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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.MaterialGraph;
namespace UnityEngine.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;
using (var stackDisposable = StackPool<INode>.GetDisposable())
using (var queueDisposable = QueuePool<INode>.GetDisposable())
{
var stack = stackDisposable.value;
var queue = queueDisposable.value;
queue.Enqueue(node);
while (queue.Any())
{
var fromNode = queue.Dequeue();
// already added this node
if (nodeList.Contains(fromNode))
continue;
var remapper = fromNode as INodeGroupRemapper;
if (remapper != null)
{
remapper.DepthFirstCollectNodesFromNodeSlotList(nodeList, includeSelf);
continue;
}
foreach (var slot in fromNode.GetInputSlots<ISlot>())
{
if (slotIds != null && !slotIds.Contains(slot.id))
continue;
foreach (var edge in fromNode.owner.GetEdges(fromNode.GetSlotReference(slot.id)))
{
var outputNode = fromNode.owner.GetNodeFromGuid(edge.outputSlot.nodeGuid);
queue.Enqueue(outputNode);
stack.Push(outputNode);
}
}
}
while (stack.Any())
nodeList.Add(stack.Pop());
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);
}
public static ShaderStage FindEffectiveShaderStage(INode initialNode, bool goingBackwards)
{
var shaderStage = ShaderStage.Dynamic;
var nodeStack = new Stack<INode>();
nodeStack.Push(initialNode);
while (nodeStack.Any() && shaderStage == ShaderStage.Dynamic)
{
var node = 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)
nodeStack.Push(connectedNode);
else
{
shaderStage = connectedSlot.shaderStage;
break;
}
}
}
else
shaderStage = slot.shaderStage;
}
}
return shaderStage;
}
}
}