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569 行
18 KiB
569 行
18 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public static class GuidEncoder
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{
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public static string Encode(Guid guid)
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{
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string enc = Convert.ToBase64String(guid.ToByteArray());
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return String.Format("{0:X}", enc.GetHashCode());
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}
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}
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[Serializable]
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public abstract class AbstractMaterialNode : INode, ISerializationCallbackReceiver, IGenerateProperties
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{
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protected static List<MaterialSlot> s_TempSlots = new List<MaterialSlot>();
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protected static List<IEdge> s_TempEdges = new List<IEdge>();
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public enum OutputPrecision
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{
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@fixed,
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@half,
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@float
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}
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[NonSerialized]
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private Guid m_Guid;
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[SerializeField]
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private string m_GuidSerialized;
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[SerializeField]
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private string m_Name;
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[SerializeField]
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private DrawState m_DrawState;
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[NonSerialized]
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private List<ISlot> m_Slots = new List<ISlot>();
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[SerializeField]
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List<SerializationHelper.JSONSerializedElement> m_SerializableSlots = new List<SerializationHelper.JSONSerializedElement>();
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[NonSerialized]
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private bool m_HasError;
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public Identifier tempId { get; set; }
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public IGraph owner { get; set; }
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public OnNodeModified onModified { get; set; }
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public void Dirty(ModificationScope scope)
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{
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if (onModified != null)
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onModified(this, scope);
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}
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public Guid guid
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{
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get { return m_Guid; }
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}
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public string name
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{
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get { return m_Name; }
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set { m_Name = value; }
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}
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public virtual bool canDeleteNode
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{
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get { return true; }
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}
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public DrawState drawState
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{
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get { return m_DrawState; }
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set
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{
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m_DrawState = value;
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Dirty(ModificationScope.Node);
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}
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}
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private OutputPrecision m_OutputPrecision = OutputPrecision.@float;
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public OutputPrecision precision
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{
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get { return m_OutputPrecision; }
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set { m_OutputPrecision = value; }
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}
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[SerializeField]
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bool m_PreviewExpanded = true;
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public bool previewExpanded
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{
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get { return m_PreviewExpanded; }
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set
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{
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if (previewExpanded == value)
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return;
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m_PreviewExpanded = value;
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Dirty(ModificationScope.Node);
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}
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}
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// Nodes that want to have a preview area can override this and return true
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public virtual bool hasPreview
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{
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get { return false; }
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}
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public virtual PreviewMode previewMode
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{
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get { return PreviewMode.Preview2D; }
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}
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public virtual bool allowedInSubGraph
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{
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get { return true; }
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}
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public virtual bool allowedInMainGraph
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{
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get { return true; }
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}
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public virtual bool allowedInLayerGraph
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{
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get { return true; }
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}
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public virtual bool hasError
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{
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get { return m_HasError; }
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protected set { m_HasError = value; }
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}
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string m_DefaultVariableName;
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string m_NameForDefaultVariableName;
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Guid m_GuidForDefaultVariableName;
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string defaultVariableName
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{
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get
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{
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if (m_NameForDefaultVariableName != name || m_GuidForDefaultVariableName != guid)
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{
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m_DefaultVariableName = string.Format("{0}_{1}", NodeUtils.GetHLSLSafeName(name), GuidEncoder.Encode(guid));
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m_NameForDefaultVariableName = name;
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m_GuidForDefaultVariableName = guid;
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}
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return m_DefaultVariableName;
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}
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}
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protected AbstractMaterialNode()
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{
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m_DrawState.expanded = true;
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m_Guid = Guid.NewGuid();
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version = 0;
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}
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public Guid RewriteGuid()
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{
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m_Guid = Guid.NewGuid();
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return m_Guid;
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}
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public void GetInputSlots<T>(List<T> foundSlots) where T : ISlot
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{
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foreach (var slot in m_Slots)
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{
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if (slot.isInputSlot && slot is T)
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foundSlots.Add((T)slot);
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}
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}
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public void GetOutputSlots<T>(List<T> foundSlots) where T : ISlot
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{
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foreach (var slot in m_Slots)
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{
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if (slot.isOutputSlot && slot is T)
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foundSlots.Add((T)slot);
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}
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}
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public void GetSlots<T>(List<T> foundSlots) where T : ISlot
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{
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foreach (var slot in m_Slots)
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{
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if (slot is T)
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foundSlots.Add((T)slot);
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}
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}
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public virtual void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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foreach (var inputSlot in this.GetInputSlots<MaterialSlot>())
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{
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var edges = owner.GetEdges(inputSlot.slotReference);
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if (edges.Any())
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continue;
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inputSlot.AddDefaultProperty(properties, generationMode);
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}
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}
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public string GetSlotValue(int inputSlotId, GenerationMode generationMode)
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{
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var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
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if (inputSlot == null)
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return string.Empty;
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var edges = owner.GetEdges(inputSlot.slotReference).ToArray();
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if (edges.Any())
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{
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var fromSocketRef = edges[0].outputSlot;
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var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(fromSocketRef.nodeGuid);
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if (fromNode == null)
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return string.Empty;
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var slot = fromNode.FindOutputSlot<MaterialSlot>(fromSocketRef.slotId);
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if (slot == null)
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return string.Empty;
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return ShaderGenerator.AdaptNodeOutput(fromNode, slot.id, inputSlot.concreteValueType);
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}
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return inputSlot.GetDefaultValue(generationMode);
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}
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private static bool ImplicitConversionExists(ConcreteSlotValueType from, ConcreteSlotValueType to)
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{
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if (from == to)
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return true;
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var fromCount = SlotValueHelper.GetChannelCount(from);
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var toCount = SlotValueHelper.GetChannelCount(to);
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// can convert from v1 vectors :)
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if (from == ConcreteSlotValueType.Vector1 && toCount > 0)
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return true;
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if (toCount == 0)
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return false;
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if (toCount <= fromCount)
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return true;
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return false;
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}
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private ConcreteSlotValueType ConvertDynamicInputTypeToConcrete(IEnumerable<ConcreteSlotValueType> inputTypes)
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{
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var concreteSlotValueTypes = inputTypes as IList<ConcreteSlotValueType> ?? inputTypes.ToList();
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var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList();
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switch (inputTypesDistinct.Count)
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{
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case 0:
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return ConcreteSlotValueType.Vector1;
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case 1:
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return inputTypesDistinct.FirstOrDefault();
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default:
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// find the 'minumum' channel width excluding 1 as it can promote
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inputTypesDistinct.RemoveAll(x => x == ConcreteSlotValueType.Vector1);
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var ordered = inputTypesDistinct.OrderByDescending(x => x);
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if (ordered.Any())
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return ordered.FirstOrDefault();
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break;
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}
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return ConcreteSlotValueType.Vector1;
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}
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public virtual void ValidateNode()
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{
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var isInError = false;
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// all children nodes needs to be updated first
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// so do that here
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var slots = ListPool<MaterialSlot>.Get();
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GetInputSlots(slots);
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foreach (var inputSlot in slots)
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{
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inputSlot.hasError = false;
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var edges = owner.GetEdges(inputSlot.slotReference);
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foreach (var edge in edges)
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{
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var fromSocketRef = edge.outputSlot;
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var outputNode = owner.GetNodeFromGuid(fromSocketRef.nodeGuid);
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if (outputNode == null)
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continue;
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outputNode.ValidateNode();
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if (outputNode.hasError)
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isInError = true;
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}
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}
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ListPool<MaterialSlot>.Release(slots);
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var dynamicInputSlotsToCompare = DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Get();
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var skippedDynamicSlots = ListPool<DynamicVectorMaterialSlot>.Get();
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// iterate the input slots
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s_TempSlots.Clear();
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GetInputSlots(s_TempSlots);
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foreach (var inputSlot in s_TempSlots)
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{
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// if there is a connection
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var edges = owner.GetEdges(inputSlot.slotReference).ToList();
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if (!edges.Any())
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{
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if (inputSlot is DynamicVectorMaterialSlot)
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skippedDynamicSlots.Add(inputSlot as DynamicVectorMaterialSlot);
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continue;
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}
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// get the output details
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var outputSlotRef = edges[0].outputSlot;
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var outputNode = owner.GetNodeFromGuid(outputSlotRef.nodeGuid);
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if (outputNode == null)
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continue;
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var outputSlot = outputNode.FindOutputSlot<MaterialSlot>(outputSlotRef.slotId);
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if (outputSlot == null)
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continue;
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if (outputSlot.hasError)
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{
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inputSlot.hasError = true;
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continue;
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}
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var outputConcreteType = outputSlot.concreteValueType;
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// dynamic input... depends on output from other node.
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// we need to compare ALL dynamic inputs to make sure they
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// are compatable.
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if (inputSlot is DynamicVectorMaterialSlot)
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{
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dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType);
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continue;
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}
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// if we have a standard connection... just check the types work!
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if (!ImplicitConversionExists(outputConcreteType, inputSlot.concreteValueType))
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inputSlot.hasError = true;
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}
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// we can now figure out the dynamic slotType
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// from here set all the
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var dynamicType = ConvertDynamicInputTypeToConcrete(dynamicInputSlotsToCompare.Values);
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foreach (var dynamicKvP in dynamicInputSlotsToCompare)
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dynamicKvP.Key.SetConcreteType(dynamicType);
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foreach (var skippedSlot in skippedDynamicSlots)
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skippedSlot.SetConcreteType(dynamicType);
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s_TempSlots.Clear();
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GetInputSlots(s_TempSlots);
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var inputError = s_TempSlots.Any(x => x.hasError);
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// configure the output slots now
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// their slotType will either be the default output slotType
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// or the above dynanic slotType for dynamic nodes
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// or error if there is an input error
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s_TempSlots.Clear();
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GetOutputSlots(s_TempSlots);
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foreach (var outputSlot in s_TempSlots)
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{
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outputSlot.hasError = false;
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if (inputError)
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{
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outputSlot.hasError = true;
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continue;
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}
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if (outputSlot is DynamicVectorMaterialSlot)
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{
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(outputSlot as DynamicVectorMaterialSlot).SetConcreteType(dynamicType);
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continue;
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}
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}
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isInError |= inputError;
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s_TempSlots.Clear();
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GetOutputSlots(s_TempSlots);
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isInError |= s_TempSlots.Any(x => x.hasError);
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isInError |= CalculateNodeHasError();
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hasError = isInError;
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if (!hasError)
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{
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++version;
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}
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ListPool<DynamicVectorMaterialSlot>.Release(skippedDynamicSlots);
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DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Release(dynamicInputSlotsToCompare);
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}
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public int version { get; private set; }
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//True if error
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protected virtual bool CalculateNodeHasError()
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{
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return false;
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}
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public virtual void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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s_TempSlots.Clear();
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GetInputSlots(s_TempSlots);
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foreach (var s in s_TempSlots)
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{
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s_TempEdges.Clear();
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owner.GetEdges(s.slotReference, s_TempEdges);
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if (s_TempEdges.Any())
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continue;
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var item = s.GetPreviewProperty(GetVariableNameForSlot(s.id));
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if (item.name == null)
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continue;
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properties.Add(item);
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}
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}
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public virtual string GetVariableNameForSlot(int slotId)
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{
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var slot = FindSlot<MaterialSlot>(slotId);
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if (slot == null)
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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");
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return string.Format("_{0}_{1}", GetVariableNameForNode(), NodeUtils.GetHLSLSafeName(slot.shaderOutputName));
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}
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public virtual string GetVariableNameForNode()
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{
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return defaultVariableName;
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}
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public void AddSlot(ISlot slot)
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{
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if (!(slot is MaterialSlot))
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throw new ArgumentException(string.Format("Trying to add slot {0} to Material node {1}, but it is not a {2}", slot, this, typeof(MaterialSlot)));
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var addingSlot = (MaterialSlot)slot;
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var foundSlot = FindSlot<MaterialSlot>(slot.id);
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// this will remove the old slot and add a new one
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// if an old one was found. This allows updating values
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m_Slots.RemoveAll(x => x.id == slot.id);
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m_Slots.Add(slot);
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slot.owner = this;
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Dirty(ModificationScope.Topological);
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if (foundSlot == null)
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return;
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addingSlot.CopyValuesFrom(foundSlot);
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}
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public void RemoveSlot(int slotId)
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{
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// Remove edges that use this slot
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// no owner can happen after creation
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// but before added to graph
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if (owner != null)
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{
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var edges = owner.GetEdges(GetSlotReference(slotId));
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foreach (var edge in edges.ToArray())
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owner.RemoveEdge(edge);
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}
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//remove slots
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m_Slots.RemoveAll(x => x.id == slotId);
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Dirty(ModificationScope.Topological);
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}
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public void RemoveSlotsNameNotMatching(IEnumerable<int> slotIds, bool supressWarnings = false)
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{
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var invalidSlots = m_Slots.Select(x => x.id).Except(slotIds);
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foreach (var invalidSlot in invalidSlots.ToArray())
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{
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if (!supressWarnings)
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Debug.LogWarningFormat("Removing Invalid MaterialSlot: {0}", invalidSlot);
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RemoveSlot(invalidSlot);
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}
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}
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public SlotReference GetSlotReference(int slotId)
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{
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var slot = FindSlot<ISlot>(slotId);
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if (slot == null)
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throw new ArgumentException("Slot could not be found", "slotId");
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return new SlotReference(guid, slotId);
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}
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public T FindSlot<T>(int slotId) where T : ISlot
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{
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foreach (var slot in m_Slots)
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{
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if (slot.id == slotId && slot is T)
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return (T)slot;
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}
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return default(T);
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}
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public T FindInputSlot<T>(int slotId) where T : ISlot
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{
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foreach (var slot in m_Slots)
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{
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if (slot.isInputSlot && slot.id == slotId && slot is T)
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return (T)slot;
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}
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return default(T);
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}
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public T FindOutputSlot<T>(int slotId) where T : ISlot
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{
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foreach (var slot in m_Slots)
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{
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if (slot.isOutputSlot && slot.id == slotId && slot is T)
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return (T)slot;
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}
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return default(T);
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}
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public virtual IEnumerable<ISlot> GetInputsWithNoConnection()
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{
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return this.GetInputSlots<ISlot>().Where(x => !owner.GetEdges(GetSlotReference(x.id)).Any());
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}
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public virtual void OnBeforeSerialize()
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{
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m_GuidSerialized = m_Guid.ToString();
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m_SerializableSlots = SerializationHelper.Serialize<ISlot>(m_Slots);
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}
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public virtual void OnAfterDeserialize()
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{
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if (!string.IsNullOrEmpty(m_GuidSerialized))
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m_Guid = new Guid(m_GuidSerialized);
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else
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m_Guid = Guid.NewGuid();
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m_Slots = SerializationHelper.Deserialize<ISlot>(m_SerializableSlots, null);
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m_SerializableSlots = null;
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foreach (var s in m_Slots)
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s.owner = this;
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UpdateNodeAfterDeserialization();
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}
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public virtual void UpdateNodeAfterDeserialization()
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{}
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}
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}
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