forked from BilalY/Rasagar
146 lines
5.1 KiB
C#
146 lines
5.1 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.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Slots;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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class DynamicVectorMaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
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{
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[SerializeField]
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private Vector4 m_Value;
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[SerializeField]
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private Vector4 m_DefaultValue = Vector4.zero;
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static readonly string[] k_Labels = { "X", "Y", "Z", "W" };
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private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector1;
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public DynamicVectorMaterialSlot()
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{
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}
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public DynamicVectorMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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Vector4 value,
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ShaderStageCapability stageCapability = ShaderStageCapability.All,
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bool hidden = false)
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: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
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{
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m_Value = value;
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}
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public Vector4 defaultValue { get { return m_DefaultValue; } }
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public Vector4 value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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public override bool isDefaultValue => value.Equals(defaultValue);
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public override VisualElement InstantiateControl()
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{
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var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray();
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return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
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}
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public override SlotValueType valueType { get { return SlotValueType.DynamicVector; } }
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public override ConcreteSlotValueType concreteValueType
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{
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get { return m_ConcreteValueType; }
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}
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public void SetConcreteType(ConcreteSlotValueType valueType)
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{
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m_ConcreteValueType = valueType;
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}
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public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
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{
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var propType = concreteValueType.ToPropertyType();
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var pp = new PreviewProperty(propType) { name = name };
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if (propType == PropertyType.Float)
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pp.floatValue = value.x;
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else
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pp.vector4Value = new Vector4(value.x, value.y, value.z, value.w);
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properties.Add(pp);
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}
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protected override string ConcreteSlotValueAsVariable()
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{
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var channelCount = SlotValueHelper.GetChannelCount(concreteValueType);
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string values = NodeUtils.FloatToShaderValue(value.x);
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if (channelCount == 1)
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return string.Format("$precision({0})", values);
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for (var i = 1; i < channelCount; i++)
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values += ", " + NodeUtils.FloatToShaderValue(value[i]);
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return string.Format("$precision{0}({1})", channelCount, values);
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}
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public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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return;
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var matOwner = owner as AbstractMaterialNode;
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if (matOwner == null)
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throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
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AbstractShaderProperty property;
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switch (concreteValueType)
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{
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case ConcreteSlotValueType.Vector4:
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property = new Vector4ShaderProperty();
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break;
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case ConcreteSlotValueType.Vector3:
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property = new Vector3ShaderProperty();
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break;
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case ConcreteSlotValueType.Vector2:
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property = new Vector2ShaderProperty();
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break;
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case ConcreteSlotValueType.Vector1:
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property = new Vector1ShaderProperty();
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break;
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default:
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// This shouldn't happen due to edge validation. The generated shader will
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// have errors.
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Debug.LogError($"Invalid value type {concreteValueType} passed to Vector Slot {displayName}. Value will be ignored, please plug in an edge with a vector type.");
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return;
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}
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property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
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property.generatePropertyBlock = false;
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properties.AddShaderProperty(property);
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}
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{
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var slot = foundSlot as DynamicVectorMaterialSlot;
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if (slot != null)
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value = slot.value;
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}
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public override void CopyDefaultValue(MaterialSlot other)
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{
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base.CopyDefaultValue(other);
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if (other is IMaterialSlotHasValue<Vector4> ms)
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{
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m_DefaultValue = ms.defaultValue;
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}
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}
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}
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}
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