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384 行
15 KiB
384 行
15 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEngine.Experimental.UIElements;
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[assembly: InternalsVisibleTo("Unity.ShaderGraph.EditorTests")]
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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public abstract class MaterialSlot : ISlot
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{
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const string k_NotInit = "Not Initilaized";
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[SerializeField]
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int m_Id;
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[SerializeField]
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string m_DisplayName = k_NotInit;
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[SerializeField]
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SlotType m_SlotType = SlotType.Input;
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[SerializeField]
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int m_Priority = int.MaxValue;
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[SerializeField]
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bool m_Hidden;
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[SerializeField]
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string m_ShaderOutputName;
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[SerializeField]
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ShaderStage m_ShaderStage;
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bool m_HasError;
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protected MaterialSlot() {}
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protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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{
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m_Id = slotId;
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m_DisplayName = displayName;
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m_SlotType = slotType;
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m_Hidden = hidden;
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m_ShaderOutputName = shaderOutputName;
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this.shaderStage = shaderStage;
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}
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protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, int priority, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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{
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m_Id = slotId;
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m_DisplayName = displayName;
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m_SlotType = slotType;
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m_Priority = priority;
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m_Hidden = hidden;
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m_ShaderOutputName = shaderOutputName;
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this.shaderStage = shaderStage;
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}
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public virtual VisualElement InstantiateControl()
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{
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return null;
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}
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static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type)
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{
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switch (type)
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{
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case ConcreteSlotValueType.Vector1:
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return "(1)";
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case ConcreteSlotValueType.Vector2:
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return "(2)";
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case ConcreteSlotValueType.Vector3:
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return "(3)";
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case ConcreteSlotValueType.Vector4:
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return "(4)";
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case ConcreteSlotValueType.Boolean:
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return "(B)";
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case ConcreteSlotValueType.Matrix2:
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return "(2x2)";
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case ConcreteSlotValueType.Matrix3:
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return "(3x3)";
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case ConcreteSlotValueType.Matrix4:
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return "(4x4)";
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case ConcreteSlotValueType.SamplerState:
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return "(SS)";
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case ConcreteSlotValueType.Texture2D:
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return "(T)";
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case ConcreteSlotValueType.Cubemap:
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return "(C)";
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case ConcreteSlotValueType.Gradient:
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return "(G)";
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default:
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return "(E)";
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}
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}
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public virtual string displayName
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{
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get { return m_DisplayName + ConcreteSlotValueTypeAsString(concreteValueType); }
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set { m_DisplayName = value; }
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}
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public string RawDisplayName()
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{
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return m_DisplayName;
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}
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public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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{
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switch (type)
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{
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case SlotValueType.SamplerState:
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return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.DynamicMatrix:
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return new DynamicMatrixMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix4:
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return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix3:
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return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix2:
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return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Texture2D:
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return slotType == SlotType.Input
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? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStage, hidden)
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: new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Cubemap:
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return slotType == SlotType.Input
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? new CubemapInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStage, hidden)
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: new CubemapMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Gradient:
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return slotType == SlotType.Input
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? new GradientInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStage, hidden)
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: new GradientMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.DynamicVector:
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return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector4:
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return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden: hidden);
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case SlotValueType.Vector3:
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return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden: hidden);
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case SlotValueType.Vector2:
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return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden: hidden);
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case SlotValueType.Vector1:
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return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStage, hidden: hidden);
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case SlotValueType.Dynamic:
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return new DynamicValueMaterialSlot(slotId, displayName, shaderOutputName, slotType, new Matrix4x4(defaultValue, Vector4.zero, Vector4.zero, Vector4.zero), shaderStage, hidden);
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case SlotValueType.Boolean:
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return new BooleanMaterialSlot(slotId, displayName, shaderOutputName, slotType, false, shaderStage, hidden);
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}
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throw new ArgumentOutOfRangeException("type", type, null);
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}
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public SlotReference slotReference
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{
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get { return new SlotReference(owner.guid, m_Id); }
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}
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public INode owner { get; set; }
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public bool hidden
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{
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get { return m_Hidden; }
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set { m_Hidden = value; }
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}
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public int id
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{
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get { return m_Id; }
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}
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public int priority
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{
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get { return m_Priority; }
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set { m_Priority = value; }
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}
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public bool isInputSlot
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{
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get { return m_SlotType == SlotType.Input; }
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}
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public bool isOutputSlot
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{
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get { return m_SlotType == SlotType.Output; }
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}
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public SlotType slotType
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{
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get { return m_SlotType; }
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}
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public bool isConnected
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{
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get
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{
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// node and graph respectivly
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if (owner == null || owner.owner == null)
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return false;
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var graph = owner.owner;
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var edges = graph.GetEdges(slotReference);
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return edges.Any();
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}
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}
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public abstract SlotValueType valueType { get; }
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public abstract ConcreteSlotValueType concreteValueType { get; }
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public string shaderOutputName
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{
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get { return m_ShaderOutputName; }
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private set { m_ShaderOutputName = value; }
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}
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public ShaderStage shaderStage
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{
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get { return m_ShaderStage; }
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set { m_ShaderStage = value; }
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}
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public bool hasError
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{
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get { return m_HasError; }
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set { m_HasError = value; }
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}
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bool IsCompatibleWithInputSlotType(SlotValueType inputType)
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{
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switch (valueType)
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{
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case SlotValueType.SamplerState:
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return inputType == SlotValueType.SamplerState;
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case SlotValueType.DynamicMatrix:
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case SlotValueType.Matrix4:
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return inputType == SlotValueType.Matrix4
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|| inputType == SlotValueType.Matrix3
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|| inputType == SlotValueType.Matrix2
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|| inputType == SlotValueType.DynamicMatrix
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Matrix3:
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return inputType == SlotValueType.Matrix3
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|| inputType == SlotValueType.Matrix2
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|| inputType == SlotValueType.DynamicMatrix
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Matrix2:
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return inputType == SlotValueType.Matrix2
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|| inputType == SlotValueType.DynamicMatrix
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Texture2D:
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return inputType == SlotValueType.Texture2D;
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case SlotValueType.Cubemap:
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return inputType == SlotValueType.Cubemap;
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case SlotValueType.Gradient:
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return inputType == SlotValueType.Gradient;
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case SlotValueType.DynamicVector:
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case SlotValueType.Vector4:
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case SlotValueType.Vector3:
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case SlotValueType.Vector2:
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case SlotValueType.Vector1:
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return inputType == SlotValueType.Vector4
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|| inputType == SlotValueType.Vector3
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|| inputType == SlotValueType.Vector2
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|| inputType == SlotValueType.Vector1
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|| inputType == SlotValueType.DynamicVector
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Dynamic:
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return inputType == SlotValueType.Matrix4
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|| inputType == SlotValueType.Matrix3
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|| inputType == SlotValueType.Matrix2
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|| inputType == SlotValueType.DynamicMatrix
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|| inputType == SlotValueType.Vector4
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|| inputType == SlotValueType.Vector3
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|| inputType == SlotValueType.Vector2
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|| inputType == SlotValueType.Vector1
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|| inputType == SlotValueType.DynamicVector
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Boolean:
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return inputType == SlotValueType.Boolean;
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}
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return false;
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}
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public bool IsCompatibleWith(MaterialSlot otherSlot)
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{
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return otherSlot != null
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&& otherSlot.owner != owner
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&& otherSlot.isInputSlot != isInputSlot
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&& ((isInputSlot
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? otherSlot.IsCompatibleWithInputSlotType(valueType)
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: IsCompatibleWithInputSlotType(otherSlot.valueType)));
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}
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public virtual string GetDefaultValue(GenerationMode generationMode)
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{
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var matOwner = owner as AbstractMaterialNode;
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if (matOwner == null)
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throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
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if (generationMode.IsPreview())
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return matOwner.GetVariableNameForSlot(id);
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return ConcreteSlotValueAsVariable(matOwner.precision);
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}
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protected virtual string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return "error";
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}
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public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode);
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protected static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue)
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{
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switch (slotValue)
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{
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case ConcreteSlotValueType.Texture2D:
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return PropertyType.Texture;
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case ConcreteSlotValueType.Cubemap:
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return PropertyType.Cubemap;
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case ConcreteSlotValueType.Gradient:
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return PropertyType.Gradient;
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case ConcreteSlotValueType.Boolean:
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return PropertyType.Boolean;
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case ConcreteSlotValueType.Vector1:
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return PropertyType.Vector1;
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case ConcreteSlotValueType.Vector2:
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return PropertyType.Vector2;
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case ConcreteSlotValueType.Vector3:
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return PropertyType.Vector3;
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case ConcreteSlotValueType.Vector4:
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return PropertyType.Vector4;
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case ConcreteSlotValueType.Matrix2:
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return PropertyType.Matrix2;
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case ConcreteSlotValueType.Matrix3:
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return PropertyType.Matrix3;
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case ConcreteSlotValueType.Matrix4:
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return PropertyType.Matrix4;
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case ConcreteSlotValueType.SamplerState:
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return PropertyType.SamplerState;
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default:
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return PropertyType.Vector4;
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}
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}
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public virtual void GetPreviewProperties(List<PreviewProperty> properties, string name)
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{
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properties.Add(default(PreviewProperty));
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}
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public abstract void CopyValuesFrom(MaterialSlot foundSlot);
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bool Equals(MaterialSlot other)
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{
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return m_Id == other.m_Id && owner.guid.Equals(other.owner.guid);
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}
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public bool Equals(ISlot other)
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{
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return Equals(other as object);
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}
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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if (ReferenceEquals(this, obj)) return true;
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if (obj.GetType() != this.GetType()) return false;
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return Equals((MaterialSlot)obj);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return (m_Id * 397) ^ (owner != null ? owner.GetHashCode() : 0);
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}
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}
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}
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}
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