forked from BilalY/Rasagar
439 lines
17 KiB
C#
439 lines
17 KiB
C#
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using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.IO.IsolatedStorage;
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using System.Linq;
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using System.Text.RegularExpressions;
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using UnityEditor.Graphing;
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using UnityEditor.Graphing.Util;
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using UnityEditorInternal;
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using Debug = UnityEngine.Debug;
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using System.Reflection;
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using System.Runtime.Remoting.Metadata.W3cXsd2001;
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using UnityEditor.ProjectWindowCallback;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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using UnityEngine.Rendering;
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using Object = System.Object;
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namespace UnityEditor.ShaderGraph
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{
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// a structure used to track active variable dependencies in the shader code
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// (i.e. the use of uv0 in the pixel shader means we need a uv0 interpolator, etc.)
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struct Dependency
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{
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public string name; // the name of the thing
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public string dependsOn; // the thing above depends on this -- it reads it / calls it / requires it to be defined
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public Dependency(string name, string dependsOn)
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{
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this.name = name;
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this.dependsOn = dependsOn;
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}
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};
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[System.AttributeUsage(System.AttributeTargets.Struct)]
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class InterpolatorPack : System.Attribute
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{
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public InterpolatorPack()
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{
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}
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}
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// attribute used to flag a field as needing an HLSL semantic applied
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// i.e. float3 position : POSITION;
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// ^ semantic
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[System.AttributeUsage(System.AttributeTargets.Field)]
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class Semantic : System.Attribute
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{
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public string semantic;
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public Semantic(string semantic)
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{
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this.semantic = semantic;
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}
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}
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// attribute used to flag a field as being optional
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// i.e. if it is not active, then we can omit it from the struct
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[System.AttributeUsage(System.AttributeTargets.Field)]
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class Optional : System.Attribute
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{
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public Optional()
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{
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}
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}
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// attribute used to override the HLSL type of a field with a custom type string
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[System.AttributeUsage(System.AttributeTargets.Field)]
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class OverrideType : System.Attribute
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{
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public string typeName;
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public OverrideType(string typeName)
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{
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this.typeName = typeName;
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}
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}
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// attribute used to force system generated fields to bottom of structs
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[System.AttributeUsage(System.AttributeTargets.Field)]
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class SystemGenerated : System.Attribute
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{
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public SystemGenerated()
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{
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}
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}
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// attribute used to disable a field using a preprocessor #if
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[System.AttributeUsage(System.AttributeTargets.Field)]
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class PreprocessorIf : System.Attribute
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{
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public string conditional;
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public PreprocessorIf(string conditional)
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{
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this.conditional = conditional;
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}
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}
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class NewGraphAction : EndNameEditAction
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{
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Target[] m_Targets;
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public Target[] targets
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{
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get => m_Targets;
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set => m_Targets = value;
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}
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BlockFieldDescriptor[] m_Blocks;
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public BlockFieldDescriptor[] blocks
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{
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get => m_Blocks;
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set => m_Blocks = value;
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}
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public override void Action(int instanceId, string pathName, string resourceFile)
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{
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var graph = new GraphData();
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graph.AddContexts();
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graph.InitializeOutputs(m_Targets, m_Blocks);
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graph.AddCategory(CategoryData.DefaultCategory());
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graph.path = "Shader Graphs";
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FileUtilities.WriteShaderGraphToDisk(pathName, graph);
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AssetDatabase.Refresh();
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UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<Shader>(pathName);
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Selection.activeObject = obj;
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}
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}
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static class GraphUtil
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{
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internal static bool CheckForRecursiveDependencyOnPendingSave(string saveFilePath, IEnumerable<SubGraphNode> subGraphNodes, string context = null)
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{
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var overwriteGUID = AssetDatabase.AssetPathToGUID(saveFilePath);
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if (!string.IsNullOrEmpty(overwriteGUID))
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{
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foreach (var sgNode in subGraphNodes)
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{
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var asset = sgNode?.asset;
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if (asset == null)
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{
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// cannot read the asset; might be recursive but we can't tell... should we return "maybe"?
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// I think to be minimally intrusive to the user we can assume "No" in this case,
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// even though this may miss recursions in extraordinary cases.
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// it's more important to allow the user to save their files than to catch 100% of recursions
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continue;
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}
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else if ((asset.assetGuid == overwriteGUID) || asset.descendents.Contains(overwriteGUID))
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{
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if (context != null)
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{
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Debug.LogWarning(context + " CANCELLED to avoid a generating a reference loop: the SubGraph '" + sgNode.asset.name + "' references the target file '" + saveFilePath + "'");
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EditorUtility.DisplayDialog(
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context + " CANCELLED",
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"Saving the file would generate a reference loop, because the SubGraph '" + sgNode.asset.name + "' references the target file '" + saveFilePath + "'", "Cancel");
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}
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return true;
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}
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}
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}
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return false;
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}
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internal static string ConvertCamelCase(string text, bool preserveAcronyms)
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{
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if (string.IsNullOrEmpty(text))
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return string.Empty;
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StringBuilder newText = new StringBuilder(text.Length * 2);
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newText.Append(text[0]);
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for (int i = 1; i < text.Length; i++)
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{
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if (char.IsUpper(text[i]))
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if ((text[i - 1] != ' ' && !char.IsUpper(text[i - 1])) ||
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(preserveAcronyms && char.IsUpper(text[i - 1]) &&
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i < text.Length - 1 && !char.IsUpper(text[i + 1])))
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newText.Append(' ');
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newText.Append(text[i]);
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}
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return newText.ToString();
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}
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public static void CreateNewGraph()
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{
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var graphItem = ScriptableObject.CreateInstance<NewGraphAction>();
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graphItem.targets = null;
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, graphItem,
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string.Format("New Shader Graph.{0}", ShaderGraphImporter.Extension), null, null);
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}
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public static void CreateNewGraphWithOutputs(Target[] targets, BlockFieldDescriptor[] blockDescriptors)
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{
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var graphItem = ScriptableObject.CreateInstance<NewGraphAction>();
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graphItem.targets = targets;
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graphItem.blocks = blockDescriptors;
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ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, graphItem,
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string.Format("New Shader Graph.{0}", ShaderGraphImporter.Extension), null, null);
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}
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public static bool TryGetMetadataOfType<T>(this Shader shader, out T obj) where T : ScriptableObject
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{
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obj = null;
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if (!shader.IsShaderGraphAsset())
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return false;
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var path = AssetDatabase.GetAssetPath(shader);
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foreach (var asset in AssetDatabase.LoadAllAssetsAtPath(path))
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{
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if (asset is T metadataAsset)
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{
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obj = metadataAsset;
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return true;
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}
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}
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return false;
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}
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// this will work on ALL shadergraph-built shaders, in memory or asset based
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public static bool IsShaderGraph(this Material material)
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{
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var shaderGraphTag = material.GetTag("ShaderGraphShader", false, null);
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return !string.IsNullOrEmpty(shaderGraphTag);
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}
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// NOTE: this ONLY works for ASSET based Shaders, if you created a temporary shader in memory, it won't work
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public static bool IsShaderGraphAsset(this Shader shader)
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{
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var path = AssetDatabase.GetAssetPath(shader);
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var importer = AssetImporter.GetAtPath(path);
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return importer is ShaderGraphImporter;
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}
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[Obsolete("Use IsShaderGraphAsset instead", false)]
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public static bool IsShaderGraph(this Shader shader) => shader.IsShaderGraphAsset();
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static void Visit(List<AbstractMaterialNode> outputList, Dictionary<string, AbstractMaterialNode> unmarkedNodes, AbstractMaterialNode node)
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{
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if (!unmarkedNodes.ContainsKey(node.objectId))
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return;
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foreach (var slot in node.GetInputSlots<MaterialSlot>())
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{
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foreach (var edge in node.owner.GetEdges(slot.slotReference))
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{
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var inputNode = edge.outputSlot.node;
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Visit(outputList, unmarkedNodes, inputNode);
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}
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}
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unmarkedNodes.Remove(node.objectId);
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outputList.Add(node);
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}
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static Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> s_LegacyTypeRemapping;
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public static Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo> GetLegacyTypeRemapping()
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{
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if (s_LegacyTypeRemapping == null)
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{
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s_LegacyTypeRemapping = new Dictionary<SerializationHelper.TypeSerializationInfo, SerializationHelper.TypeSerializationInfo>();
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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foreach (var type in assembly.GetTypesOrNothing())
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{
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if (type.IsAbstract)
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continue;
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foreach (var attribute in type.GetCustomAttributes(typeof(FormerNameAttribute), false))
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{
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var legacyAttribute = (FormerNameAttribute)attribute;
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var serializationInfo = new SerializationHelper.TypeSerializationInfo { fullName = legacyAttribute.fullName };
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s_LegacyTypeRemapping[serializationInfo] = SerializationHelper.GetTypeSerializableAsString(type);
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}
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}
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}
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}
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return s_LegacyTypeRemapping;
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}
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/// <summary>
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/// Sanitizes a supplied string such that it does not collide
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/// with any other name in a collection.
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/// </summary>
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/// <param name="existingNames">
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/// A collection of names that the new name should not collide with.
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/// </param>
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/// <param name="duplicateFormat">
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/// The format applied to the name if a duplicate exists.
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/// This must be a format string that contains `{0}` and `{1}`
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/// once each. An example could be `{0} ({1})`, which will append ` (n)`
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/// to the name for the n`th duplicate.
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/// </param>
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/// <param name="name">
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/// The name to be sanitized.
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/// </param>
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/// <returns>
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/// A name that is distinct form any name in `existingNames`.
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/// </returns>
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internal static string SanitizeName(IEnumerable<string> existingNames, string duplicateFormat, string name, string disallowedPatternRegex = "\"")
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{
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name = Regex.Replace(name, disallowedPatternRegex, "_");
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return DeduplicateName(existingNames, duplicateFormat, name);
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}
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internal static string SanitizeCategoryName(string categoryName, string disallowedPatternRegex = "\"")
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{
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return Regex.Replace(categoryName, disallowedPatternRegex, "_");
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}
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internal static string DeduplicateName(IEnumerable<string> existingNames, string duplicateFormat, string name)
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{
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if (!existingNames.Contains(name))
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return name;
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string escapedDuplicateFormat = Regex.Escape(duplicateFormat);
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// Escaped format will escape string interpolation, so the escape characters must be removed for these.
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escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{0}", @"{0}");
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escapedDuplicateFormat = escapedDuplicateFormat.Replace(@"\{1}", @"{1}");
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var baseRegex = new Regex(string.Format(escapedDuplicateFormat, @"^(.*)", @"(\d+)"));
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var baseMatch = baseRegex.Match(name);
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if (baseMatch.Success)
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name = baseMatch.Groups[1].Value;
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string baseNameExpression = string.Format(@"^{0}", Regex.Escape(name));
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var regex = new Regex(string.Format(escapedDuplicateFormat, baseNameExpression, @"(\d+)") + "$");
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var existingDuplicateNumbers = existingNames.Select(existingName => regex.Match(existingName)).Where(m => m.Success).Select(m => int.Parse(m.Groups[1].Value)).Where(n => n > 0).Distinct().ToList();
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var duplicateNumber = 1;
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existingDuplicateNumbers.Sort();
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if (existingDuplicateNumbers.Any() && existingDuplicateNumbers.First() == 1)
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{
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duplicateNumber = existingDuplicateNumbers.Last() + 1;
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for (var i = 1; i < existingDuplicateNumbers.Count; i++)
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{
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if (existingDuplicateNumbers[i - 1] != existingDuplicateNumbers[i] - 1)
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{
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duplicateNumber = existingDuplicateNumbers[i - 1] + 1;
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break;
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}
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}
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}
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return string.Format(duplicateFormat, name, duplicateNumber);
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}
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public static bool WriteToFile(string path, string content)
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{
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try
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{
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File.WriteAllText(path, content);
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return true;
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}
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catch (Exception e)
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{
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Debug.LogError(e);
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return false;
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}
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}
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public static void OpenFile(string path)
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{
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string filePath = Path.GetFullPath(path);
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if (!File.Exists(filePath))
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{
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Debug.LogError(string.Format("Path {0} doesn't exists", path));
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return;
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}
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string externalScriptEditor = ScriptEditorUtility.GetExternalScriptEditor();
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if (externalScriptEditor != "internal")
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{
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InternalEditorUtility.OpenFileAtLineExternal(filePath, 0);
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}
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else
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{
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Process p = new Process();
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p.StartInfo.FileName = filePath;
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p.EnableRaisingEvents = true;
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p.Exited += (Object obj, EventArgs args) =>
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{
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if (p.ExitCode != 0)
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Debug.LogWarningFormat("Unable to open {0}: Check external editor in preferences", filePath);
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};
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p.Start();
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}
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}
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//
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// Find all nodes of the given type downstream from the given node
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// Returns a unique list. So even if a node can be reached through different paths it will be present only once.
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//
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public static List<NodeType> FindDownStreamNodesOfType<NodeType>(AbstractMaterialNode node) where NodeType : AbstractMaterialNode
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{
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// Should never be called without a node
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Debug.Assert(node != null);
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HashSet<AbstractMaterialNode> visitedNodes = new HashSet<AbstractMaterialNode>();
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List<NodeType> vtNodes = new List<NodeType>();
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Queue<AbstractMaterialNode> nodeStack = new Queue<AbstractMaterialNode>();
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nodeStack.Enqueue(node);
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visitedNodes.Add(node);
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while (nodeStack.Count > 0)
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{
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AbstractMaterialNode visit = nodeStack.Dequeue();
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// Flood fill through all the nodes
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foreach (var slot in visit.GetInputSlots<MaterialSlot>())
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{
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foreach (var edge in visit.owner.GetEdges(slot.slotReference))
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{
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var inputNode = edge.outputSlot.node;
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if (!visitedNodes.Contains(inputNode))
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{
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nodeStack.Enqueue(inputNode);
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visitedNodes.Add(inputNode);
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}
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}
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}
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// Extract vt node
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if (visit is NodeType)
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{
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NodeType vtNode = visit as NodeType;
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vtNodes.Add(vtNode);
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}
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}
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return vtNodes;
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}
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}
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}
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