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

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C#
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2024-08-26 13:07:20 -07:00
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Rendering;
namespace UnityEditor.ShaderGraph
{
[Title("Channel", "Swizzle")]
class SwizzleNode : AbstractMaterialNode, IGeneratesBodyCode
{
public SwizzleNode()
{
name = "Swizzle";
synonyms = new string[] { "swap", "reorder", "component mask" };
UpdateNodeAfterDeserialization();
}
const int InputSlotId = 0;
const int OutputSlotId = 1;
const string kInputSlotName = "In";
const string kOutputSlotName = "Out";
public override bool hasPreview
{
get { return true; }
}
[SerializeField]
string _maskInput = "xxxx";
[TextControl("Mask:")]
public string maskInput
{
get { return _maskInput; }
set
{
if (_maskInput.Equals(value))
return;
_maskInput = value;
UpdateNodeAfterDeserialization();
Dirty(ModificationScope.Topological);
}
}
public string convertedMask;
public bool ValidateMaskInput(int InputValueSize)
{
convertedMask = _maskInput.ToLower();
Dictionary<char, char> mask_map = new Dictionary<char, char>
{
{'r', 'x' },
{'g', 'y' },
{'b', 'z' },
{'a', 'w' },
};
bool MaskInputIsValid = true;
char[] MaskChars = convertedMask.ToCharArray();
char[] AllChars = { 'x', 'y', 'z', 'w', 'r', 'g', 'b', 'a' };
List<char> CurrentChars = new List<char>();
for (int i = 0; i < InputValueSize; i++)
{
CurrentChars.Add(AllChars[i]);
CurrentChars.Add(AllChars[i + 4]);
}
foreach (char c in MaskChars)
{
if (!CurrentChars.Contains(c))
{
MaskInputIsValid = false;
}
}
if (MaskChars.Length <= 0 || MaskChars.Length > 4)
{
MaskInputIsValid = false;
}
//Convert "rgba" input to "xyzw" to avoid mismathcing
if (MaskInputIsValid)
{
char[] rgba = { 'r', 'g', 'b', 'a' };
for (int i = 0; i < MaskChars.Length; i++)
{
if (rgba.Contains(MaskChars[i]))
{
MaskChars[i] = mask_map[MaskChars[i]];
}
}
convertedMask = new string(MaskChars);
}
return MaskInputIsValid;
}
public sealed override void UpdateNodeAfterDeserialization()
{
if (_maskInput == null)
_maskInput = "xxxx";
AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
switch (_maskInput.Length)
{
case 1:
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
break;
case 2:
AddSlot(new Vector2MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
break;
case 3:
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
break;
default:
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
break;
}
RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var outputSlotType = FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString();
var outputName = GetVariableNameForSlot(OutputSlotId);
var inputValue = GetSlotValue(InputSlotId, generationMode);
var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
var InputValueSize = SlotValueHelper.GetChannelCount(inputValueType);
if (!ValidateMaskInput(InputValueSize))
{
sb.AppendLine(string.Format("{0} {1} = 0;", outputSlotType, outputName));
}
else if(!FindInputSlot<MaterialSlot>(InputSlotId).isConnected)
{
// cannot swizzle off of a float literal, so if there is no upstream connection, it means we have defaulted to a float,
// and the node's initial base case will generate invalid code.
sb.AppendLine("{0} {1} = $precision({2}).{3};", outputSlotType, outputName, inputValue, convertedMask);
}
else
{
sb.AppendLine("{0} {1} = {2}.{3};", outputSlotType, outputName, inputValue, convertedMask);
}
}
public override void ValidateNode()
{
base.ValidateNode();
var inputValueType = FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType;
var InputValueSize = SlotValueHelper.GetChannelCount(inputValueType);
if (!ValidateMaskInput(InputValueSize))
{
owner.AddValidationError(objectId, "Invalid mask for a Vector" + InputValueSize + " input.", ShaderCompilerMessageSeverity.Error);
}
}
public override int latestVersion => 1;
public override void OnAfterMultiDeserialize(string json)
{
//collect texturechannel properties
//get the value
//pass it to maskInput
if (sgVersion < 1)
{
LegacySwizzleChannelData.LegacySwizzleChannel(json, this);
ChangeVersion(1);
UpdateNodeAfterDeserialization();
}
}
public override IEnumerable<int> allowedNodeVersions => new List<int> { 1 };
class LegacySwizzleChannelData
{
//collect texturechannel properties
[SerializeField]
public TextureChannel m_RedChannel;
[SerializeField]
public TextureChannel m_GreenChannel;
[SerializeField]
public TextureChannel m_BlueChannel;
[SerializeField]
public TextureChannel m_AlphaChannel;
public static void LegacySwizzleChannel(string json, SwizzleNode node)
{
Dictionary<TextureChannel, string> s_ComponentList = new Dictionary<TextureChannel, string>
{
{TextureChannel.Red, "r" },
{TextureChannel.Green, "g" },
{TextureChannel.Blue, "b" },
{TextureChannel.Alpha, "a" },
};
var legacySwizzleChannelData = new LegacySwizzleChannelData();
JsonUtility.FromJsonOverwrite(json, legacySwizzleChannelData);
node._maskInput = s_ComponentList[legacySwizzleChannelData.m_RedChannel] + s_ComponentList[legacySwizzleChannelData.m_GreenChannel] + s_ComponentList[legacySwizzleChannelData.m_BlueChannel] + s_ComponentList[legacySwizzleChannelData.m_AlphaChannel];
}
}
}
}