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410 行
17 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEngine.Experimental.UIElements;
[assembly: InternalsVisibleTo("Unity.ShaderGraph.EditorTests")]
namespace UnityEditor.ShaderGraph
{
[Serializable]
public abstract class MaterialSlot : ISlot
{
const string k_NotInit = "Not Initilaized";
[SerializeField]
int m_Id;
[SerializeField]
string m_DisplayName = k_NotInit;
[SerializeField]
SlotType m_SlotType = SlotType.Input;
[SerializeField]
int m_Priority = int.MaxValue;
[SerializeField]
bool m_Hidden;
[SerializeField]
string m_ShaderOutputName;
[SerializeField]
ShaderStageCapability m_StageCapability;
bool m_HasError;
protected MaterialSlot() {}
protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false)
{
m_Id = slotId;
m_DisplayName = displayName;
m_SlotType = slotType;
m_Hidden = hidden;
m_ShaderOutputName = shaderOutputName;
this.stageCapability = stageCapability;
}
protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, int priority, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false)
{
m_Id = slotId;
m_DisplayName = displayName;
m_SlotType = slotType;
m_Priority = priority;
m_Hidden = hidden;
m_ShaderOutputName = shaderOutputName;
this.stageCapability = stageCapability;
}
public virtual VisualElement InstantiateControl()
{
return null;
}
static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type)
{
switch (type)
{
case ConcreteSlotValueType.Vector1:
return "(1)";
case ConcreteSlotValueType.Vector2:
return "(2)";
case ConcreteSlotValueType.Vector3:
return "(3)";
case ConcreteSlotValueType.Vector4:
return "(4)";
case ConcreteSlotValueType.Boolean:
return "(B)";
case ConcreteSlotValueType.Matrix2:
return "(2x2)";
case ConcreteSlotValueType.Matrix3:
return "(3x3)";
case ConcreteSlotValueType.Matrix4:
return "(4x4)";
case ConcreteSlotValueType.SamplerState:
return "(SS)";
case ConcreteSlotValueType.Texture2D:
return "(T2)";
case ConcreteSlotValueType.Texture2DArray:
return "(T2A)";
case ConcreteSlotValueType.Texture3D:
return "(T3)";
case ConcreteSlotValueType.Cubemap:
return "(C)";
case ConcreteSlotValueType.Gradient:
return "(G)";
default:
return "(E)";
}
}
public virtual string displayName
{
get { return m_DisplayName + ConcreteSlotValueTypeAsString(concreteValueType); }
set { m_DisplayName = value; }
}
public string RawDisplayName()
{
return m_DisplayName;
}
public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStageCapability shaderStageCapability = ShaderStageCapability.All, bool hidden = false)
{
switch (type)
{
case SlotValueType.SamplerState:
return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.DynamicMatrix:
return new DynamicMatrixMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Matrix4:
return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Matrix3:
return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Matrix2:
return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Texture2D:
return slotType == SlotType.Input
? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Texture2DArray:
return slotType == SlotType.Input
? new Texture2DArrayInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new Texture2DArrayMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Texture3D:
return slotType == SlotType.Input
? new Texture3DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new Texture3DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Cubemap:
return slotType == SlotType.Input
? new CubemapInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new CubemapMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Gradient:
return slotType == SlotType.Input
? new GradientInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new GradientMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.DynamicVector:
return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden);
case SlotValueType.Vector4:
return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden);
case SlotValueType.Vector3:
return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden);
case SlotValueType.Vector2:
return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden);
case SlotValueType.Vector1:
return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStageCapability, hidden: hidden);
case SlotValueType.Dynamic:
return new DynamicValueMaterialSlot(slotId, displayName, shaderOutputName, slotType, new Matrix4x4(defaultValue, Vector4.zero, Vector4.zero, Vector4.zero), shaderStageCapability, hidden);
case SlotValueType.Boolean:
return new BooleanMaterialSlot(slotId, displayName, shaderOutputName, slotType, false, shaderStageCapability, hidden);
}
throw new ArgumentOutOfRangeException("type", type, null);
}
public SlotReference slotReference
{
get { return new SlotReference(owner.guid, m_Id); }
}
public INode owner { get; set; }
public bool hidden
{
get { return m_Hidden; }
set { m_Hidden = value; }
}
public int id
{
get { return m_Id; }
}
public int priority
{
get { return m_Priority; }
set { m_Priority = value; }
}
public bool isInputSlot
{
get { return m_SlotType == SlotType.Input; }
}
public bool isOutputSlot
{
get { return m_SlotType == SlotType.Output; }
}
public SlotType slotType
{
get { return m_SlotType; }
}
public bool isConnected
{
get
{
// node and graph respectivly
if (owner == null || owner.owner == null)
return false;
var graph = owner.owner;
var edges = graph.GetEdges(slotReference);
return edges.Any();
}
}
public abstract SlotValueType valueType { get; }
public abstract ConcreteSlotValueType concreteValueType { get; }
public string shaderOutputName
{
get { return m_ShaderOutputName; }
private set { m_ShaderOutputName = value; }
}
public ShaderStageCapability stageCapability
{
get { return m_StageCapability; }
set { m_StageCapability = value; }
}
public bool hasError
{
get { return m_HasError; }
set { m_HasError = value; }
}
bool IsCompatibleWithInputSlotType(SlotValueType inputType)
{
switch (valueType)
{
case SlotValueType.SamplerState:
return inputType == SlotValueType.SamplerState;
case SlotValueType.DynamicMatrix:
case SlotValueType.Matrix4:
return inputType == SlotValueType.Matrix4
|| inputType == SlotValueType.Matrix3
|| inputType == SlotValueType.Matrix2
|| inputType == SlotValueType.DynamicMatrix
|| inputType == SlotValueType.Dynamic;
case SlotValueType.Matrix3:
return inputType == SlotValueType.Matrix3
|| inputType == SlotValueType.Matrix2
|| inputType == SlotValueType.DynamicMatrix
|| inputType == SlotValueType.Dynamic;
case SlotValueType.Matrix2:
return inputType == SlotValueType.Matrix2
|| inputType == SlotValueType.DynamicMatrix
|| inputType == SlotValueType.Dynamic;
case SlotValueType.Texture2D:
return inputType == SlotValueType.Texture2D;
case SlotValueType.Texture2DArray:
return inputType == SlotValueType.Texture2DArray;
case SlotValueType.Texture3D:
return inputType == SlotValueType.Texture3D;
case SlotValueType.Cubemap:
return inputType == SlotValueType.Cubemap;
case SlotValueType.Gradient:
return inputType == SlotValueType.Gradient;
case SlotValueType.DynamicVector:
case SlotValueType.Vector4:
case SlotValueType.Vector3:
case SlotValueType.Vector2:
case SlotValueType.Vector1:
return inputType == SlotValueType.Vector4
|| inputType == SlotValueType.Vector3
|| inputType == SlotValueType.Vector2
|| inputType == SlotValueType.Vector1
|| inputType == SlotValueType.DynamicVector
|| inputType == SlotValueType.Dynamic;
case SlotValueType.Dynamic:
return inputType == SlotValueType.Matrix4
|| inputType == SlotValueType.Matrix3
|| inputType == SlotValueType.Matrix2
|| inputType == SlotValueType.DynamicMatrix
|| inputType == SlotValueType.Vector4
|| inputType == SlotValueType.Vector3
|| inputType == SlotValueType.Vector2
|| inputType == SlotValueType.Vector1
|| inputType == SlotValueType.DynamicVector
|| inputType == SlotValueType.Dynamic;
case SlotValueType.Boolean:
return inputType == SlotValueType.Boolean;
}
return false;
}
public bool IsCompatibleWith(MaterialSlot otherSlot)
{
return otherSlot != null
&& otherSlot.owner != owner
&& otherSlot.isInputSlot != isInputSlot
&& ((isInputSlot
? otherSlot.IsCompatibleWithInputSlotType(valueType)
: IsCompatibleWithInputSlotType(otherSlot.valueType)));
}
public bool IsCompatibleStageWith(MaterialSlot otherSlot)
{
var candidateStage = otherSlot.stageCapability;
return stageCapability == ShaderStageCapability.All || candidateStage == stageCapability;
}
public virtual string GetDefaultValue(GenerationMode generationMode)
{
var matOwner = owner as AbstractMaterialNode;
if (matOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
if (generationMode.IsPreview())
return matOwner.GetVariableNameForSlot(id);
return ConcreteSlotValueAsVariable(matOwner.precision);
}
protected virtual string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return "error";
}
public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode);
protected static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue)
{
switch (slotValue)
{
case ConcreteSlotValueType.Texture2D:
return PropertyType.Texture2D;
case ConcreteSlotValueType.Texture2DArray:
return PropertyType.Texture2DArray;
case ConcreteSlotValueType.Texture3D:
return PropertyType.Texture3D;
case ConcreteSlotValueType.Cubemap:
return PropertyType.Cubemap;
case ConcreteSlotValueType.Gradient:
return PropertyType.Gradient;
case ConcreteSlotValueType.Boolean:
return PropertyType.Boolean;
case ConcreteSlotValueType.Vector1:
return PropertyType.Vector1;
case ConcreteSlotValueType.Vector2:
return PropertyType.Vector2;
case ConcreteSlotValueType.Vector3:
return PropertyType.Vector3;
case ConcreteSlotValueType.Vector4:
return PropertyType.Vector4;
case ConcreteSlotValueType.Matrix2:
return PropertyType.Matrix2;
case ConcreteSlotValueType.Matrix3:
return PropertyType.Matrix3;
case ConcreteSlotValueType.Matrix4:
return PropertyType.Matrix4;
case ConcreteSlotValueType.SamplerState:
return PropertyType.SamplerState;
default:
return PropertyType.Vector4;
}
}
public virtual void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
properties.Add(default(PreviewProperty));
}
public abstract void CopyValuesFrom(MaterialSlot foundSlot);
bool Equals(MaterialSlot other)
{
return m_Id == other.m_Id && owner.guid.Equals(other.owner.guid);
}
public bool Equals(ISlot other)
{
return Equals(other as object);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((MaterialSlot)obj);
}
public override int GetHashCode()
{
unchecked
{
return (m_Id * 397) ^ (owner != null ? owner.GetHashCode() : 0);
}
}
}
}