forked from BilalY/Rasagar
138 lines
4.5 KiB
C#
138 lines
4.5 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEditor.Graphing;
|
||
|
using UnityEditor.ShaderGraph.Drawing.Slots;
|
||
|
using UnityEditor.ShaderGraph.Internal;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.UIElements;
|
||
|
|
||
|
namespace UnityEditor.ShaderGraph
|
||
|
{
|
||
|
[Serializable]
|
||
|
class Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
|
||
|
{
|
||
|
[SerializeField]
|
||
|
private Vector4 m_Value;
|
||
|
|
||
|
[SerializeField]
|
||
|
private Vector4 m_DefaultValue = Vector4.zero;
|
||
|
|
||
|
[SerializeField]
|
||
|
string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults
|
||
|
|
||
|
static readonly string[] k_LabelDefaults = { "X", "Y", "Z", "W" };
|
||
|
string[] labels
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length))
|
||
|
return k_LabelDefaults;
|
||
|
return m_Labels;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Vector4MaterialSlot()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public Vector4MaterialSlot(
|
||
|
int slotId,
|
||
|
string displayName,
|
||
|
string shaderOutputName,
|
||
|
SlotType slotType,
|
||
|
Vector4 value,
|
||
|
ShaderStageCapability stageCapability = ShaderStageCapability.All,
|
||
|
string label1 = null,
|
||
|
string label2 = null,
|
||
|
string label3 = null,
|
||
|
string label4 = null,
|
||
|
bool hidden = false)
|
||
|
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
|
||
|
{
|
||
|
m_DefaultValue = value;
|
||
|
m_Value = value;
|
||
|
if ((label1 != null) || (label2 != null) || (label3 != null) || (label4 != null))
|
||
|
{
|
||
|
m_Labels = new[]
|
||
|
{
|
||
|
label1 ?? k_LabelDefaults[0],
|
||
|
label2 ?? k_LabelDefaults[1],
|
||
|
label3 ?? k_LabelDefaults[2],
|
||
|
label4 ?? k_LabelDefaults[3]
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Vector4 defaultValue { get { return m_DefaultValue; } }
|
||
|
|
||
|
public Vector4 value
|
||
|
{
|
||
|
get { return m_Value; }
|
||
|
set { m_Value = value; }
|
||
|
}
|
||
|
|
||
|
public override bool isDefaultValue => value.Equals(defaultValue);
|
||
|
|
||
|
public override VisualElement InstantiateControl()
|
||
|
{
|
||
|
return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
|
||
|
}
|
||
|
|
||
|
protected override string ConcreteSlotValueAsVariable()
|
||
|
{
|
||
|
return string.Format("$precision4 ({0}, {1}, {2}, {3})"
|
||
|
, NodeUtils.FloatToShaderValue(value.x)
|
||
|
, NodeUtils.FloatToShaderValue(value.y)
|
||
|
, NodeUtils.FloatToShaderValue(value.z)
|
||
|
, NodeUtils.FloatToShaderValue(value.w));
|
||
|
}
|
||
|
|
||
|
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
|
||
|
{
|
||
|
if (!generationMode.IsPreview())
|
||
|
return;
|
||
|
|
||
|
var matOwner = owner as AbstractMaterialNode;
|
||
|
if (matOwner == null)
|
||
|
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
|
||
|
|
||
|
var property = new Vector4ShaderProperty()
|
||
|
{
|
||
|
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
|
||
|
generatePropertyBlock = false,
|
||
|
value = value
|
||
|
};
|
||
|
properties.AddShaderProperty(property);
|
||
|
}
|
||
|
|
||
|
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
|
||
|
{
|
||
|
var pp = new PreviewProperty(PropertyType.Vector4)
|
||
|
{
|
||
|
name = name,
|
||
|
vector4Value = new Vector4(value.x, value.y, value.z, value.w),
|
||
|
};
|
||
|
properties.Add(pp);
|
||
|
}
|
||
|
|
||
|
public override SlotValueType valueType { get { return SlotValueType.Vector4; } }
|
||
|
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } }
|
||
|
|
||
|
public override void CopyValuesFrom(MaterialSlot foundSlot)
|
||
|
{
|
||
|
var slot = foundSlot as Vector4MaterialSlot;
|
||
|
if (slot != null)
|
||
|
value = slot.value;
|
||
|
}
|
||
|
|
||
|
public override void CopyDefaultValue(MaterialSlot other)
|
||
|
{
|
||
|
base.CopyDefaultValue(other);
|
||
|
if (other is IMaterialSlotHasValue<Vector4> ms)
|
||
|
{
|
||
|
m_DefaultValue = ms.defaultValue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|