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380 行
13 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Serializable]
public abstract class AbstractMaterialNode : SerializableNode, IGenerateProperties
{
public enum OutputPrecision
{
@fixed,
@half,
@float
}
[NonSerialized]
private bool m_HasError;
public OutputPrecision precision
{
get { return m_OutputPrecision; }
set { m_OutputPrecision = value; }
}
//[SerializeField]
private OutputPrecision m_OutputPrecision = OutputPrecision.@float;
// Nodes that want to have a preview area can override this and return true
public virtual bool hasPreview
{
get { return false; }
}
public virtual PreviewMode previewMode
{
get { return PreviewMode.Preview2D; }
}
public virtual bool allowedInSubGraph
{
get { return true; }
}
public virtual bool allowedInRemapGraph
{
get { return true; }
}
protected virtual bool generateDefaultInputs
{
get { return true; }
}
public override bool hasError
{
get { return m_HasError; }
protected set { m_HasError = value; }
}
protected AbstractMaterialNode()
{
version = 0;
}
public virtual void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{}
public virtual void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
if (!generateDefaultInputs)
return;
if (!generationMode.IsPreview())
return;
foreach (var inputSlot in GetInputSlots<MaterialSlot>())
{
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any())
continue;
inputSlot.GeneratePropertyUsages(visitor, generationMode);
}
}
public string GetSlotValue(int inputSlotId, GenerationMode generationMode)
{
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot == null)
return string.Empty;
var edges = owner.GetEdges(inputSlot.slotReference).ToArray();
if (edges.Any())
{
var fromSocketRef = edges[0].outputSlot;
var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(fromSocketRef.nodeGuid);
if (fromNode == null)
return string.Empty;
var slot = fromNode.FindOutputSlot<MaterialSlot>(fromSocketRef.slotId);
if (slot == null)
return string.Empty;
return ShaderGenerator.AdaptNodeOutput(fromNode, slot.id, slot.concreteValueType);
}
return inputSlot.GetDefaultValue(generationMode);
}
private ConcreteSlotValueType FindCommonChannelType(ConcreteSlotValueType from, ConcreteSlotValueType to)
{
if (ImplicitConversionExists(from, to))
return to;
return ConcreteSlotValueType.Error;
}
private static ConcreteSlotValueType ToConcreteType(SlotValueType svt)
{
switch (svt)
{
case SlotValueType.Vector1:
return ConcreteSlotValueType.Vector1;
case SlotValueType.Vector2:
return ConcreteSlotValueType.Vector2;
case SlotValueType.Vector3:
return ConcreteSlotValueType.Vector3;
case SlotValueType.Vector4:
return ConcreteSlotValueType.Vector4;
}
return ConcreteSlotValueType.Error;
}
private static bool ImplicitConversionExists(ConcreteSlotValueType from, ConcreteSlotValueType to)
{
return from >= to || from == ConcreteSlotValueType.Vector1;
}
private ConcreteSlotValueType ConvertDynamicInputTypeToConcrete(IEnumerable<ConcreteSlotValueType> inputTypes)
{
var concreteSlotValueTypes = inputTypes as IList<ConcreteSlotValueType> ?? inputTypes.ToList();
if (concreteSlotValueTypes.Any(x => x == ConcreteSlotValueType.Error))
return ConcreteSlotValueType.Error;
var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList();
switch (inputTypesDistinct.Count)
{
case 0:
return ConcreteSlotValueType.Vector1;
case 1:
return inputTypesDistinct.FirstOrDefault();
default:
// find the 'minumum' channel width excluding 1 as it can promote
inputTypesDistinct.RemoveAll(x => x == ConcreteSlotValueType.Vector1);
var ordered = inputTypesDistinct.OrderBy(x => x);
if (ordered.Any())
return ordered.FirstOrDefault();
break;
}
return ConcreteSlotValueType.Error;
}
public override void ValidateNode()
{
var isInError = false;
// all children nodes needs to be updated first
// so do that here
foreach (var inputSlot in GetInputSlots<MaterialSlot>())
{
var edges = owner.GetEdges(inputSlot.slotReference);
foreach (var edge in edges)
{
var fromSocketRef = edge.outputSlot;
var outputNode = owner.GetNodeFromGuid(fromSocketRef.nodeGuid);
if (outputNode == null)
continue;
outputNode.ValidateNode();
if (outputNode.hasError)
isInError = true;
}
}
var dynamicInputSlotsToCompare = new Dictionary<MaterialSlot, ConcreteSlotValueType>();
var skippedDynamicSlots = new List<MaterialSlot>();
// iterate the input slots
foreach (var inputSlot in GetInputSlots<MaterialSlot>())
{
var inputType = inputSlot.valueType;
// if there is a connection
var edges = owner.GetEdges(inputSlot.slotReference).ToList();
if (!edges.Any())
{
if (inputType != SlotValueType.Dynamic)
inputSlot.concreteValueType = ToConcreteType(inputType);
else
skippedDynamicSlots.Add(inputSlot);
continue;
}
// get the output details
var outputSlotRef = edges[0].outputSlot;
var outputNode = owner.GetNodeFromGuid(outputSlotRef.nodeGuid);
if (outputNode == null)
continue;
var outputSlot = outputNode.FindOutputSlot<MaterialSlot>(outputSlotRef.slotId);
if (outputSlot == null)
continue;
var outputConcreteType = outputSlot.concreteValueType;
// if we have a standard connection... just check the types work!
if (inputType != SlotValueType.Dynamic)
{
var inputConcreteType = ToConcreteType(inputType);
inputSlot.concreteValueType = FindCommonChannelType(outputConcreteType, inputConcreteType);
continue;
}
// dynamic input... depends on output from other node.
// we need to compare ALL dynamic inputs to make sure they
// are compatable.
dynamicInputSlotsToCompare.Add(inputSlot, outputConcreteType);
}
// we can now figure out the dynamic slotType
// from here set all the
var dynamicType = ConvertDynamicInputTypeToConcrete(dynamicInputSlotsToCompare.Values);
foreach (var dynamicKvP in dynamicInputSlotsToCompare)
dynamicKvP.Key.concreteValueType = dynamicType;
foreach (var skippedSlot in skippedDynamicSlots)
skippedSlot.concreteValueType = dynamicType;
var inputError = GetInputSlots<MaterialSlot>().Any(x => x.concreteValueType == ConcreteSlotValueType.Error);
// configure the output slots now
// their slotType will either be the default output slotType
// or the above dynanic slotType for dynamic nodes
// or error if there is an input error
foreach (var outputSlot in GetOutputSlots<MaterialSlot>())
{
if (inputError)
{
outputSlot.concreteValueType = ConcreteSlotValueType.Error;
continue;
}
if (outputSlot.valueType == SlotValueType.Dynamic)
{
outputSlot.concreteValueType = dynamicType;
continue;
}
outputSlot.concreteValueType = ToConcreteType(outputSlot.valueType);
}
isInError |= inputError;
isInError |= GetOutputSlots<MaterialSlot>().Any(x => x.concreteValueType == ConcreteSlotValueType.Error);
isInError |= CalculateNodeHasError();
hasError = isInError;
if (!hasError)
{
++version;
}
}
public int version { get; private set; }
//True if error
protected virtual bool CalculateNodeHasError()
{
return false;
}
public static string ConvertConcreteSlotValueTypeToString(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";
default:
return "Error";
}
}
public static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue)
{
switch (slotValue)
{
case ConcreteSlotValueType.Vector1:
return PropertyType.Float;
case ConcreteSlotValueType.Vector2:
return PropertyType.Vector2;
case ConcreteSlotValueType.Vector3:
return PropertyType.Vector3;
case ConcreteSlotValueType.Vector4:
return PropertyType.Vector4;
default:
return PropertyType.Vector4;
}
}
/*
public virtual bool DrawSlotDefaultInput(Rect rect, MaterialSlot inputSlot)
{
var inputSlotType = inputSlot.concreteValueType;
return inputSlot.OnGUI(rect, inputSlotType);
}
*/
public virtual void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
var validSlots = GetInputSlots<MaterialSlot>().ToArray();
for (var index = 0; index < validSlots.Length; index++)
{
var s = validSlots[index];
var edges = owner.GetEdges(s.slotReference);
if (edges.Any())
continue;
var pp = new PreviewProperty
{
m_Name = GetVariableNameForSlot(s.id),
m_PropType = ConvertConcreteSlotValueTypeToPropertyType(s.concreteValueType),
m_Vector4 = s.currentValue,
m_Float = s.currentValue.x,
m_Color = s.currentValue
};
properties.Add(pp);
}
}
public virtual string GetVariableNameForSlot(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
if (slot == null)
throw new ArgumentException(string.Format("Attempting to use MaterialSlot({0}) on node of type {1} where this slot can not be found", slotId, this), "slotId");
return GetVariableNameForNode() + "_" + slot.shaderOutputName;
}
public virtual string GetVariableNameForNode()
{
return name + "_" + guid.ToString().Replace("-", "_");
}
public sealed override void AddSlot(ISlot slot)
{
if (!(slot is MaterialSlot))
throw new ArgumentException(string.Format("Trying to add slot {0} to Material node {1}, but it is not a {2}", slot, this, typeof(MaterialSlot)));
var addingSlot = (MaterialSlot)slot;
var foundSlot = FindSlot<MaterialSlot>(slot.id);
// this will remove the old slot and add a new one
// if an old one was found. This allows updating values
base.AddSlot(slot);
if (foundSlot == null)
return;
// preserve the old current value.
addingSlot.currentValue = foundSlot.currentValue;
}
}
}