Rasagar/Library/PackageCache/com.unity.shadergraph/Editor/Data/Nodes/AbstractMaterialNode.cs

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2024-08-26 13:07:20 -07:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Colors;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Serialization;
using UnityEngine.Assertions;
using UnityEngine.Pool;
namespace UnityEditor.ShaderGraph
{
[Serializable]
abstract class AbstractMaterialNode : JsonObject, IGroupItem, IRectInterface
{
[SerializeField]
JsonRef<GroupData> m_Group = null;
[SerializeField]
private string m_Name;
[SerializeField]
private DrawState m_DrawState;
[NonSerialized]
bool m_HasError;
[NonSerialized]
bool m_IsValid = true;
[NonSerialized]
bool m_IsActive = true;
[NonSerialized]
bool m_WasUsedByGenerator = false;
[SerializeField]
List<JsonData<MaterialSlot>> m_Slots = new List<JsonData<MaterialSlot>>();
public GraphData owner { get; set; }
internal virtual bool ExposeToSearcher => true;
OnNodeModified m_OnModified;
Action m_UnregisterAll;
public GroupData group
{
get => m_Group;
set
{
if (m_Group == value)
return;
m_Group = value;
Dirty(ModificationScope.Topological);
}
}
public void RegisterCallback(OnNodeModified callback)
{
m_OnModified += callback;
// Setup so we can unregister this callback later at teardown time
m_UnregisterAll += () => m_OnModified -= callback;
}
public void UnregisterCallback(OnNodeModified callback)
{
m_OnModified -= callback;
}
public void Dirty(ModificationScope scope)
{
// Calling m_OnModified immediately upon dirtying the node can result in a lot of churn. For example,
// nodes can cause cascading view updates *multiple times* per operation.
// If this call causes future performance issues, we should investigate some kind of deferral or early out
// until all of the dirty nodes have been identified.
if (m_OnModified != null && !owner.replaceInProgress)
m_OnModified(this, scope);
NodeValidation.HandleValidationExtensions(this);
}
public string name
{
get { return m_Name; }
set { m_Name = value; }
}
public string[] synonyms;
protected virtual string documentationPage => name;
public virtual string documentationURL => NodeUtils.GetDocumentationString(documentationPage);
public virtual bool canDeleteNode => owner != null && owner.outputNode != this;
public DrawState drawState
{
get { return m_DrawState; }
set
{
m_DrawState = value;
Dirty(ModificationScope.Layout);
}
}
Rect IRectInterface.rect
{
get => drawState.position;
set
{
var state = drawState;
state.position = value;
drawState = state;
}
}
public virtual bool canSetPrecision
{
get { return true; }
}
// this is the precision after the inherit/automatic behavior has been calculated
// it does NOT include fallback to any graph default precision
public GraphPrecision graphPrecision { get; set; } = GraphPrecision.Single;
private ConcretePrecision m_ConcretePrecision = ConcretePrecision.Single;
public ConcretePrecision concretePrecision
{
get => m_ConcretePrecision;
set => m_ConcretePrecision = value;
}
[SerializeField]
private Precision m_Precision = Precision.Inherit;
public Precision precision
{
get => m_Precision;
set => m_Precision = value;
}
[SerializeField]
bool m_PreviewExpanded = true;
public bool previewExpanded
{
get { return m_PreviewExpanded; }
set
{
if (previewExpanded == value)
return;
m_PreviewExpanded = value;
Dirty(ModificationScope.Node);
}
}
[SerializeField]
protected int m_DismissedVersion = 0;
public int dismissedUpdateVersion { get => m_DismissedVersion; set => m_DismissedVersion = value; }
// by default, if this returns null, the system will allow creation of any previous version
public virtual IEnumerable<int> allowedNodeVersions => null;
// Nodes that want to have a preview area can override this and return true
public virtual bool hasPreview
{
get { return false; }
}
[SerializeField]
internal PreviewMode m_PreviewMode = PreviewMode.Inherit;
public virtual PreviewMode previewMode
{
get { return m_PreviewMode; }
}
public virtual bool allowedInSubGraph
{
get { return !(this is BlockNode); }
}
public virtual bool allowedInMainGraph
{
get { return true; }
}
public virtual bool allowedInLayerGraph
{
get { return true; }
}
public virtual bool hasError
{
get { return m_HasError; }
protected set { m_HasError = value; }
}
public virtual bool isActive
{
get { return m_IsActive; }
}
internal virtual bool wasUsedByGenerator
{
get { return m_WasUsedByGenerator; }
}
internal void SetUsedByGenerator()
{
m_WasUsedByGenerator = true;
}
//There are times when isActive needs to be set to a value explicitly, and
//not be changed by active forest parsing (what we do when we need to figure out
//what nodes should or should not be active, usually from an edit; see NodeUtils).
//In this case, we allow for explicit setting of an active value that cant be overriden.
//Implicit implies that active forest parsing can edit the nodes isActive property
public enum ActiveState
{
Implicit = 0,
ExplicitInactive = 1,
ExplicitActive = 2
}
private ActiveState m_ActiveState = ActiveState.Implicit;
public ActiveState activeState
{
get => m_ActiveState;
}
public void SetOverrideActiveState(ActiveState overrideState, bool updateConnections = true)
{
if (m_ActiveState == overrideState)
{
return;
}
m_ActiveState = overrideState;
switch (m_ActiveState)
{
case ActiveState.Implicit:
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
break;
case ActiveState.ExplicitInactive:
if (m_IsActive == false)
{
break;
}
else
{
m_IsActive = false;
Dirty(ModificationScope.Node);
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
break;
}
case ActiveState.ExplicitActive:
if (m_IsActive == true)
{
break;
}
else
{
m_IsActive = true;
Dirty(ModificationScope.Node);
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
break;
}
}
}
public void SetActive(bool value, bool updateConnections = true)
{
if (m_IsActive == value)
return;
if (m_ActiveState != ActiveState.Implicit)
{
Debug.LogError($"Cannot set IsActive on Node {this} when value is explicitly overriden by ActiveState {m_ActiveState}");
return;
}
// Update this node
m_IsActive = value;
Dirty(ModificationScope.Node);
if (updateConnections)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(this);
}
}
public virtual bool isValid
{
get { return m_IsValid; }
set
{
if (m_IsValid == value)
return;
m_IsValid = value;
}
}
string m_DefaultVariableName;
string m_NameForDefaultVariableName;
string defaultVariableName
{
get
{
if (m_NameForDefaultVariableName != name)
{
m_DefaultVariableName = string.Format("{0}_{1}", NodeUtils.GetHLSLSafeName(name ?? "node"), objectId);
m_NameForDefaultVariableName = name;
}
return m_DefaultVariableName;
}
}
#region Custom Colors
[SerializeField]
CustomColorData m_CustomColors = new CustomColorData();
public bool TryGetColor(string provider, ref Color color)
{
return m_CustomColors.TryGetColor(provider, out color);
}
public void ResetColor(string provider)
{
m_CustomColors.Remove(provider);
}
public void SetColor(string provider, Color color)
{
m_CustomColors.Set(provider, color);
}
#endregion
protected AbstractMaterialNode()
{
m_DrawState.expanded = true;
}
public void GetInputSlots<T>(List<T> foundSlots) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isInputSlot && slot is T)
foundSlots.Add((T)slot);
}
}
public virtual void GetInputSlots<T>(MaterialSlot startingSlot, List<T> foundSlots) where T : MaterialSlot
{
GetInputSlots(foundSlots);
}
public void GetOutputSlots<T>(List<T> foundSlots) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isOutputSlot && slot is T materialSlot)
{
foundSlots.Add(materialSlot);
}
}
}
public virtual void GetOutputSlots<T>(MaterialSlot startingSlot, List<T> foundSlots) where T : MaterialSlot
{
GetOutputSlots(foundSlots);
}
public void GetSlots<T>(List<T> foundSlots) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot is T materialSlot)
{
foundSlots.Add(materialSlot);
}
}
}
public virtual void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
foreach (var inputSlot in this.GetInputSlots<MaterialSlot>())
{
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any(e => e.outputSlot.node.isActive))
continue;
inputSlot.AddDefaultProperty(properties, generationMode);
}
}
public string GetSlotValue(int inputSlotId, GenerationMode generationMode, ConcretePrecision concretePrecision)
{
string slotValue = GetSlotValue(inputSlotId, generationMode);
return slotValue.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString());
}
public string GetSlotValue(int inputSlotId, GenerationMode generationMode)
{
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot == null)
return string.Empty;
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any())
{
var fromSocketRef = edges.First().outputSlot;
var fromNode = fromSocketRef.node;
return fromNode.GetOutputForSlot(fromSocketRef, inputSlot.concreteValueType, generationMode);
}
return inputSlot.GetDefaultValue(generationMode);
}
public AbstractShaderProperty GetSlotProperty(int inputSlotId)
{
if (owner == null)
return null;
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot?.slotReference.node == null)
return null;
var edges = owner.GetEdges(inputSlot.slotReference);
if (edges.Any())
{
var fromSocketRef = edges.First().outputSlot;
var fromNode = fromSocketRef.node;
if (fromNode == null)
return null; // this is an error condition... we have an edge that connects to a non-existant node?
if (fromNode is PropertyNode propNode)
{
return propNode.property;
}
if (fromNode is RedirectNodeData redirectNode)
{
return redirectNode.GetSlotProperty(RedirectNodeData.kInputSlotID);
}
#if PROCEDURAL_VT_IN_GRAPH
if (fromNode is ProceduralVirtualTextureNode pvtNode)
{
return pvtNode.AsShaderProperty();
}
#endif // PROCEDURAL_VT_IN_GRAPH
return null;
}
return null;
}
protected internal virtual string GetOutputForSlot(SlotReference fromSocketRef, ConcreteSlotValueType valueType, GenerationMode generationMode)
{
var slot = FindOutputSlot<MaterialSlot>(fromSocketRef.slotId);
if (slot == null)
return string.Empty;
if (fromSocketRef.node.isActive)
return GenerationUtils.AdaptNodeOutput(this, slot.id, valueType);
else
return slot.GetDefaultValue(generationMode);
}
public AbstractMaterialNode GetInputNodeFromSlot(int inputSlotId)
{
var inputSlot = FindSlot<MaterialSlot>(inputSlotId);
if (inputSlot == null)
return null;
var edges = owner.GetEdges(inputSlot.slotReference).ToArray();
AbstractMaterialNode fromNode = null;
if (edges.Count() > 0)
{
var fromSocketRef = edges[0].outputSlot;
fromNode = fromSocketRef.node;
}
return fromNode;
}
public static ConcreteSlotValueType ConvertDynamicVectorInputTypeToConcrete(IEnumerable<ConcreteSlotValueType> inputTypes)
{
var concreteSlotValueTypes = inputTypes as IList<ConcreteSlotValueType> ?? inputTypes.ToList();
var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList();
switch (inputTypesDistinct.Count)
{
case 0:
// nothing connected -- use Vec1 by default
return ConcreteSlotValueType.Vector1;
case 1:
if (SlotValueHelper.AreCompatible(SlotValueType.DynamicVector, inputTypesDistinct.First()))
{
if (inputTypesDistinct.First() == ConcreteSlotValueType.Boolean)
return ConcreteSlotValueType.Vector1;
return inputTypesDistinct.First();
}
break;
default:
// find the 'minumum' channel width excluding 1 as it can promote
inputTypesDistinct.RemoveAll(x => (x == ConcreteSlotValueType.Vector1) || (x == ConcreteSlotValueType.Boolean));
var ordered = inputTypesDistinct.OrderByDescending(x => x);
if (ordered.Any())
{
var first = ordered.FirstOrDefault();
return first;
}
break;
}
return ConcreteSlotValueType.Vector1;
}
public static ConcreteSlotValueType ConvertDynamicMatrixInputTypeToConcrete(IEnumerable<ConcreteSlotValueType> inputTypes)
{
var concreteSlotValueTypes = inputTypes as IList<ConcreteSlotValueType> ?? inputTypes.ToList();
var inputTypesDistinct = concreteSlotValueTypes.Distinct().ToList();
switch (inputTypesDistinct.Count)
{
case 0:
return ConcreteSlotValueType.Matrix2;
case 1:
return inputTypesDistinct.FirstOrDefault();
default:
var ordered = inputTypesDistinct.OrderByDescending(x => x);
if (ordered.Any())
return ordered.FirstOrDefault();
break;
}
return ConcreteSlotValueType.Matrix2;
}
protected const string k_validationErrorMessage = "Error found during node validation";
// evaluate ALL the precisions...
public virtual void UpdatePrecision(List<MaterialSlot> inputSlots)
{
// first let's reduce from precision ==> graph precision
if (precision == Precision.Inherit)
{
// inherit means calculate it automatically based on inputs
// If no inputs were found use the precision of the Graph
if (inputSlots.Count == 0)
{
graphPrecision = GraphPrecision.Graph;
}
else
{
int curGraphPrecision = (int)GraphPrecision.Half;
foreach (var inputSlot in inputSlots)
{
// If input port doesn't have an edge use the Graph's precision for that input
var edges = owner?.GetEdges(inputSlot.slotReference).ToList();
if (!edges.Any())
{
// disconnected inputs use graph precision
curGraphPrecision = Math.Min(curGraphPrecision, (int)GraphPrecision.Graph);
}
else
{
var outputSlotRef = edges[0].outputSlot;
var outputNode = outputSlotRef.node;
curGraphPrecision = Math.Min(curGraphPrecision, (int)outputNode.graphPrecision);
}
}
graphPrecision = (GraphPrecision)curGraphPrecision;
}
}
else
{
// not inherited, just use the node's selected precision
graphPrecision = precision.ToGraphPrecision(GraphPrecision.Graph);
}
// calculate the concrete precision, with fall-back to the graph concrete precision
concretePrecision = graphPrecision.ToConcrete(owner.graphDefaultConcretePrecision);
}
public virtual void EvaluateDynamicMaterialSlots(List<MaterialSlot> inputSlots, List<MaterialSlot> outputSlots)
{
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
{
foreach (var inputSlot in inputSlots)
{
inputSlot.hasError = false;
// 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 = outputSlotRef.node;
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 compatible.
if (inputSlot is DynamicVectorMaterialSlot)
{
dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType);
continue;
}
else if (inputSlot is DynamicMatrixMaterialSlot)
{
dynamicMatrixInputSlotsToCompare.Add((DynamicMatrixMaterialSlot)inputSlot, outputConcreteType);
continue;
}
}
// we can now figure out the dynamic slotType
// from here set all the
var dynamicType = ConvertDynamicVectorInputTypeToConcrete(dynamicInputSlotsToCompare.Values);
foreach (var dynamicKvP in dynamicInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicType);
foreach (var skippedSlot in skippedDynamicSlots)
skippedSlot.SetConcreteType(dynamicType);
// 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);
bool inputError = inputSlots.Any(x => x.hasError);
if (inputError)
{
owner.AddConcretizationError(objectId, string.Format("Node {0} had input error", objectId));
hasError = true;
}
// configure the output slots now
// their slotType will either be the default output slotType
// or the above dynamic slotType for dynamic nodes
// or error if there is an input error
foreach (var outputSlot in outputSlots)
{
outputSlot.hasError = false;
if (inputError)
{
outputSlot.hasError = true;
continue;
}
if (outputSlot is DynamicVectorMaterialSlot dynamicVectorMaterialSlot)
{
dynamicVectorMaterialSlot.SetConcreteType(dynamicType);
continue;
}
else if (outputSlot is DynamicMatrixMaterialSlot dynamicMatrixMaterialSlot)
{
dynamicMatrixMaterialSlot.SetConcreteType(dynamicMatrixType);
continue;
}
}
if (outputSlots.Any(x => x.hasError))
{
owner.AddConcretizationError(objectId, string.Format("Node {0} had output error", objectId));
hasError = true;
}
CalculateNodeHasError();
ListPool<DynamicVectorMaterialSlot>.Release(skippedDynamicSlots);
DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Release(dynamicInputSlotsToCompare);
ListPool<DynamicMatrixMaterialSlot>.Release(skippedDynamicMatrixSlots);
DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Release(dynamicMatrixInputSlotsToCompare);
}
}
public virtual void Concretize()
{
hasError = false;
owner?.ClearErrorsForNode(this);
using (var inputSlots = PooledList<MaterialSlot>.Get())
using (var outputSlots = PooledList<MaterialSlot>.Get())
{
GetInputSlots(inputSlots);
GetOutputSlots(outputSlots);
UpdatePrecision(inputSlots);
EvaluateDynamicMaterialSlots(inputSlots, outputSlots);
}
}
public virtual void ValidateNode()
{
if ((sgVersion < latestVersion) && (dismissedUpdateVersion < latestVersion))
owner.messageManager?.AddOrAppendError(owner, objectId, new ShaderMessage("There is a newer version of this node available. Inspect node for details.", Rendering.ShaderCompilerMessageSeverity.Warning));
}
public virtual bool canCutNode => true;
public virtual bool canCopyNode => true;
protected virtual void CalculateNodeHasError()
{
foreach (var slot in this.GetInputSlots<MaterialSlot>())
{
if (slot.isConnected)
{
var edge = owner.GetEdges(slot.slotReference).First();
var outputNode = edge.outputSlot.node;
var outputSlot = outputNode.GetOutputSlots<MaterialSlot>().First(s => s.id == edge.outputSlot.slotId);
if (!slot.IsCompatibleWith(outputSlot))
{
owner.AddConcretizationError(objectId, $"Slot {slot.RawDisplayName()} cannot accept input of type {outputSlot.concreteValueType}.");
hasError = true;
return;
}
}
}
}
protected string GetRayTracingError() => $@"
#if defined(SHADER_STAGE_RAY_TRACING) && defined(RAYTRACING_SHADER_GRAPH_DEFAULT)
#error '{name}' node is not supported in ray tracing, please provide an alternate implementation, relying for instance on the 'Raytracing Quality' keyword
#endif";
public virtual void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
using (var tempSlots = PooledList<MaterialSlot>.Get())
using (var tempPreviewProperties = PooledList<PreviewProperty>.Get())
using (var tempEdges = PooledList<IEdge>.Get())
{
GetInputSlots(tempSlots);
foreach (var s in tempSlots)
{
tempPreviewProperties.Clear();
tempEdges.Clear();
if (owner != null)
{
owner.GetEdges(s.slotReference, tempEdges);
if (tempEdges.Any())
continue;
}
s.GetPreviewProperties(tempPreviewProperties, GetVariableNameForSlot(s.id));
for (int i = 0; i < tempPreviewProperties.Count; i++)
{
if (tempPreviewProperties[i].name == null)
continue;
properties.Add(tempPreviewProperties[i]);
}
}
}
}
public virtual string GetVariableNameForSlot(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
if (slot == null)
throw new ArgumentException(string.Format("Attempting to use MaterialSlot({0}) on node of type {1} where this slot can not be found", slotId, this), "slotId");
return string.Format("_{0}_{1}_{2}_{3}", GetVariableNameForNode(), NodeUtils.GetHLSLSafeName(slot.shaderOutputName), unchecked((uint)slotId), slot.concreteValueType.ToPropertyType().ToString());
}
public string GetConnnectionStateVariableNameForSlot(int slotId)
{
return ShaderInput.GetConnectionStateVariableName(GetVariableNameForSlot(slotId));
}
public virtual string GetVariableNameForNode()
{
return defaultVariableName;
}
public MaterialSlot AddSlot(MaterialSlot slot, bool attemptToModifyExistingInstance = true)
{
if (slot == null)
{
throw new ArgumentException($"Trying to add null slot to node {this}");
}
MaterialSlot foundSlot = FindSlot<MaterialSlot>(slot.id);
if (slot == foundSlot)
return foundSlot;
// Try to keep the existing instance to avoid unnecessary changes to file
if (attemptToModifyExistingInstance && foundSlot != null && slot.GetType() == foundSlot.GetType())
{
foundSlot.displayName = slot.RawDisplayName();
foundSlot.CopyDefaultValue(slot);
return foundSlot;
}
// keep the same ordering by replacing the first match, if it exists
int firstIndex = m_Slots.FindIndex(s => s.value.id == slot.id);
if (firstIndex >= 0)
{
m_Slots[firstIndex] = slot;
// remove additional matches to get rid of unused duplicates
m_Slots.RemoveAllFromRange(s => s.value.id == slot.id, firstIndex + 1, m_Slots.Count - (firstIndex + 1));
}
else
m_Slots.Add(slot);
slot.owner = this;
OnSlotsChanged();
if (foundSlot == null)
return slot;
// foundSlot is of a different type; try to copy values
// I think this is to support casting if implemented in CopyValuesFrom ?
slot.CopyValuesFrom(foundSlot);
foundSlot.owner = null;
return slot;
}
public void RemoveSlot(int slotId)
{
// Remove edges that use this slot
// no owner can happen after creation
// but before added to graph
if (owner != null)
{
var edges = owner.GetEdges(GetSlotReference(slotId));
owner.RemoveEdges(edges.ToArray());
}
//remove slots
m_Slots.RemoveAll(x => x.value.id == slotId);
OnSlotsChanged();
}
protected virtual void OnSlotsChanged()
{
Dirty(ModificationScope.Topological);
owner?.ClearErrorsForNode(this);
}
public void RemoveSlotsNameNotMatching(IEnumerable<int> slotIds, bool supressWarnings = false)
{
var invalidSlots = m_Slots.Select(x => x.value.id).Except(slotIds);
foreach (var invalidSlot in invalidSlots.ToArray())
{
if (!supressWarnings)
Debug.LogWarningFormat("Removing Invalid MaterialSlot: {0}", invalidSlot);
RemoveSlot(invalidSlot);
}
}
public bool SetSlotOrder(List<int> desiredOrderSlotIds)
{
bool changed = false;
int writeIndex = 0;
for (int orderIndex = 0; orderIndex < desiredOrderSlotIds.Count; orderIndex++)
{
var id = desiredOrderSlotIds[orderIndex];
var matchIndex = m_Slots.FindIndex(s => s.value.id == id);
if (matchIndex < 0)
{
// no matching slot with that id.. skip it
}
else
{
if (writeIndex != matchIndex)
{
// swap the matching slot into position
var slot = m_Slots[matchIndex];
m_Slots[matchIndex] = m_Slots[writeIndex];
m_Slots[writeIndex] = slot;
changed = true;
}
writeIndex++;
}
}
return changed;
}
public SlotReference GetSlotReference(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
if (slot == null)
throw new ArgumentException("Slot could not be found", "slotId");
return new SlotReference(this, slotId);
}
public T FindSlot<T>(int slotId) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.id == slotId && slot is T)
return (T)slot;
}
return default(T);
}
public T FindInputSlot<T>(int slotId) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isInputSlot && slot.id == slotId && slot is T)
return (T)slot;
}
return default(T);
}
public T FindOutputSlot<T>(int slotId) where T : MaterialSlot
{
foreach (var slot in m_Slots.SelectValue())
{
if (slot.isOutputSlot && slot.id == slotId && slot is T)
return (T)slot;
}
return default(T);
}
public virtual IEnumerable<MaterialSlot> GetInputsWithNoConnection()
{
return this.GetInputSlots<MaterialSlot>().Where(x => !owner.GetEdges(GetSlotReference(x.id)).Any());
}
public void SetupSlots()
{
foreach (var s in m_Slots.SelectValue())
s.owner = this;
}
public virtual void UpdateNodeAfterDeserialization()
{ }
public bool IsSlotConnected(int slotId)
{
var slot = FindSlot<MaterialSlot>(slotId);
return slot != null && owner.GetEdges(slot.slotReference).Any();
}
public virtual void Setup() { }
protected void EnqueSlotsForSerialization()
{
foreach (var slot in m_Slots)
{
slot.OnBeforeSerialize();
}
}
public virtual void Dispose()
{
foreach (var slot in m_Slots)
slot.value.Dispose();
m_UnregisterAll?.Invoke();
m_UnregisterAll = null;
}
}
}