|
|
}
|
|
}
|
|
|
|
activeNode.CollectShaderProperties(shaderProperties, mode);
|
|
}
|
|
surfaceDescriptionFunction.AppendLines(sg.GetShaderString(0));
|
|
functionRegistry.builder.currentNode = null;
|
|
|
|
if (masterNode != null)
|
|
{
|
|
if (masterNode is IMasterNode)
|
|
{
|
|
var usedSlots = slots ?? masterNode.GetInputSlots<MaterialSlot>();
|
|
foreach (var input in usedSlots)
|
|
{
|
|
var foundEdges = graph.GetEdges(input.slotReference).ToArray();
|
|
if (foundEdges.Any())
|
|
{
|
|
surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), masterNode.GetSlotValue(input.id, mode));
|
|
}
|
|
else
|
|
{
|
|
surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(input.shaderOutputName), input.GetDefaultValue(mode));
|
|
}
|
|
}
|
|
}
|
|
else if (masterNode.hasPreview)
|
|
{
|
|
foreach (var slot in masterNode.GetOutputSlots<MaterialSlot>())
|
|
surfaceDescriptionFunction.AppendLine("surface.{0} = {1};", NodeUtils.GetHLSLSafeName(slot.shaderOutputName), masterNode.GetSlotValue(slot.id, mode));
|
|
}
|
|
}
|
|
|
|
surfaceDescriptionFunction.AppendLine("return surface;");
|
|
}
|
|
}
|
|
|
|
const string k_VertexDescriptionStructName = "VertexDescription";
|
|
public static void GenerateVertexDescriptionStruct(ShaderStringBuilder builder, List<MaterialSlot> slots)
|
|
{
|
|
builder.AppendLine("struct {0}", k_VertexDescriptionStructName);
|
|
using (builder.BlockSemicolonScope())
|
|
{
|
|
foreach (var slot in slots)
|
|
builder.AppendLine("{0} {1};", NodeUtils.ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision.@float, slot.concreteValueType), NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
|
|
}
|
|
}
|
|
public static void GenerateVertexDescriptionFunction(
|
|
AbstractMaterialGraph graph,
|
|
ShaderStringBuilder builder,
|
|
FunctionRegistry functionRegistry,
|
|
PropertyCollector shaderProperties,
|
|
GenerationMode mode,
|
|
List<AbstractMaterialNode> nodes,
|
|
List<MaterialSlot> slots,
|
|
string graphInputStructName = "VertexDescriptionInputs")
|
|
{
|
|
if (graph == null)
|
|
return;
|
|
|
|
GraphContext graphContext = new GraphContext(graphInputStructName);
|
|
|
|
graph.CollectShaderProperties(shaderProperties, mode);
|
|
|
|
builder.AppendLine("{0} PopulateVertexData(VertexDescriptionInputs IN)", k_VertexDescriptionStructName);
|
|
using (builder.BlockScope())
|
|
{
|
|
ShaderGenerator sg = new ShaderGenerator();
|
|
builder.AppendLine("{0} description = ({0})0;", k_VertexDescriptionStructName);
|
|
foreach (var node in nodes)
|
|
{
|
|
var generatesFunction = node as IGeneratesFunction;
|
|
if (generatesFunction != null)
|
|
{
|
|
functionRegistry.builder.currentNode = node;
|
|
generatesFunction.GenerateNodeFunction(functionRegistry, graphContext, mode);
|
|
}
|
|
var generatesBodyCode = node as IGeneratesBodyCode;
|
|
if (generatesBodyCode != null)
|
|
{
|
|
generatesBodyCode.GenerateNodeCode(sg, mode);
|
|
}
|
|
node.CollectShaderProperties(shaderProperties, mode);
|
|
}
|
|
builder.AppendLines(sg.GetShaderString(0));
|
|
foreach (var slot in slots)
|
|
{
|
|
var isSlotConnected = slot.owner.owner.GetEdges(slot.slotReference).Any();
|
|
var slotName = NodeUtils.GetHLSLSafeName(slot.shaderOutputName);
|
|
var slotValue = isSlotConnected ? ((AbstractMaterialNode)slot.owner).GetSlotValue(slot.id, mode) : slot.GetDefaultValue(mode);
|
|
builder.AppendLine("description.{0} = {1};", slotName, slotValue);
|
|
}
|
|
builder.AppendLine("return description;");
|
|
}
|
|
}
|
|
|
|
public static GenerationResults GetPreviewShader(this AbstractMaterialGraph graph, AbstractMaterialNode node)
|
|
{
|
|
return graph.GetShader(node, GenerationMode.Preview, String.Format("hidden/preview/{0}", node.GetVariableNameForNode()));
|
|
}
|
|
|
|
public static GenerationResults GetUberColorShader(this AbstractMaterialGraph graph)
|
|
{
|
|
return graph.GetShader(null, GenerationMode.Preview, "hidden/preview");
|
|
}
|
|
|
|
static Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> s_LegacyTypeRemapping;
|
|
|
|
public static Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> GetLegacyTypeRemapping()
|
|
{
|
|
if (s_LegacyTypeRemapping == null)
|
|
{
|
|
s_LegacyTypeRemapping = new Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo>();
|
|
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
|
{
|
|
foreach (var type in assembly.GetTypesOrNothing())
|
|
{
|
|
if (type.IsAbstract)
|
|
continue;
|
|
foreach (var attribute in type.GetCustomAttributes(typeof(FormerNameAttribute), false))
|
|
{
|
|
var legacyAttribute = (FormerNameAttribute)attribute;
|
|
var serializationInfo = new SerializationHelper.TypeSerializationInfo { fullName = legacyAttribute.fullName };
|
|
s_LegacyTypeRemapping[serializationInfo] = SerializationHelper.GetTypeSerializableAsString(type);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return s_LegacyTypeRemapping;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sanitizes a supplied string such that it does not collide
|
|
/// with any other name in a collection.
|
|
/// </summary>
|
|
/// <param name="existingNames">
|
|
/// A collection of names that the new name should not collide with.
|
|
/// </param>
|
|
/// <param name="duplicateFormat">
|
|
/// The format applied to the name if a duplicate exists.
|
|
/// This must be a format string that contains `{0}` and `{1}`
|
|
/// once each. An example could be `{0} ({1})`, which will append ` (n)`
|
|
/// to the name for the n`th duplicate.
|
|
/// </param>
|
|
/// <param name="name">
|
|
/// The name to be sanitized.
|
|
/// </param>
|
|
/// <returns>
|
|
/// A name that is distinct form any name in `existingNames`.
|
|
/// </returns>
|
|
internal static string SanitizeName(IEnumerable<string> existingNames, string duplicateFormat, string name)
|
|
{
|
|
if (!existingNames.Contains(name))
|
|
return name;
|
|
|
|
string escapedDuplicateFormat = Regex.Escape(duplicateFormat);
|
|
|
|
// Escaped format will escape string interpolation, so the escape caracters must be removed for these.
|
|
escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{0}", @"{0}");
|
|
escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{1}", @"{1}");
|
|
|
|
var baseRegex = new Regex(string.Format(escapedDuplicateFormat, @"^(.*)", @"(\d+)"));
|
|
|
|
var baseMatch = baseRegex.Match(name);
|
|
if (baseMatch.Success)
|
|
name = baseMatch.Groups[1].Value;
|
|
|
|
string baseNameExpression= string.Format(@"^{0}", Regex.Escape(name));
|
|
var regex = new Regex(string.Format(escapedDuplicateFormat, baseNameExpression, @"(\d+)") + "$");
|
|
|
|
var existingDuplicateNumbers = existingNames.Select(existingName => regex.Match(existingName)).Where(m => m.Success).Select(m => int.Parse(m.Groups[1].Value)).Where(n => n > 0).Distinct().ToList();
|
|
|
|
var duplicateNumber = 1;
|
|
existingDuplicateNumbers.Sort();
|
|
if (existingDuplicateNumbers.Any() && existingDuplicateNumbers.First() == 1)
|
|
{
|
|
duplicateNumber = existingDuplicateNumbers.Last() + 1;
|
|
for (var i = 1; i < existingDuplicateNumbers.Count; i++)
|
|
{
|
|
if (existingDuplicateNumbers[i - 1] != existingDuplicateNumbers[i] - 1)
|
|
{
|
|
duplicateNumber = existingDuplicateNumbers[i - 1] + 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return string.Format(duplicateFormat, name, duplicateNumber);
|
|
}
|
|
|
|
public static bool WriteToFile(string path, string content)
|
|
{
|
|
try
|
|
{
|
|
File.WriteAllText(path, content);
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogError(e);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public static void OpenFile(string path)
|
|
{
|
|
if (!File.Exists(Path.GetFullPath(path)))
|
|
{
|
|
Debug.LogError(string.Format("Path {0} doesn't exists", path));
|
|
return;
|
|
}
|
|
|
|
string file = Path.GetFullPath(path);
|
|
ProcessStartInfo pi = new ProcessStartInfo(file);
|
|
pi.Arguments = Path.GetFileName(file);
|
|
pi.UseShellExecute = true;
|
|
pi.WorkingDirectory = Path.GetDirectoryName(file);
|
|
pi.FileName = ScriptEditorUtility.GetExternalScriptEditor();
|
|
pi.Verb = "OPEN";
|
|
Process.Start(pi);
|
|
}
|
|
}
|
|
}
|