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282 行
11 KiB

using System;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
public enum MatrixAxis
{
Row,
Column
}
[Title("Math", "Matrix", "Matrix Split")]
public class MatrixSplitNode : AbstractMaterialNode, IGeneratesBodyCode
{
const string kInputSlotName = "In";
const string kOutputSlotM0Name = "M0";
const string kOutputSlotM1Name = "M1";
const string kOutputSlotM2Name = "M2";
const string kOutputSlotM3Name = "M3";
public const int InputSlotId = 0;
public const int OutputSlotRId = 1;
public const int OutputSlotGId = 2;
public const int OutputSlotBId = 3;
public const int OutputSlotAId = 4;
public MatrixSplitNode()
{
name = "Matrix Split";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Matrix-Split-Node"; }
}
[SerializeField]
MatrixAxis m_Axis;
[EnumControl("")]
MatrixAxis axis
{
get { return m_Axis; }
set
{
if (m_Axis.Equals(value))
return;
m_Axis = value;
Dirty(ModificationScope.Graph);
}
}
static string[] s_ComponentList = new string[4] { "r", "g", "b", "a" };
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicMatrixMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotRId, kOutputSlotM0Name, kOutputSlotM0Name, SlotType.Output, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotGId, kOutputSlotM1Name, kOutputSlotM1Name, SlotType.Output, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotBId, kOutputSlotM2Name, kOutputSlotM2Name, SlotType.Output, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotAId, kOutputSlotM3Name, kOutputSlotM3Name, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new int[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId });
}
static int[] s_OutputSlots = {OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId};
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var inputSlot = FindInputSlot<MaterialSlot>(InputSlotId);
var numInputRows = 0;
bool useIndentity = false;
if (inputSlot != null)
{
numInputRows = SlotValueHelper.GetMatrixDimension(inputSlot.concreteValueType);
if (numInputRows > 4)
numInputRows = 0;
if (!owner.GetEdges(inputSlot.slotReference).Any())
{
numInputRows = 0;
useIndentity = true;
}
}
int concreteRowCount = useIndentity ? 2 : numInputRows;
for (var r = 0; r < 4; r++)
{
string outputValue;
if (r >= numInputRows)
{
outputValue = string.Format("{0}{1}(", precision, concreteRowCount);
for (int c = 0; c < concreteRowCount; c++)
{
if (c != 0)
outputValue += ", ";
outputValue += Matrix4x4.identity.GetRow(r)[c];
}
outputValue += ")";
}
else
{
switch (m_Axis)
{
case MatrixAxis.Column:
outputValue = string.Format("{0}{1}(", precision, numInputRows);
for (int c = 0; c < numInputRows; c++)
{
if (c != 0)
outputValue += ", ";
outputValue += string.Format("{0}[{1}].{2}", inputValue, c, s_ComponentList[r]);
}
outputValue += ")";
break;
default:
outputValue = string.Format("{0}[{1}]", inputValue, r);
break;
}
}
visitor.AddShaderChunk(string.Format("{0}{1} {2} = {3};", precision, concreteRowCount, GetVariableNameForSlot(s_OutputSlots[r]), outputValue), true);
}
}
public override void ValidateNode()
{
var isInError = false;
// all children nodes needs to be updated first
// so do that here
var slots = ListPool<MaterialSlot>.Get();
GetInputSlots(slots);
foreach (var inputSlot in slots)
{
inputSlot.hasError = false;
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;
}
}
ListPool<MaterialSlot>.Release(slots);
var dynamicInputSlotsToCompare = DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Get();
var skippedDynamicSlots = ListPool<DynamicVectorMaterialSlot>.Get();
var dynamicMatrixInputSlotsToCompare = DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Get();
var skippedDynamicMatrixSlots = ListPool<DynamicMatrixMaterialSlot>.Get();
// iterate the input slots
s_TempSlots.Clear();
GetInputSlots(s_TempSlots);
foreach (var inputSlot in s_TempSlots)
{
// if there is a connection
var edges = owner.GetEdges(inputSlot.slotReference).ToList();
if (!edges.Any())
{
if (inputSlot is DynamicVectorMaterialSlot)
skippedDynamicSlots.Add(inputSlot as DynamicVectorMaterialSlot);
if (inputSlot is DynamicMatrixMaterialSlot)
skippedDynamicMatrixSlots.Add(inputSlot as DynamicMatrixMaterialSlot);
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;
if (outputSlot.hasError)
{
inputSlot.hasError = true;
continue;
}
var outputConcreteType = outputSlot.concreteValueType;
// dynamic input... depends on output from other node.
// we need to compare ALL dynamic inputs to make sure they
// are compatable.
if (inputSlot is DynamicVectorMaterialSlot)
{
dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType);
continue;
}
else if (inputSlot is DynamicMatrixMaterialSlot)
{
dynamicMatrixInputSlotsToCompare.Add((DynamicMatrixMaterialSlot)inputSlot, outputConcreteType);
continue;
}
// if we have a standard connection... just check the types work!
if (!AbstractMaterialNode.ImplicitConversionExists(outputConcreteType, inputSlot.concreteValueType))
inputSlot.hasError = true;
}
// and now dynamic matrices
var dynamicMatrixType = ConvertDynamicMatrixInputTypeToConcrete(dynamicMatrixInputSlotsToCompare.Values);
foreach (var dynamicKvP in dynamicMatrixInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicMatrixType);
foreach (var skippedSlot in skippedDynamicMatrixSlots)
skippedSlot.SetConcreteType(dynamicMatrixType);
// we can now figure out the dynamic slotType
// from here set all the
var dynamicType = SlotValueHelper.ConvertMatrixToVectorType(dynamicMatrixType);
foreach (var dynamicKvP in dynamicInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicType);
foreach (var skippedSlot in skippedDynamicSlots)
skippedSlot.SetConcreteType(dynamicType);
s_TempSlots.Clear();
GetInputSlots(s_TempSlots);
var inputError = s_TempSlots.Any(x => x.hasError);
// 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
s_TempSlots.Clear();
GetOutputSlots(s_TempSlots);
foreach (var outputSlot in s_TempSlots)
{
outputSlot.hasError = false;
if (inputError)
{
outputSlot.hasError = true;
continue;
}
if (outputSlot is DynamicVectorMaterialSlot)
{
(outputSlot as DynamicVectorMaterialSlot).SetConcreteType(dynamicType);
continue;
}
else if (outputSlot is DynamicMatrixMaterialSlot)
{
(outputSlot as DynamicMatrixMaterialSlot).SetConcreteType(dynamicMatrixType);
continue;
}
}
isInError |= inputError;
s_TempSlots.Clear();
GetOutputSlots(s_TempSlots);
isInError |= s_TempSlots.Any(x => x.hasError);
isInError |= CalculateNodeHasError();
hasError = isInError;
if (!hasError)
{
++version;
}
ListPool<DynamicVectorMaterialSlot>.Release(skippedDynamicSlots);
DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Release(dynamicInputSlotsToCompare);
ListPool<DynamicMatrixMaterialSlot>.Release(skippedDynamicMatrixSlots);
DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Release(dynamicMatrixInputSlotsToCompare);
}
}
}