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95 行
4.0 KiB

using System;
using System.Linq;
using UnityEngine;
namespace UnityEditor.Graphs.Material
{
[Title("Fractal/Mandelbrot Node")]
class MandelbrotNode : BaseMaterialNode, IGeneratesFunction, IGeneratesBodyCode
{
[SerializeField]
private int m_Iterations = 6;
private const string kPointInputName = "Point";
private const string kConstantInputName = "Constant";
private const string kOutputSlotName = "Output";
public override bool hasPreview { get { return true; } }
public override void Init()
{
name = "MandelbrotNode";
base.Init();
AddSlot(new Slot(SlotType.InputSlot, kPointInputName));
AddSlot(new Slot(SlotType.InputSlot, kConstantInputName));
AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
foreach (var precision in m_PrecisionNames)
{
outputString.AddShaderChunk("inline " + precision + "4 unity_mandelbrot_" + precision + " (" + precision + "2 p, " + precision + "2 c, float limit, float scale, int iterations)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + " zr = p.x * 4 - 2, zi = p.y * 4 - 2, dzr = 1, dzi = 0, r = 0, len2;", false);
outputString.AddShaderChunk("for (int n = 0; n < iterations; n++)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision + " tmp1 = 2 * zr * zi + c.y; zr = zr * zr - zi * zi + c.x; zi = tmp1;", false);
outputString.AddShaderChunk(precision + " tmp2 = 2 * (dzr * zi + dzi * zr); dzr = 2 * (dzr * zr - dzi * zi) + 1; dzi = tmp2;", false);
outputString.AddShaderChunk("len2 = zr * zr + zi * zi;", false);
outputString.AddShaderChunk("if (len2 > 1000000 * limit) { r = n; break; }", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
outputString.AddShaderChunk("return scale * sqrt(len2 / (dzr * dzr + dzi * dzi)) * log(len2);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
}
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = outputSlots.FirstOrDefault(x => x.name == kOutputSlotName);
var pointInput = GetValidInputSlots().FirstOrDefault(x => x.name == kPointInputName);
var constantInput = GetValidInputSlots().FirstOrDefault(x => x.name == kConstantInputName);
if (outputSlot == null || pointInput == null || constantInput == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
//TODO: This will break if there is NO input connected, use default in that case
var pointProvider = pointInput.edges[0].fromSlot.node as BaseMaterialNode;
var pointName = pointProvider.GetOutputVariableNameForSlot(pointInput.edges[0].fromSlot, generationMode);
var constantProvider = constantInput.edges[0].fromSlot.node as BaseMaterialNode;
var constantName = constantProvider.GetOutputVariableNameForSlot(constantInput.edges[0].fromSlot, generationMode);
string outName = GetOutputVariableNameForSlot(outputSlot, generationMode);
visitor.AddShaderChunk(precision + "4 " + outName + " = unity_mandelbrot_" + precision + "(" + pointName + ".xy, " + constantName + ".xy, " + constantName + ".z, " + constantName + ".w, " + m_Iterations + ");", false);
}
static float Slider(string title, float value, float from, float to)
{
GUILayout.BeginHorizontal();
GUILayout.Label(title);
value = GUILayout.HorizontalSlider(value, from, to, GUILayout.Width(64));
GUILayout.EndHorizontal();
return value;
}
public override void NodeUI(Graphs.GraphGUI host)
{
base.NodeUI(host);
EditorGUI.BeginChangeCheck();
m_Iterations = (int)Slider("Iterations", (float)m_Iterations, 1, 50);
if (EditorGUI.EndChangeCheck())
RegeneratePreviewShaders();
}
}
}