forked from BilalY/Rasagar
168 lines
7.7 KiB
C#
168 lines
7.7 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.ShaderGraph.Drawing;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.ShaderGraph.Serialization;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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class ConvertToPropertyAction : IGraphDataAction
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{
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void ConvertToProperty(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ConvertToPropertyAction");
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AssertHelpers.IsNotNull(inlinePropertiesToConvert, "InlinePropertiesToConvert is null while carrying out ConvertToPropertyAction");
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graphData.owner.RegisterCompleteObjectUndo("Convert to Property");
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var defaultCategory = graphData.categories.FirstOrDefault();
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AssertHelpers.IsNotNull(defaultCategory, "Default Category is null while carrying out ConvertToPropertyAction");
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foreach (var converter in inlinePropertiesToConvert)
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{
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var convertedProperty = converter.AsShaderProperty();
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var node = converter as AbstractMaterialNode;
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graphData.AddGraphInput(convertedProperty);
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// Also insert this input into the default category
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if (defaultCategory != null)
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{
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var addItemToCategoryAction = new AddItemToCategoryAction();
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addItemToCategoryAction.categoryGuid = defaultCategory.categoryGuid;
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addItemToCategoryAction.itemToAdd = convertedProperty;
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graphData.owner.graphDataStore.Dispatch(addItemToCategoryAction);
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}
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// Add reference to converted property for use in responding to this action later
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convertedPropertyReferences.Add(convertedProperty);
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var propNode = new PropertyNode();
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propNode.drawState = node.drawState;
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propNode.group = node.group;
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graphData.AddNode(propNode);
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propNode.property = convertedProperty;
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var oldSlot = node.FindSlot<MaterialSlot>(converter.outputSlotId);
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var newSlot = propNode.FindSlot<MaterialSlot>(PropertyNode.OutputSlotId);
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foreach (var edge in graphData.GetEdges(oldSlot.slotReference))
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graphData.Connect(newSlot.slotReference, edge.inputSlot);
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graphData.RemoveNode(node);
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}
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}
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public Action<GraphData> modifyGraphDataAction => ConvertToProperty;
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public IList<IPropertyFromNode> inlinePropertiesToConvert { get; set; } = new List<IPropertyFromNode>();
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public IList<AbstractShaderProperty> convertedPropertyReferences { get; set; } = new List<AbstractShaderProperty>();
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public Vector2 nodePsition { get; set; }
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}
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class ConvertToInlineAction : IGraphDataAction
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{
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void ConvertToInline(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ConvertToInlineAction");
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AssertHelpers.IsNotNull(propertyNodesToConvert, "PropertyNodesToConvert is null while carrying out ConvertToInlineAction");
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graphData.owner.RegisterCompleteObjectUndo("Convert to Inline Node");
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foreach (var propertyNode in propertyNodesToConvert)
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graphData.ReplacePropertyNodeWithConcreteNode(propertyNode);
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}
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public Action<GraphData> modifyGraphDataAction => ConvertToInline;
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public IEnumerable<PropertyNode> propertyNodesToConvert { get; set; } = new List<PropertyNode>();
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}
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class DragGraphInputAction : IGraphDataAction
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{
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void DragGraphInput(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out DragGraphInputAction");
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AssertHelpers.IsNotNull(graphInputBeingDraggedIn, "GraphInputBeingDraggedIn is null while carrying out DragGraphInputAction");
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graphData.owner.RegisterCompleteObjectUndo("Drag Graph Input");
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switch (graphInputBeingDraggedIn)
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{
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case AbstractShaderProperty property:
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{
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if (property is MultiJsonInternal.UnknownShaderPropertyType)
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break;
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// This could be from another graph, in which case we add a copy of the ShaderInput to this graph.
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if (graphData.properties.FirstOrDefault(p => p == property) == null)
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{
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var copyShaderInputAction = new CopyShaderInputAction();
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copyShaderInputAction.shaderInputToCopy = property;
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graphData.owner.graphDataStore.Dispatch(copyShaderInputAction);
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property = (AbstractShaderProperty)copyShaderInputAction.copiedShaderInput;
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}
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var node = new PropertyNode();
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var drawState = node.drawState;
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drawState.position = new Rect(nodePosition, drawState.position.size);
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node.drawState = drawState;
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node.property = property; // this did come after, but it's not clear why.
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graphData.AddNode(node);
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break;
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}
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case ShaderKeyword keyword:
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{
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// This could be from another graph, in which case we add a copy of the ShaderInput to this graph.
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if (graphData.keywords.FirstOrDefault(k => k == keyword) == null)
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{
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var copyShaderInputAction = new CopyShaderInputAction();
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copyShaderInputAction.shaderInputToCopy = keyword;
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graphData.owner.graphDataStore.Dispatch(copyShaderInputAction);
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keyword = (ShaderKeyword)copyShaderInputAction.copiedShaderInput;
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}
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var node = new KeywordNode();
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var drawState = node.drawState;
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drawState.position = new Rect(nodePosition, drawState.position.size);
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node.drawState = drawState;
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node.keyword = keyword;
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graphData.AddNode(node);
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break;
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}
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case ShaderDropdown dropdown:
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{
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if (graphData.IsInputAllowedInGraph(dropdown))
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{
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// This could be from another graph, in which case we add a copy of the ShaderInput to this graph.
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if (graphData.dropdowns.FirstOrDefault(d => d == dropdown) == null)
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{
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var copyShaderInputAction = new CopyShaderInputAction();
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copyShaderInputAction.shaderInputToCopy = dropdown;
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graphData.owner.graphDataStore.Dispatch(copyShaderInputAction);
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dropdown = (ShaderDropdown)copyShaderInputAction.copiedShaderInput;
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}
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var node = new DropdownNode();
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var drawState = node.drawState;
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drawState.position = new Rect(nodePosition, drawState.position.size);
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node.drawState = drawState;
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node.dropdown = dropdown;
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graphData.AddNode(node);
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}
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break;
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public Action<GraphData> modifyGraphDataAction => DragGraphInput;
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public ShaderInput graphInputBeingDraggedIn { get; set; }
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public Vector2 nodePosition { get; set; }
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}
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}
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