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235 行
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using UnityEditor.ShaderGraph;
using UnityEngine;
namespace UnityEditor.Graphing
{
public class SlotConfigurationException : Exception
{
public SlotConfigurationException(string message)
: base(message)
{}
}
public static class NodeUtils
{
public static void SlotConfigurationExceptionIfBadConfiguration(INode node, IEnumerable<int> expectedInputSlots, IEnumerable<int> expectedOutputSlots)
{
var missingSlots = new List<int>();
var inputSlots = expectedInputSlots as IList<int> ?? expectedInputSlots.ToList();
missingSlots.AddRange(inputSlots.Except(node.GetInputSlots<ISlot>().Select(x => x.id)));
var outputSlots = expectedOutputSlots as IList<int> ?? expectedOutputSlots.ToList();
missingSlots.AddRange(outputSlots.Except(node.GetOutputSlots<ISlot>().Select(x => x.id)));
if (missingSlots.Count == 0)
return;
var toPrint = missingSlots.Select(x => x.ToString());
throw new SlotConfigurationException(string.Format("Missing slots {0} on node {1}", string.Join(", ", toPrint.ToArray()), node));
}
public static IEnumerable<IEdge> GetAllEdges(INode node)
{
var result = new List<IEdge>();
var validSlots = ListPool<ISlot>.Get();
validSlots.AddRange(node.GetInputSlots<ISlot>());
for (int index = 0; index < validSlots.Count; index++)
{
var inputSlot = validSlots[index];
result.AddRange(node.owner.GetEdges(inputSlot.slotReference));
}
validSlots.Clear();
validSlots.AddRange(node.GetOutputSlots<ISlot>());
for (int index = 0; index < validSlots.Count; index++)
{
var outputSlot = validSlots[index];
result.AddRange(node.owner.GetEdges(outputSlot.slotReference));
}
ListPool<ISlot>.Release(validSlots);
return result;
}
// CollectNodesNodeFeedsInto looks at the current node and calculates
// which child nodes it depends on for it's calculation.
// Results are returned depth first so by processing each node in
// order you can generate a valid code block.
public enum IncludeSelf
{
Include,
Exclude
}
public static void DepthFirstCollectNodesFromNode(List<INode> nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include, List<int> slotIds = null)
{
// no where to start
if (node == null)
return;
// already added this node
if (nodeList.Contains(node))
return;
var ids = node.GetInputSlots<ISlot>().Select(x => x.id);
if (slotIds != null)
ids = node.GetInputSlots<ISlot>().Where(x => slotIds.Contains(x.id)).Select(x => x.id);
foreach (var slot in ids)
{
foreach (var edge in node.owner.GetEdges(node.GetSlotReference(slot)))
{
var outputNode = node.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid);
DepthFirstCollectNodesFromNode(nodeList, outputNode);
}
}
if (includeSelf == IncludeSelf.Include)
nodeList.Add(node);
}
public static void CollectNodesNodeFeedsInto(List<INode> nodeList, INode node, IncludeSelf includeSelf = IncludeSelf.Include)
{
if (node == null)
return;
if (nodeList.Contains(node))
return;
foreach (var slot in node.GetOutputSlots<ISlot>())
{
foreach (var edge in node.owner.GetEdges(slot.slotReference))
{
var inputNode = node.owner.GetNodeFromGuid(edge.inputSlot.nodeGuid);
CollectNodesNodeFeedsInto(nodeList, inputNode);
}
}
if (includeSelf == IncludeSelf.Include)
nodeList.Add(node);
}
static Stack<INode> s_NodeStack = new Stack<INode>();
public static ShaderStage FindEffectiveShaderStage(INode initialNode, bool goingBackwards)
{
var shaderStage = ShaderStage.Dynamic;
s_NodeStack.Clear();
s_NodeStack.Push(initialNode);
while (s_NodeStack.Any() && shaderStage == ShaderStage.Dynamic)
{
var node = s_NodeStack.Pop();
foreach (var slot in goingBackwards ? node.GetInputSlots<MaterialSlot>() : node.GetOutputSlots<MaterialSlot>())
{
if (shaderStage != ShaderStage.Dynamic)
break;
if (slot.shaderStage == ShaderStage.Dynamic)
{
foreach (var edge in node.owner.GetEdges(slot.slotReference))
{
var connectedNode = node.owner.GetNodeFromGuid(goingBackwards ? edge.outputSlot.nodeGuid : edge.inputSlot.nodeGuid);
var connectedSlot = goingBackwards ? connectedNode.FindOutputSlot<MaterialSlot>(edge.outputSlot.slotId) : connectedNode.FindInputSlot<MaterialSlot>(edge.inputSlot.slotId);
if (connectedSlot.shaderStage == ShaderStage.Dynamic)
s_NodeStack.Push(connectedNode);
else
{
shaderStage = connectedSlot.shaderStage;
break;
}
}
}
else
shaderStage = slot.shaderStage;
}
}
return shaderStage;
}
public static string GetSlotDimension(ConcreteSlotValueType slotValue)
{
switch (slotValue)
{
case ConcreteSlotValueType.Vector1:
return String.Empty;
case ConcreteSlotValueType.Vector2:
return "2";
case ConcreteSlotValueType.Vector3:
return "3";
case ConcreteSlotValueType.Vector4:
return "4";
case ConcreteSlotValueType.Matrix2:
return "2x2";
case ConcreteSlotValueType.Matrix3:
return "3x3";
case ConcreteSlotValueType.Matrix4:
return "4x4";
default:
return "Error";
}
}
public static string ConvertConcreteSlotValueTypeToString(AbstractMaterialNode.OutputPrecision p, ConcreteSlotValueType slotValue)
{
switch (slotValue)
{
case ConcreteSlotValueType.Boolean:
return p.ToString();
case ConcreteSlotValueType.Vector1:
return p.ToString();
case ConcreteSlotValueType.Vector2:
return p + "2";
case ConcreteSlotValueType.Vector3:
return p + "3";
case ConcreteSlotValueType.Vector4:
return p + "4";
case ConcreteSlotValueType.Texture2D:
return "Texture2D";
case ConcreteSlotValueType.Texture2DArray:
return "Texture2DArray";
case ConcreteSlotValueType.Texture3D:
return "Texture3D";
case ConcreteSlotValueType.Cubemap:
return "Cubemap";
case ConcreteSlotValueType.Gradient:
return "Gradient";
case ConcreteSlotValueType.Matrix2:
return p + "2x2";
case ConcreteSlotValueType.Matrix3:
return p + "3x3";
case ConcreteSlotValueType.Matrix4:
return p + "4x4";
case ConcreteSlotValueType.SamplerState:
return "SamplerState";
default:
return "Error";
}
}
public static string GetHLSLSafeName(string input)
{
char[] arr = input.ToCharArray();
arr = Array.FindAll<char>(arr, (c => (Char.IsLetterOrDigit(c))));
return new string(arr);
}
public static string FloatToShaderValue(float value)
{
if (Single.IsPositiveInfinity(value))
return "1.#INF";
else if (Single.IsNegativeInfinity(value))
return "-1.#INF";
else if (Single.IsNaN(value))
return "NAN";
else
{
return value.ToString(CultureInfo.InvariantCulture);
}
}
}
}