204 lines
7.5 KiB
C#
204 lines
7.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Rendering;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Channel", "Swizzle")]
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class SwizzleNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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public SwizzleNode()
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{
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name = "Swizzle";
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synonyms = new string[] { "swap", "reorder", "component mask" };
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UpdateNodeAfterDeserialization();
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}
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const int InputSlotId = 0;
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const int OutputSlotId = 1;
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const string kInputSlotName = "In";
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const string kOutputSlotName = "Out";
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public override bool hasPreview
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{
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get { return true; }
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}
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[SerializeField]
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string _maskInput = "xxxx";
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[TextControl("Mask:")]
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public string maskInput
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{
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get { return _maskInput; }
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set
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{
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if (_maskInput.Equals(value))
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return;
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_maskInput = value;
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UpdateNodeAfterDeserialization();
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Dirty(ModificationScope.Topological);
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}
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}
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public string convertedMask;
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public bool ValidateMaskInput(int InputValueSize)
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{
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convertedMask = _maskInput.ToLower();
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Dictionary<char, char> mask_map = new Dictionary<char, char>
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{
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{'r', 'x' },
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{'g', 'y' },
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{'b', 'z' },
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{'a', 'w' },
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};
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bool MaskInputIsValid = true;
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char[] MaskChars = convertedMask.ToCharArray();
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char[] AllChars = { 'x', 'y', 'z', 'w', 'r', 'g', 'b', 'a' };
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List<char> CurrentChars = new List<char>();
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for (int i = 0; i < InputValueSize; i++)
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{
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CurrentChars.Add(AllChars[i]);
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CurrentChars.Add(AllChars[i + 4]);
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}
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foreach (char c in MaskChars)
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{
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if (!CurrentChars.Contains(c))
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{
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MaskInputIsValid = false;
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}
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}
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if (MaskChars.Length <= 0 || MaskChars.Length > 4)
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{
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MaskInputIsValid = false;
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}
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//Convert "rgba" input to "xyzw" to avoid mismathcing
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if (MaskInputIsValid)
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{
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char[] rgba = { 'r', 'g', 'b', 'a' };
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for (int i = 0; i < MaskChars.Length; i++)
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{
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if (rgba.Contains(MaskChars[i]))
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{
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MaskChars[i] = mask_map[MaskChars[i]];
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}
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}
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convertedMask = new string(MaskChars);
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}
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return MaskInputIsValid;
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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if (_maskInput == null)
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_maskInput = "xxxx";
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AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
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switch (_maskInput.Length)
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{
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case 1:
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AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
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break;
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case 2:
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AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
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break;
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case 3:
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AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
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break;
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default:
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AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
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break;
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}
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RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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var outputSlotType = FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString();
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var outputName = GetVariableNameForSlot(OutputSlotId);
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var inputValue = GetSlotValue(InputSlotId, generationMode);
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var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
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var InputValueSize = SlotValueHelper.GetChannelCount(inputValueType);
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if (!ValidateMaskInput(InputValueSize))
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{
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sb.AppendLine(string.Format("{0} {1} = 0;", outputSlotType, outputName));
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}
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else if(!FindInputSlot<MaterialSlot>(InputSlotId).isConnected)
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{
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// cannot swizzle off of a float literal, so if there is no upstream connection, it means we have defaulted to a float,
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// and the node's initial base case will generate invalid code.
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sb.AppendLine("{0} {1} = $precision({2}).{3};", outputSlotType, outputName, inputValue, convertedMask);
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}
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else
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{
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sb.AppendLine("{0} {1} = {2}.{3};", outputSlotType, outputName, inputValue, convertedMask);
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}
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}
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public override void ValidateNode()
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{
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base.ValidateNode();
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var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
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var InputValueSize = SlotValueHelper.GetChannelCount(inputValueType);
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if (!ValidateMaskInput(InputValueSize))
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{
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owner.AddValidationError(objectId, "Invalid mask for a Vector" + InputValueSize + " input.", ShaderCompilerMessageSeverity.Error);
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}
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}
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public override int latestVersion => 1;
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public override void OnAfterMultiDeserialize(string json)
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{
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//collect texturechannel properties
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//get the value
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//pass it to maskInput
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if (sgVersion < 1)
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{
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LegacySwizzleChannelData.LegacySwizzleChannel(json, this);
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ChangeVersion(1);
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UpdateNodeAfterDeserialization();
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}
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}
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public override IEnumerable<int> allowedNodeVersions => new List<int> { 1 };
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class LegacySwizzleChannelData
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{
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//collect texturechannel properties
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[SerializeField]
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public TextureChannel m_RedChannel;
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[SerializeField]
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public TextureChannel m_GreenChannel;
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[SerializeField]
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public TextureChannel m_BlueChannel;
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[SerializeField]
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public TextureChannel m_AlphaChannel;
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public static void LegacySwizzleChannel(string json, SwizzleNode node)
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{
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Dictionary<TextureChannel, string> s_ComponentList = new Dictionary<TextureChannel, string>
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{
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{TextureChannel.Red, "r" },
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{TextureChannel.Green, "g" },
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{TextureChannel.Blue, "b" },
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{TextureChannel.Alpha, "a" },
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};
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var legacySwizzleChannelData = new LegacySwizzleChannelData();
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JsonUtility.FromJsonOverwrite(json, legacySwizzleChannelData);
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node._maskInput = s_ComponentList[legacySwizzleChannelData.m_RedChannel] + s_ComponentList[legacySwizzleChannelData.m_GreenChannel] + s_ComponentList[legacySwizzleChannelData.m_BlueChannel] + s_ComponentList[legacySwizzleChannelData.m_AlphaChannel];
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}
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}
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}
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}
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