Rasagar/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs
2024-08-26 23:07:20 +03:00

3028 lines
117 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;
using System.Reflection;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.Graphing.Util;
using UnityEditor.Rendering;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph.Legacy;
using UnityEditor.ShaderGraph.Serialization;
using UnityEditor.ShaderGraph.Drawing;
using Edge = UnityEditor.Graphing.Edge;
using UnityEngine.UIElements;
using UnityEngine.Assertions;
using UnityEngine.Pool;
using UnityEngine.Serialization;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[FormerName("UnityEditor.ShaderGraph.MaterialGraph")]
[FormerName("UnityEditor.ShaderGraph.SubGraph")]
[FormerName("UnityEditor.ShaderGraph.AbstractMaterialGraph")]
sealed partial class GraphData : JsonObject
{
public override int latestVersion => 3;
public GraphObject owner { get; set; }
[NonSerialized]
internal bool graphIsConcretizing = false;
#region Input data
[SerializeField]
List<JsonData<AbstractShaderProperty>> m_Properties = new List<JsonData<AbstractShaderProperty>>();
public DataValueEnumerable<AbstractShaderProperty> properties => m_Properties.SelectValue();
[SerializeField]
List<JsonData<ShaderKeyword>> m_Keywords = new List<JsonData<ShaderKeyword>>();
public DataValueEnumerable<ShaderKeyword> keywords => m_Keywords.SelectValue();
[SerializeField]
List<JsonData<ShaderDropdown>> m_Dropdowns = new List<JsonData<ShaderDropdown>>();
public DataValueEnumerable<ShaderDropdown> dropdowns => m_Dropdowns.SelectValue();
[NonSerialized]
List<ShaderInput> m_AddedInputs = new List<ShaderInput>();
public IEnumerable<ShaderInput> addedInputs
{
get { return m_AddedInputs; }
}
[NonSerialized]
List<ShaderInput> m_RemovedInputs = new List<ShaderInput>();
public IEnumerable<ShaderInput> removedInputs
{
get { return m_RemovedInputs; }
}
[NonSerialized]
List<ShaderInput> m_MovedInputs = new List<ShaderInput>();
public IEnumerable<ShaderInput> movedInputs
{
get { return m_MovedInputs; }
}
[NonSerialized]
List<CategoryData> m_AddedCategories = new List<CategoryData>();
public IEnumerable<CategoryData> addedCategories
{
get { return m_AddedCategories; }
}
[NonSerialized]
List<CategoryData> m_RemovedCategories = new List<CategoryData>();
public IEnumerable<CategoryData> removedCategories
{
get { return m_RemovedCategories; }
}
[NonSerialized]
List<CategoryData> m_MovedCategories = new List<CategoryData>();
public IEnumerable<CategoryData> movedCategories
{
get { return m_MovedCategories; }
}
[NonSerialized]
bool m_MovedContexts = false;
public bool movedContexts => m_MovedContexts;
public string assetGuid { get; set; }
#endregion
#region Category Data
[SerializeField]
List<JsonData<CategoryData>> m_CategoryData = new List<JsonData<CategoryData>>();
public DataValueEnumerable<CategoryData> categories => m_CategoryData.SelectValue();
#endregion
#region Node data
[SerializeField]
List<JsonData<AbstractMaterialNode>> m_Nodes = new List<JsonData<AbstractMaterialNode>>();
[NonSerialized]
Dictionary<string, AbstractMaterialNode> m_NodeDictionary = new Dictionary<string, AbstractMaterialNode>();
[NonSerialized]
Dictionary<string, AbstractMaterialNode> m_LegacyUpdateDictionary = new Dictionary<string, AbstractMaterialNode>();
public IEnumerable<T> GetNodes<T>()
{
return m_Nodes.SelectValue().OfType<T>();
}
[NonSerialized]
List<AbstractMaterialNode> m_AddedNodes = new List<AbstractMaterialNode>();
public IEnumerable<AbstractMaterialNode> addedNodes
{
get { return m_AddedNodes; }
}
[NonSerialized]
List<AbstractMaterialNode> m_RemovedNodes = new List<AbstractMaterialNode>();
public IEnumerable<AbstractMaterialNode> removedNodes
{
get { return m_RemovedNodes; }
}
[NonSerialized]
List<AbstractMaterialNode> m_PastedNodes = new List<AbstractMaterialNode>();
public IEnumerable<AbstractMaterialNode> pastedNodes
{
get { return m_PastedNodes; }
}
#endregion
#region Group Data
[SerializeField]
List<JsonData<GroupData>> m_GroupDatas = new List<JsonData<GroupData>>();
public DataValueEnumerable<GroupData> groups
{
get { return m_GroupDatas.SelectValue(); }
}
[NonSerialized]
List<GroupData> m_AddedGroups = new List<GroupData>();
public IEnumerable<GroupData> addedGroups
{
get { return m_AddedGroups; }
}
[NonSerialized]
List<GroupData> m_RemovedGroups = new List<GroupData>();
public IEnumerable<GroupData> removedGroups
{
get { return m_RemovedGroups; }
}
[NonSerialized]
List<GroupData> m_PastedGroups = new List<GroupData>();
public IEnumerable<GroupData> pastedGroups
{
get { return m_PastedGroups; }
}
[NonSerialized]
List<ParentGroupChange> m_ParentGroupChanges = new List<ParentGroupChange>();
public IEnumerable<ParentGroupChange> parentGroupChanges
{
get { return m_ParentGroupChanges; }
}
[NonSerialized]
GroupData m_MostRecentlyCreatedGroup;
public GroupData mostRecentlyCreatedGroup => m_MostRecentlyCreatedGroup;
[NonSerialized]
Dictionary<JsonRef<GroupData>, List<IGroupItem>> m_GroupItems = new Dictionary<JsonRef<GroupData>, List<IGroupItem>>();
public IEnumerable<IGroupItem> GetItemsInGroup(GroupData groupData)
{
if (m_GroupItems.TryGetValue(groupData, out var nodes))
{
return nodes;
}
return Enumerable.Empty<IGroupItem>();
}
#endregion
#region StickyNote Data
[SerializeField]
List<JsonData<StickyNoteData>> m_StickyNoteDatas = new List<JsonData<StickyNoteData>>();
public DataValueEnumerable<StickyNoteData> stickyNotes => m_StickyNoteDatas.SelectValue();
[NonSerialized]
List<StickyNoteData> m_AddedStickyNotes = new List<StickyNoteData>();
public List<StickyNoteData> addedStickyNotes => m_AddedStickyNotes;
[NonSerialized]
List<StickyNoteData> m_RemovedNotes = new List<StickyNoteData>();
public IEnumerable<StickyNoteData> removedNotes => m_RemovedNotes;
[NonSerialized]
List<StickyNoteData> m_PastedStickyNotes = new List<StickyNoteData>();
public IEnumerable<StickyNoteData> pastedStickyNotes => m_PastedStickyNotes;
#endregion
#region Edge data
[SerializeField]
List<Edge> m_Edges = new List<Edge>();
public IEnumerable<Edge> edges => m_Edges;
[NonSerialized]
Dictionary<string, List<IEdge>> m_NodeEdges = new Dictionary<string, List<IEdge>>();
[NonSerialized]
List<IEdge> m_AddedEdges = new List<IEdge>();
public IEnumerable<IEdge> addedEdges
{
get { return m_AddedEdges; }
}
[NonSerialized]
List<IEdge> m_RemovedEdges = new List<IEdge>();
public IEnumerable<IEdge> removedEdges
{
get { return m_RemovedEdges; }
}
#endregion
#region Context Data
[SerializeField]
ContextData m_VertexContext;
[SerializeField]
ContextData m_FragmentContext;
// We build this once and cache it as it uses reflection
// This list is used to build the Create Node menu entries for Blocks
// as well as when deserializing descriptor fields on serialized Blocks
[NonSerialized]
List<BlockFieldDescriptor> m_BlockFieldDescriptors;
public ContextData vertexContext => m_VertexContext;
public ContextData fragmentContext => m_FragmentContext;
public List<BlockFieldDescriptor> blockFieldDescriptors => m_BlockFieldDescriptors;
#endregion
[SerializeField]
InspectorPreviewData m_PreviewData = new InspectorPreviewData();
public InspectorPreviewData previewData
{
get { return m_PreviewData; }
set { m_PreviewData = value; }
}
[SerializeField]
string m_Path;
public string path
{
get { return m_Path; }
set
{
if (m_Path == value)
return;
m_Path = value;
if (owner != null)
owner.RegisterCompleteObjectUndo("Change Path");
}
}
public MessageManager messageManager { get; set; }
public bool isSubGraph { get; set; }
// we default this to Graph for subgraphs
// but for shadergraphs, this will get replaced with Single
[SerializeField]
private GraphPrecision m_GraphPrecision = GraphPrecision.Graph;
public GraphPrecision graphDefaultPrecision
{
get
{
// shader graphs are not allowed to have graph precision
// we force them to Single if they somehow get set to graph
if ((!isSubGraph) && (m_GraphPrecision == GraphPrecision.Graph))
return GraphPrecision.Single;
return m_GraphPrecision;
}
}
public ConcretePrecision graphDefaultConcretePrecision
{
get
{
// when in "Graph switchable" mode, we choose Half as the default concrete precision
// so you can visualize the worst-case
return graphDefaultPrecision.ToConcrete(ConcretePrecision.Half);
}
}
// Some state has been changed that requires checking for the auto add/removal of blocks.
// This needs to be checked at a later point in time so actions like replace (remove + add) don't remove blocks.
internal bool checkAutoAddRemoveBlocks { get; set; }
public void SetGraphDefaultPrecision(GraphPrecision newGraphDefaultPrecision)
{
if ((!isSubGraph) && (newGraphDefaultPrecision == GraphPrecision.Graph))
{
// shader graphs can't be set to "Graph", only subgraphs can
Debug.LogError("Cannot set ShaderGraph to a default precision of Graph");
}
else
{
m_GraphPrecision = newGraphDefaultPrecision;
}
}
// NOTE: having preview mode default to 3D preserves the old behavior of pre-existing subgraphs
// if we change this, we would have to introduce a versioning step if we want to maintain the old behavior
[SerializeField]
private PreviewMode m_PreviewMode = PreviewMode.Preview3D;
public PreviewMode previewMode
{
get => m_PreviewMode;
set => m_PreviewMode = value;
}
[SerializeField]
JsonRef<AbstractMaterialNode> m_OutputNode;
public AbstractMaterialNode outputNode
{
get => m_OutputNode;
set => m_OutputNode = value;
}
internal delegate void SaveGraphDelegate(Shader shader, object context);
internal static SaveGraphDelegate onSaveGraph;
#region SubData
[SerializeField]
internal List<JsonData<AbstractShaderGraphDataExtension>> m_SubDatas = new List<JsonData<AbstractShaderGraphDataExtension>>();
public DataValueEnumerable<AbstractShaderGraphDataExtension> SubDatas => m_SubDatas.SelectValue();
#endregion
#region Targets
// Serialized list of user-selected active targets, sorted in displayName order (to maintain deterministic serialization order)
// some of these may be MultiJsonInternal.UnknownTargetType if we can't recognize the type of the target
[SerializeField]
internal List<JsonData<Target>> m_ActiveTargets = new List<JsonData<Target>>(); // After adding to this list, you MUST call SortActiveTargets()
public DataValueEnumerable<Target> activeTargets => m_ActiveTargets.SelectValue();
// this stores all of the current possible Target types (including any unknown target types we serialized in)
class PotentialTarget
{
// the potential Target
Target m_Target;
// a Target is either known (we know the Type) or unknown (can't find a matching definition of the Type)
// Targets of unknown type are stored in an UnknownTargetType
private Type m_KnownType;
private MultiJsonInternal.UnknownTargetType m_UnknownTarget;
public PotentialTarget(Target target)
{
m_Target = target;
if (target is MultiJsonInternal.UnknownTargetType)
{
m_UnknownTarget = (MultiJsonInternal.UnknownTargetType)target;
m_KnownType = null;
}
else
{
m_UnknownTarget = null;
m_KnownType = target.GetType();
}
}
public bool IsUnknown()
{
return m_UnknownTarget != null;
}
public MultiJsonInternal.UnknownTargetType GetUnknown()
{
return m_UnknownTarget;
}
public Type knownType { get { return m_KnownType; } }
public bool Is(Target t)
{
return t == m_Target;
}
public string GetDisplayName()
{
return m_Target.displayName;
}
public void ReplaceStoredTarget(Target t)
{
if (m_KnownType != null)
Assert.IsTrue(t.GetType() == m_KnownType);
m_Target = t;
}
public Target GetTarget()
{
return m_Target;
}
}
[NonSerialized]
List<PotentialTarget> m_AllPotentialTargets = new List<PotentialTarget>();
public IEnumerable<Target> allPotentialTargets => m_AllPotentialTargets.Select(x => x.GetTarget());
public int GetTargetIndexByKnownType(Type targetType)
{
return m_AllPotentialTargets.FindIndex(pt => pt.knownType == targetType);
}
public int GetTargetIndex(Target t)
{
int result = m_AllPotentialTargets.FindIndex(pt => pt.Is(t));
return result;
}
public IEnumerable<Target> GetValidTargets()
{
foreach (var potentialTarget in m_AllPotentialTargets)
{
var target = potentialTarget.GetTarget();
if (target is IMayObsolete targetObsolete && targetObsolete.IsObsolete())
continue;
yield return potentialTarget.GetTarget();
}
}
public void SetTargetActive(Target target, bool skipSortAndUpdate = false)
{
int activeIndex = m_ActiveTargets.IndexOf(target);
if (activeIndex < 0)
{
activeIndex = m_ActiveTargets.Count;
m_ActiveTargets.Add(target);
}
// active known targets should replace the stored Target in AllPotentialTargets
if (target is MultiJsonInternal.UnknownTargetType unknownTarget)
{
// find any existing potential target with the same unknown jsonData
int targetIndex = m_AllPotentialTargets.FindIndex(
pt => pt.IsUnknown() && (pt.GetUnknown().jsonData == unknownTarget.jsonData));
// replace existing target, or add it if there is none
if (targetIndex >= 0)
m_AllPotentialTargets[targetIndex] = new PotentialTarget(target);
else
m_AllPotentialTargets.Add(new PotentialTarget(target));
}
else
{
// known types should already have been registered
Type targetType = target.GetType();
int targetIndex = GetTargetIndexByKnownType(targetType);
Assert.IsTrue(targetIndex >= 0);
m_AllPotentialTargets[targetIndex].ReplaceStoredTarget(target);
}
if (!skipSortAndUpdate)
SortAndUpdateActiveTargets();
}
public void SetTargetActive(int targetIndex, bool skipSortAndUpdate = false)
{
Target target = m_AllPotentialTargets[targetIndex].GetTarget();
SetTargetActive(target, skipSortAndUpdate);
}
public void SetTargetInactive(Target target, bool skipSortAndUpdate = false)
{
int activeIndex = m_ActiveTargets.IndexOf(target);
if (activeIndex < 0)
return;
int targetIndex = GetTargetIndex(target);
// if a target was in the active targets, it should also have been in the potential targets list
Assert.IsTrue(targetIndex >= 0);
m_ActiveTargets.RemoveAt(activeIndex);
if (!skipSortAndUpdate)
SortAndUpdateActiveTargets();
}
// this list is populated by graph validation, and lists all of the targets that nodes did not like
[NonSerialized]
List<Target> m_UnsupportedTargets = new List<Target>();
public List<Target> unsupportedTargets { get => m_UnsupportedTargets; }
private Comparison<Target> targetComparison = new Comparison<Target>((a, b) => string.Compare(a.displayName, b.displayName));
public void SortActiveTargets()
{
activeTargets.Sort(targetComparison);
}
// TODO: Need a better way to handle this
public bool hasVFXCompatibleTarget => activeTargets.Any(o => o.SupportsVFX());
#if VFX_GRAPH_10_0_0_OR_NEWER
public bool hasVFXTarget
{
get
{
bool supports = true;
supports &= !isSubGraph;
supports &= activeTargets.Any();
// Maintain support for VFXTarget and VFX compatible targets.
supports &= activeTargets.OfType<VFXTarget>().Any() || hasVFXCompatibleTarget;
return supports;
}
}
public bool isOnlyVFXTarget => activeTargets.Count() == 1 &&
activeTargets.Count(t => t is VFXTarget) == 1;
#else
public bool isVFXTarget => false;
public bool isOnlyVFXTarget => false;
#endif
#endregion
public GraphData()
{
m_GroupItems[null] = new List<IGroupItem>();
GetBlockFieldDescriptors();
AddKnownTargetsToPotentialTargets();
}
// used to initialize the graph with targets, i.e. when creating new graphs via the popup menu
public void InitializeOutputs(Target[] targets, BlockFieldDescriptor[] blockDescriptors)
{
if (targets == null)
return;
foreach (var target in targets)
{
if (GetTargetIndexByKnownType(target.GetType()) >= 0)
{
SetTargetActive(target, true);
}
}
SortActiveTargets();
if (blockDescriptors != null)
{
foreach (var descriptor in blockDescriptors)
{
var contextData = descriptor.shaderStage == ShaderStage.Fragment ? m_FragmentContext : m_VertexContext;
var block = (BlockNode)Activator.CreateInstance(typeof(BlockNode));
block.Init(descriptor);
AddBlockNoValidate(block, contextData, contextData.blocks.Count);
}
}
ValidateGraph();
var activeBlocks = GetActiveBlocksForAllActiveTargets();
UpdateActiveBlocks(activeBlocks);
}
void GetBlockFieldDescriptors()
{
m_BlockFieldDescriptors = new List<BlockFieldDescriptor>();
var asmTypes = TypeCache.GetTypesWithAttribute<GenerateBlocksAttribute>();
foreach (var type in asmTypes)
{
var attrs = type.GetCustomAttributes(typeof(GenerateBlocksAttribute), false);
if (attrs == null || attrs.Length <= 0)
continue;
var attribute = attrs[0] as GenerateBlocksAttribute;
// Get all fields that are BlockFieldDescriptor
// If field and context stages match add to list
foreach (var fieldInfo in type.GetFields())
{
if (fieldInfo.GetValue(type) is BlockFieldDescriptor blockFieldDescriptor)
{
blockFieldDescriptor.path = attribute.path;
m_BlockFieldDescriptors.Add(blockFieldDescriptor);
}
}
}
}
void AddKnownTargetsToPotentialTargets()
{
Assert.AreEqual(m_AllPotentialTargets.Count, 0);
// Find all valid Targets by looking in the TypeCache
var targetTypes = TypeCache.GetTypesDerivedFrom<Target>();
foreach (var type in targetTypes)
{
if (type.IsAbstract || type.IsGenericType || !type.IsClass)
continue;
// create a new instance of the Target, to represent the potential Target
// NOTE: this instance may be replaced later if we serialize in an Active Target of that type
var target = (Target)Activator.CreateInstance(type);
if (!target.isHidden)
{
m_AllPotentialTargets.Add(new PotentialTarget(target));
}
}
}
public void SortAndUpdateActiveTargets()
{
SortActiveTargets();
ValidateGraph();
NodeUtils.ReevaluateActivityOfNodeList(m_Nodes.SelectValue());
}
public void ClearChanges()
{
m_AddedNodes.Clear();
m_RemovedNodes.Clear();
m_PastedNodes.Clear();
m_ParentGroupChanges.Clear();
m_AddedGroups.Clear();
m_RemovedGroups.Clear();
m_PastedGroups.Clear();
m_AddedEdges.Clear();
m_RemovedEdges.Clear();
m_AddedInputs.Clear();
m_RemovedInputs.Clear();
m_MovedInputs.Clear();
m_AddedCategories.Clear();
m_RemovedCategories.Clear();
m_MovedCategories.Clear();
m_AddedStickyNotes.Clear();
m_RemovedNotes.Clear();
m_PastedStickyNotes.Clear();
m_MostRecentlyCreatedGroup = null;
m_MovedContexts = false;
}
public void AddNode(AbstractMaterialNode node)
{
if (node is AbstractMaterialNode materialNode)
{
if (isSubGraph && !materialNode.allowedInSubGraph)
{
Debug.LogWarningFormat("Attempting to add {0} to Sub Graph. This is not allowed.", materialNode.GetType());
return;
}
AddNodeNoValidate(materialNode);
// If adding a Sub Graph node whose asset contains Keywords
// Need to restest Keywords against the variant limit
if (node is SubGraphNode subGraphNode &&
subGraphNode.asset != null &&
subGraphNode.asset.keywords.Any())
{
OnKeywordChangedNoValidate();
}
ValidateGraph();
}
else
{
Debug.LogWarningFormat("Trying to add node {0} to Material graph, but it is not a {1}", node, typeof(AbstractMaterialNode));
}
}
public void CreateGroup(GroupData groupData)
{
if (AddGroup(groupData))
{
m_MostRecentlyCreatedGroup = groupData;
}
}
bool AddGroup(GroupData groupData)
{
if (m_GroupDatas.Contains(groupData))
return false;
m_GroupDatas.Add(groupData);
m_AddedGroups.Add(groupData);
m_GroupItems.Add(groupData, new List<IGroupItem>());
return true;
}
public void RemoveGroup(GroupData groupData)
{
RemoveGroupNoValidate(groupData);
ValidateGraph();
}
void RemoveGroupNoValidate(GroupData group)
{
if (!m_GroupDatas.Contains(group))
throw new InvalidOperationException("Cannot remove a group that doesn't exist.");
m_GroupDatas.Remove(group);
m_RemovedGroups.Add(group);
if (m_GroupItems.TryGetValue(group, out var items))
{
foreach (IGroupItem groupItem in items.ToList())
{
SetGroup(groupItem, null);
}
m_GroupItems.Remove(group);
}
}
public void AddStickyNote(StickyNoteData stickyNote)
{
if (m_StickyNoteDatas.Contains(stickyNote))
{
throw new InvalidOperationException("Sticky note has already been added to the graph.");
}
if (!m_GroupItems.ContainsKey(stickyNote.group))
{
throw new InvalidOperationException("Trying to add sticky note with group that doesn't exist.");
}
m_StickyNoteDatas.Add(stickyNote);
m_AddedStickyNotes.Add(stickyNote);
m_GroupItems[stickyNote.group].Add(stickyNote);
}
void RemoveNoteNoValidate(StickyNoteData stickyNote)
{
if (!m_StickyNoteDatas.Contains(stickyNote))
{
throw new InvalidOperationException("Cannot remove a note that doesn't exist.");
}
m_StickyNoteDatas.Remove(stickyNote);
m_RemovedNotes.Add(stickyNote);
if (m_GroupItems.TryGetValue(stickyNote.group, out var groupItems))
{
groupItems.Remove(stickyNote);
}
}
public void RemoveStickyNote(StickyNoteData stickyNote)
{
RemoveNoteNoValidate(stickyNote);
ValidateGraph();
}
public void SetGroup(IGroupItem node, GroupData group)
{
var groupChange = new ParentGroupChange()
{
groupItem = node,
oldGroup = node.group,
// Checking if the groupdata is null. If it is, then it means node has been removed out of a group.
// If the group data is null, then maybe the old group id should be removed
newGroup = group,
};
node.group = groupChange.newGroup;
var oldGroupNodes = m_GroupItems[groupChange.oldGroup];
oldGroupNodes.Remove(node);
m_GroupItems[groupChange.newGroup].Add(node);
m_ParentGroupChanges.Add(groupChange);
}
public void AddContexts()
{
m_VertexContext = new ContextData();
m_VertexContext.shaderStage = ShaderStage.Vertex;
m_VertexContext.position = new Vector2(0, 0);
m_FragmentContext = new ContextData();
m_FragmentContext.shaderStage = ShaderStage.Fragment;
m_FragmentContext.position = new Vector2(0, 200);
}
public void AddBlock(BlockNode blockNode, ContextData contextData, int index)
{
AddBlockNoValidate(blockNode, contextData, index);
ValidateGraph();
var activeBlocks = GetActiveBlocksForAllActiveTargets();
UpdateActiveBlocks(activeBlocks);
}
void AddBlockNoValidate(BlockNode blockNode, ContextData contextData, int index)
{
// Regular AddNode path
AddNodeNoValidate(blockNode);
// Set BlockNode properties
blockNode.contextData = contextData;
// Add to ContextData
if (index == -1 || index >= contextData.blocks.Count())
{
contextData.blocks.Add(blockNode);
}
else
{
contextData.blocks.Insert(index, blockNode);
}
}
public List<BlockFieldDescriptor> GetActiveBlocksForAllActiveTargets()
{
// Get list of active Block types
var currentBlocks = GetNodes<BlockNode>();
var context = new TargetActiveBlockContext(currentBlocks.Select(x => x.descriptor).ToList(), null);
foreach (var target in activeTargets)
{
target.GetActiveBlocks(ref context);
}
// custom blocks aren't going to exist in GetActiveBlocks, we need to ensure we grab those too.
foreach (var cibnode in currentBlocks.Where(bn => bn.isCustomBlock))
{
context.AddBlock(cibnode.descriptor);
}
return context.activeBlocks;
}
public void UpdateActiveBlocks(List<BlockFieldDescriptor> activeBlockDescriptors)
{
// Set Blocks as active based on supported Block list
//Note: we never want unknown blocks to be active, so explicitly set them to inactive always
bool disableCI = activeTargets.All(at => at.ignoreCustomInterpolators);
foreach (var vertexBlock in vertexContext.blocks)
{
if (vertexBlock.value?.isCustomBlock == true)
{
vertexBlock.value.SetOverrideActiveState(disableCI ? AbstractMaterialNode.ActiveState.ExplicitInactive : AbstractMaterialNode.ActiveState.ExplicitActive);
}
else if (vertexBlock.value?.descriptor?.isUnknown == true)
{
vertexBlock.value.SetOverrideActiveState(AbstractMaterialNode.ActiveState.ExplicitInactive);
}
else
{
vertexBlock.value.SetOverrideActiveState(activeBlockDescriptors.Contains(vertexBlock.value.descriptor) ? AbstractMaterialNode.ActiveState.ExplicitActive
: AbstractMaterialNode.ActiveState.ExplicitInactive);
}
}
foreach (var fragmentBlock in fragmentContext.blocks)
{
if (fragmentBlock.value?.descriptor?.isUnknown == true)
{
fragmentBlock.value.SetOverrideActiveState(AbstractMaterialNode.ActiveState.ExplicitInactive);
}
else
{
fragmentBlock.value.SetOverrideActiveState(activeBlockDescriptors.Contains(fragmentBlock.value.descriptor) ? AbstractMaterialNode.ActiveState.ExplicitActive
: AbstractMaterialNode.ActiveState.ExplicitInactive);
}
}
}
public void AddRemoveBlocksFromActiveList(List<BlockFieldDescriptor> activeBlockDescriptors)
{
var blocksToRemove = ListPool<BlockNode>.Get();
void GetBlocksToRemoveForContext(ContextData contextData)
{
for (int i = 0; i < contextData.blocks.Count; i++)
{
if (contextData.blocks[i].value?.isCustomBlock == true) // custom interpolators are fine.
continue;
var block = contextData.blocks[i];
if (!activeBlockDescriptors.Contains(block.value.descriptor))
{
var slot = block.value.FindSlot<MaterialSlot>(0);
//Need to check if a slot is not default value OR is an untracked unknown block type
if (slot.IsUsingDefaultValue() || block.value.descriptor.isUnknown) // TODO: How to check default value
{
blocksToRemove.Add(block);
}
}
}
}
void TryAddBlockToContext(BlockFieldDescriptor descriptor, ContextData contextData)
{
if (descriptor.shaderStage != contextData.shaderStage)
return;
if (contextData.blocks.Any(x => x.value.descriptor.Equals(descriptor)))
return;
var node = (BlockNode)Activator.CreateInstance(typeof(BlockNode));
node.Init(descriptor);
AddBlockNoValidate(node, contextData, contextData.blocks.Count);
}
// Get inactive Blocks to remove
GetBlocksToRemoveForContext(vertexContext);
GetBlocksToRemoveForContext(fragmentContext);
// Remove blocks
foreach (var block in blocksToRemove)
{
RemoveNodeNoValidate(block);
}
// Add active Blocks not currently in Contexts
foreach (var descriptor in activeBlockDescriptors)
{
TryAddBlockToContext(descriptor, vertexContext);
TryAddBlockToContext(descriptor, fragmentContext);
}
}
void AddNodeNoValidate(AbstractMaterialNode node)
{
if (node.group != null && !m_GroupItems.ContainsKey(node.group))
{
throw new InvalidOperationException("Cannot add a node whose group doesn't exist.");
}
node.owner = this;
m_Nodes.Add(node);
m_NodeDictionary.Add(node.objectId, node);
m_AddedNodes.Add(node);
m_GroupItems[node.group].Add(node);
}
public void RemoveNode(AbstractMaterialNode node)
{
if (!node.canDeleteNode)
{
throw new InvalidOperationException($"Node {node.name} ({node.objectId}) cannot be deleted.");
}
RemoveNodeNoValidate(node);
ValidateGraph();
if (node is BlockNode blockNode)
{
var activeBlocks = GetActiveBlocksForAllActiveTargets();
UpdateActiveBlocks(activeBlocks);
blockNode.Dirty(ModificationScope.Graph);
}
}
void RemoveNodeNoValidate(AbstractMaterialNode node)
{
if (!m_NodeDictionary.ContainsKey(node.objectId) && node.isActive && !m_RemovedNodes.Contains(node))
{
throw new InvalidOperationException("Cannot remove a node that doesn't exist.");
}
m_Nodes.Remove(node);
m_NodeDictionary.Remove(node.objectId);
messageManager?.RemoveNode(node.objectId);
m_RemovedNodes.Add(node);
if (m_GroupItems.TryGetValue(node.group, out var groupItems))
{
groupItems.Remove(node);
}
if (node is BlockNode blockNode && blockNode.contextData != null)
{
// Remove from ContextData
blockNode.contextData.blocks.Remove(blockNode);
}
}
void AddEdgeToNodeEdges(IEdge edge)
{
List<IEdge> inputEdges;
if (!m_NodeEdges.TryGetValue(edge.inputSlot.node.objectId, out inputEdges))
m_NodeEdges[edge.inputSlot.node.objectId] = inputEdges = new List<IEdge>();
inputEdges.Add(edge);
List<IEdge> outputEdges;
if (!m_NodeEdges.TryGetValue(edge.outputSlot.node.objectId, out outputEdges))
m_NodeEdges[edge.outputSlot.node.objectId] = outputEdges = new List<IEdge>();
outputEdges.Add(edge);
}
IEdge ConnectNoValidate(SlotReference fromSlotRef, SlotReference toSlotRef, bool assumeBatchSafety = false)
{
var fromNode = fromSlotRef.node;
var toNode = toSlotRef.node;
if (fromNode == null || toNode == null)
return null;
// both nodes must belong to this graph
if ((fromNode.owner != this) || (toNode.owner != this))
return null;
// if fromNode is already connected to toNode
// do now allow a connection as toNode will then
// have an edge to fromNode creating a cycle.
// if this is parsed it will lead to an infinite loop.
if (!assumeBatchSafety) // This may not be that helpful.
{
var dependentNodes = new List<AbstractMaterialNode>();
NodeUtils.CollectNodesNodeFeedsInto(dependentNodes, toNode);
if (dependentNodes.Contains(fromNode))
return null;
}
var fromSlot = fromNode.FindSlot<MaterialSlot>(fromSlotRef.slotId);
var toSlot = toNode.FindSlot<MaterialSlot>(toSlotRef.slotId);
if (fromSlot == null || toSlot == null)
return null;
if (fromSlot.isOutputSlot == toSlot.isOutputSlot)
return null;
var outputSlot = fromSlot.isOutputSlot ? fromSlotRef : toSlotRef;
var inputSlot = fromSlot.isInputSlot ? fromSlotRef : toSlotRef;
s_TempEdges.Clear();
GetEdges(inputSlot, s_TempEdges);
// remove any inputs that exits before adding
foreach (var edge in s_TempEdges)
{
RemoveEdgeNoValidate(edge);
}
var newEdge = new Edge(outputSlot, inputSlot);
m_Edges.Add(newEdge);
m_AddedEdges.Add(newEdge);
AddEdgeToNodeEdges(newEdge);
if (!assumeBatchSafety)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(toNode);
}
//Debug.LogFormat("Connected edge: {0} -> {1} ({2} -> {3})\n{4}", newEdge.outputSlot.nodeGuid, newEdge.inputSlot.nodeGuid, fromNode.name, toNode.name, Environment.StackTrace);
return newEdge;
}
public IEdge Connect(SlotReference fromSlotRef, SlotReference toSlotRef)
{
var newEdge = ConnectNoValidate(fromSlotRef, toSlotRef);
ValidateGraph();
return newEdge;
}
internal void UnnotifyAddedEdge(IEdge edge)
{
m_AddedEdges.Remove(edge);
}
public void RemoveEdges(IEdge[] edges)
{
if (edges.Length == 0)
return;
foreach (var edge in edges)
{
RemoveEdgeNoValidate(edge);
}
ValidateGraph();
}
public void RemoveEdge(IEdge e)
{
RemoveEdgeNoValidate(e);
ValidateGraph();
}
public void RemoveElements(AbstractMaterialNode[] nodes, IEdge[] edges, GroupData[] groups, StickyNoteData[] notes, ShaderInput[] inputs = null)
{
foreach (var node in nodes)
{
if (!node.canDeleteNode)
{
throw new InvalidOperationException($"Node {node.name} ({node.objectId}) cannot be deleted.");
}
}
foreach (var edge in edges.ToArray())
{
RemoveEdgeNoValidate(edge);
}
foreach (var serializableNode in nodes)
{
// Check if it is a Redirect Node
// Get the edges and then re-create all Edges
// This only works if it has all the edges.
// If one edge is already deleted then we can not re-create.
if (serializableNode is RedirectNodeData redirectNode)
{
redirectNode.GetOutputAndInputSlots(out SlotReference outputSlotRef, out var inputSlotRefs);
foreach (SlotReference slot in inputSlotRefs)
{
ConnectNoValidate(outputSlotRef, slot);
}
}
RemoveNodeNoValidate(serializableNode);
}
foreach (var noteData in notes)
{
RemoveNoteNoValidate(noteData);
}
foreach (var groupData in groups)
{
RemoveGroupNoValidate(groupData);
}
if (inputs != null)
{
foreach (var shaderInput in inputs)
{
RemoveGraphInputNoValidate(shaderInput);
}
}
ValidateGraph();
if (nodes.Any(x => x is BlockNode))
{
var activeBlocks = GetActiveBlocksForAllActiveTargets();
UpdateActiveBlocks(activeBlocks);
}
}
void RemoveEdgeNoValidate(IEdge e, bool reevaluateActivity = true)
{
e = m_Edges.FirstOrDefault(x => x.Equals(e));
if (e == null)
throw new ArgumentException("Trying to remove an edge that does not exist.", "e");
m_Edges.Remove(e as Edge);
AbstractMaterialNode input = e.inputSlot.node, output = e.outputSlot.node;
if (input != null && ShaderGraphPreferences.autoAddRemoveBlocks)
{
checkAutoAddRemoveBlocks = true;
}
List<IEdge> inputNodeEdges;
if (m_NodeEdges.TryGetValue(input.objectId, out inputNodeEdges))
inputNodeEdges.Remove(e);
List<IEdge> outputNodeEdges;
if (m_NodeEdges.TryGetValue(output.objectId, out outputNodeEdges))
outputNodeEdges.Remove(e);
m_AddedEdges.Remove(e);
m_RemovedEdges.Add(e);
if (reevaluateActivity)
{
if (input != null)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(input);
}
if (output != null)
{
NodeUtils.ReevaluateActivityOfConnectedNodes(output);
}
}
}
public AbstractMaterialNode GetNodeFromId(string nodeId)
{
m_NodeDictionary.TryGetValue(nodeId, out var node);
return node;
}
public T GetNodeFromId<T>(string nodeId) where T : class
{
m_NodeDictionary.TryGetValue(nodeId, out var node);
return node as T;
}
internal Texture2DShaderProperty GetMainTexture()
{
foreach (var prop in properties)
{
if (prop is Texture2DShaderProperty tex)
{
if (tex.isMainTexture)
{
return tex;
}
}
}
return null;
}
internal ColorShaderProperty GetMainColor()
{
foreach (var prop in properties)
{
if (prop is ColorShaderProperty col)
{
if (col.isMainColor)
{
return col;
}
}
}
return null;
}
public bool ContainsCategory(CategoryData categoryData)
{
return categories.Contains(categoryData);
}
public bool ContainsInput(ShaderInput shaderInput)
{
if (shaderInput == null)
return false;
return properties.Contains(shaderInput) || keywords.Contains(shaderInput) || dropdowns.Contains(shaderInput);
}
public bool ContainsNode(AbstractMaterialNode node)
{
if (node == null)
return false;
return m_NodeDictionary.TryGetValue(node.objectId, out var foundNode) && node == foundNode;
}
public void GetEdges(MaterialSlot slot, List<IEdge> foundEdges)
{
List<IEdge> candidateEdges;
if (!m_NodeEdges.TryGetValue(slot.owner.objectId, out candidateEdges))
return;
foreach (var edge in candidateEdges)
{
var cs = slot.isInputSlot ? edge.inputSlot : edge.outputSlot;
if (cs.node == slot.owner && cs.slotId == slot.id)
foundEdges.Add(edge);
}
}
public void GetEdges(SlotReference s, List<IEdge> foundEdges)
{
List<IEdge> candidateEdges;
if (!m_NodeEdges.TryGetValue(s.node.objectId, out candidateEdges))
return;
MaterialSlot slot = s.slot;
foreach (var edge in candidateEdges)
{
var cs = slot.isInputSlot ? edge.inputSlot : edge.outputSlot;
if (cs.node == s.node && cs.slotId == s.slotId)
foundEdges.Add(edge);
}
}
public IEnumerable<IEdge> GetEdges(SlotReference s)
{
var edges = new List<IEdge>();
GetEdges(s, edges);
return edges;
}
public void GetEdges(AbstractMaterialNode node, List<IEdge> foundEdges)
{
if (m_NodeEdges.TryGetValue(node.objectId, out var edges))
{
foundEdges.AddRange(edges);
}
}
public IEnumerable<IEdge> GetEdges(AbstractMaterialNode node)
{
List<IEdge> edges = new List<IEdge>();
GetEdges(node, edges);
return edges;
}
public void ForeachHLSLProperty(Action<HLSLProperty> action)
{
foreach (var prop in properties)
prop.ForeachHLSLProperty(action);
}
public void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode)
{
foreach (var prop in properties)
{
// For VFX Shader generation, we must omit exposed properties from the Material CBuffer.
// This is because VFX computes properties on the fly in the vertex stage, and packed into interpolator.
if (generationMode == GenerationMode.VFX && prop.isExposed)
{
prop.overrideHLSLDeclaration = true;
prop.hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare;
}
// ugh, this needs to be moved to the gradient property implementation
if (prop is GradientShaderProperty gradientProp && generationMode == GenerationMode.Preview)
{
GradientUtil.GetGradientPropertiesForPreview(collector, gradientProp.referenceName, gradientProp.value);
continue;
}
collector.AddShaderProperty(prop);
}
}
public void CollectShaderKeywords(KeywordCollector collector, GenerationMode generationMode)
{
foreach (var keyword in keywords)
{
collector.AddShaderKeyword(keyword);
}
// Alwways calculate permutations when collecting
collector.CalculateKeywordPermutations();
}
public bool IsInputAllowedInGraph(ShaderInput input)
{
return (isSubGraph && input.allowedInSubGraph) || (!isSubGraph && input.allowedInMainGraph);
}
public bool IsInputAllowedInGraph(AbstractMaterialNode node)
{
return (isSubGraph && node.allowedInSubGraph) || (!isSubGraph && node.allowedInMainGraph);
}
// adds the input to the graph, and sanitizes the names appropriately
public void AddGraphInput(ShaderInput input, int index = -1)
{
if (input == null)
return;
// sanitize the display name
input.SetDisplayNameAndSanitizeForGraph(this);
// sanitize the reference name
input.SetReferenceNameAndSanitizeForGraph(this);
AddGraphInputNoSanitization(input, index);
}
// just adds the input to the graph, does not fix colliding or illegal names
internal void AddGraphInputNoSanitization(ShaderInput input, int index = -1)
{
if (input == null)
return;
switch (input)
{
case AbstractShaderProperty property:
if (m_Properties.Contains(property))
return;
if (index < 0)
m_Properties.Add(property);
else
m_Properties.Insert(index, property);
break;
case ShaderKeyword keyword:
if (m_Keywords.Contains(keyword))
return;
if (index < 0)
m_Keywords.Add(keyword);
else
m_Keywords.Insert(index, keyword);
OnKeywordChangedNoValidate();
break;
case ShaderDropdown dropdown:
if (m_Dropdowns.Contains(dropdown))
return;
if (index < 0)
m_Dropdowns.Add(dropdown);
else
m_Dropdowns.Insert(index, dropdown);
OnDropdownChangedNoValidate();
break;
default:
throw new ArgumentOutOfRangeException();
}
m_AddedInputs.Add(input);
}
// only ignores names matching ignoreName on properties matching ignoreGuid
public List<string> BuildPropertyDisplayNameList(AbstractShaderProperty ignoreProperty, string ignoreName)
{
List<String> result = new List<String>();
foreach (var p in properties)
{
int before = result.Count;
p.GetPropertyDisplayNames(result);
if ((p == ignoreProperty) && (ignoreName != null))
{
// remove ignoreName, if it was just added
for (int i = before; i < result.Count; i++)
{
if (result[i] == ignoreName)
{
result.RemoveAt(i);
break;
}
}
}
}
return result;
}
// only ignores names matching ignoreName on properties matching ignoreGuid
public List<string> BuildPropertyReferenceNameList(AbstractShaderProperty ignoreProperty, string ignoreName)
{
List<String> result = new List<String>();
foreach (var p in properties)
{
int before = result.Count;
p.GetPropertyReferenceNames(result);
if ((p == ignoreProperty) && (ignoreName != null))
{
// remove ignoreName, if it was just added
for (int i = before; i < result.Count; i++)
{
if (result[i] == ignoreName)
{
result.RemoveAt(i);
break;
}
}
}
}
return result;
}
public string SanitizeGraphInputName(ShaderInput input, string desiredName)
{
string currentName = input.displayName;
string sanitizedName = desiredName.Trim();
switch (input)
{
case AbstractShaderProperty property:
sanitizedName = GraphUtil.SanitizeName(BuildPropertyDisplayNameList(property, currentName), "{0} ({1})", sanitizedName);
break;
case ShaderKeyword keyword:
sanitizedName = GraphUtil.SanitizeName(keywords.Where(p => p != input).Select(p => p.displayName), "{0} ({1})", sanitizedName);
break;
case ShaderDropdown dropdown:
sanitizedName = GraphUtil.SanitizeName(dropdowns.Where(p => p != input).Select(p => p.displayName), "{0} ({1})", sanitizedName);
break;
default:
throw new ArgumentOutOfRangeException();
}
return sanitizedName;
}
public string SanitizeGraphInputReferenceName(ShaderInput input, string desiredName)
{
var sanitizedName = NodeUtils.ConvertToValidHLSLIdentifier(desiredName, (desiredName) => (NodeUtils.IsShaderLabKeyWord(desiredName) || NodeUtils.IsShaderGraphKeyWord(desiredName)));
switch (input)
{
case AbstractShaderProperty property:
{
// must deduplicate ref names against keywords, dropdowns, and properties, as they occupy the same name space
var existingNames = properties.Where(p => p != property).Select(p => p.referenceName).Union(keywords.Select(p => p.referenceName)).Union(dropdowns.Select(p => p.referenceName));
sanitizedName = GraphUtil.DeduplicateName(existingNames, "{0}_{1}", sanitizedName);
}
break;
case ShaderKeyword keyword:
{
// must deduplicate ref names against keywords, dropdowns, and properties, as they occupy the same name space
sanitizedName = sanitizedName.ToUpper();
var existingNames = properties.Select(p => p.referenceName).Union(keywords.Where(p => p != input).Select(p => p.referenceName)).Union(dropdowns.Select(p => p.referenceName));
sanitizedName = GraphUtil.DeduplicateName(existingNames, "{0}_{1}", sanitizedName);
}
break;
case ShaderDropdown dropdown:
{
// must deduplicate ref names against keywords, dropdowns, and properties, as they occupy the same name space
var existingNames = properties.Select(p => p.referenceName).Union(keywords.Select(p => p.referenceName)).Union(dropdowns.Where(p => p != input).Select(p => p.referenceName));
sanitizedName = GraphUtil.DeduplicateName(existingNames, "{0}_{1}", sanitizedName);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
return sanitizedName;
}
// copies the ShaderInput, and adds it to the graph with proper name sanitization, returning the copy
public ShaderInput AddCopyOfShaderInput(ShaderInput source, int insertIndex = -1)
{
ShaderInput copy = source.Copy();
// some ShaderInputs cannot be copied (unknown types)
if (copy == null)
return null;
// copy common properties that should always be copied over
copy.generatePropertyBlock = source.generatePropertyBlock; // the exposed toggle
if ((source is AbstractShaderProperty sourceProp) && (copy is AbstractShaderProperty copyProp))
{
copyProp.hidden = sourceProp.hidden;
copyProp.precision = sourceProp.precision;
copyProp.overrideHLSLDeclaration = sourceProp.overrideHLSLDeclaration;
copyProp.hlslDeclarationOverride = sourceProp.hlslDeclarationOverride;
copyProp.useCustomSlotLabel = sourceProp.useCustomSlotLabel;
}
// sanitize the display name (we let the .Copy() function actually copy the display name over)
copy.SetDisplayNameAndSanitizeForGraph(this);
// copy and sanitize the reference name (must do this after the display name, so the default is correct)
if (source.IsUsingNewDefaultRefName())
{
// if source was using new default, we can just rely on the default for the copy we made.
// the code above has already handled collisions properly for the default,
// and it will assign the same name as the source if there are no collisions.
// Also it will result better names chosen when there are collisions.
}
else
{
// when the source is using an old default, we set it as an override
copy.SetReferenceNameAndSanitizeForGraph(this, source.referenceName);
}
copy.OnBeforePasteIntoGraph(this);
AddGraphInputNoSanitization(copy, insertIndex);
return copy;
}
public void RemoveGraphInput(ShaderInput input)
{
switch (input)
{
case AbstractShaderProperty property:
var propertyNodes = GetNodes<PropertyNode>().Where(x => x.property == input).ToList();
foreach (var propertyNode in propertyNodes)
ReplacePropertyNodeWithConcreteNodeNoValidate(propertyNode);
break;
}
// Also remove this input from any category it existed in
foreach (var categoryData in categories)
{
if (categoryData.IsItemInCategory(input))
{
categoryData.RemoveItemFromCategory(input);
break;
}
}
RemoveGraphInputNoValidate(input);
ValidateGraph();
}
public void MoveCategory(CategoryData category, int newIndex)
{
if (newIndex > m_CategoryData.Count || newIndex < 0)
{
AssertHelpers.Fail("New index is not within categories list.");
return;
}
var currentIndex = m_CategoryData.IndexOf(category);
if (currentIndex == -1)
{
AssertHelpers.Fail("Category is not in graph.");
return;
}
if (newIndex == currentIndex)
return;
m_CategoryData.RemoveAt(currentIndex);
if (newIndex > currentIndex)
newIndex--;
var isLast = newIndex == m_CategoryData.Count;
if (isLast)
m_CategoryData.Add(category);
else
m_CategoryData.Insert(newIndex, category);
if (!m_MovedCategories.Contains(category))
m_MovedCategories.Add(category);
}
public void MoveItemInCategory(ShaderInput itemToMove, int newIndex, string associatedCategoryGuid)
{
foreach (var categoryData in categories)
{
if (categoryData.categoryGuid == associatedCategoryGuid && categoryData.IsItemInCategory(itemToMove))
{
// Validate new index to move the item to
if (newIndex < -1 || newIndex >= categoryData.childCount)
{
AssertHelpers.Fail("Provided invalid index input to MoveItemInCategory.");
return;
}
categoryData.MoveItemInCategory(itemToMove, newIndex);
break;
}
}
}
public int GetGraphInputIndex(ShaderInput input)
{
switch (input)
{
case AbstractShaderProperty property:
return m_Properties.IndexOf(property);
case ShaderKeyword keyword:
return m_Keywords.IndexOf(keyword);
case ShaderDropdown dropdown:
return m_Dropdowns.IndexOf(dropdown);
default:
throw new ArgumentOutOfRangeException();
}
}
void RemoveGraphInputNoValidate(ShaderInput shaderInput)
{
if (shaderInput is AbstractShaderProperty property && m_Properties.Remove(property) ||
shaderInput is ShaderKeyword keyword && m_Keywords.Remove(keyword) ||
shaderInput is ShaderDropdown dropdown && m_Dropdowns.Remove(dropdown))
{
m_RemovedInputs.Add(shaderInput);
m_AddedInputs.Remove(shaderInput);
m_MovedInputs.Remove(shaderInput);
}
}
static List<IEdge> s_TempEdges = new List<IEdge>();
public void ReplacePropertyNodeWithConcreteNode(PropertyNode propertyNode)
{
ReplacePropertyNodeWithConcreteNodeNoValidate(propertyNode);
ValidateGraph();
}
void ReplacePropertyNodeWithConcreteNodeNoValidate(PropertyNode propertyNode, bool deleteNodeIfNoConcreteFormExists = true)
{
var property = properties.FirstOrDefault(x => x == propertyNode.property) ?? propertyNode.property;
if (property == null)
return;
var node = property.ToConcreteNode() as AbstractMaterialNode;
if (node == null) // Some nodes have no concrete form
{
if (deleteNodeIfNoConcreteFormExists)
RemoveNodeNoValidate(propertyNode);
return;
}
var slot = propertyNode.FindOutputSlot<MaterialSlot>(PropertyNode.OutputSlotId);
var newSlot = node.GetOutputSlots<MaterialSlot>().FirstOrDefault(s => s.valueType == slot.valueType);
if (newSlot == null)
return;
node.drawState = propertyNode.drawState;
node.group = propertyNode.group;
AddNodeNoValidate(node);
foreach (var edge in this.GetEdges(slot.slotReference))
ConnectNoValidate(newSlot.slotReference, edge.inputSlot);
RemoveNodeNoValidate(propertyNode);
}
public void AddCategory(CategoryData categoryDataReference)
{
m_CategoryData.Add(categoryDataReference);
m_AddedCategories.Add(categoryDataReference);
}
public string FindCategoryForInput(ShaderInput input)
{
foreach (var categoryData in categories)
{
if (categoryData.IsItemInCategory(input))
{
return categoryData.categoryGuid;
}
}
AssertHelpers.Fail("Attempted to find category for an input that doesn't exist in the graph.");
return String.Empty;
}
public void ChangeCategoryName(string categoryGUID, string newName)
{
foreach (var categoryData in categories)
{
if (categoryData.categoryGuid == categoryGUID)
{
var sanitizedCategoryName = GraphUtil.SanitizeCategoryName(newName);
categoryData.name = sanitizedCategoryName;
return;
}
}
AssertHelpers.Fail("Attempted to change name of a category that does not exist in the graph.");
}
public void InsertItemIntoCategory(string categoryGUID, ShaderInput itemToAdd, int insertionIndex = -1)
{
foreach (var categoryData in categories)
{
if (categoryData.categoryGuid == categoryGUID)
{
categoryData.InsertItemIntoCategory(itemToAdd, insertionIndex);
}
// Also make sure to remove this items guid from an existing category if it exists within one
else if (categoryData.IsItemInCategory(itemToAdd))
{
categoryData.RemoveItemFromCategory(itemToAdd);
}
}
}
public void RemoveItemFromCategory(string categoryGUID, ShaderInput itemToRemove)
{
foreach (var categoryData in categories)
{
if (categoryData.categoryGuid == categoryGUID)
{
categoryData.RemoveItemFromCategory(itemToRemove);
return;
}
}
AssertHelpers.Fail("Attempted to remove item from a category that does not exist in the graph.");
}
public void RemoveCategory(string categoryGUID)
{
var existingCategory = categories.FirstOrDefault(category => category.categoryGuid == categoryGUID);
if (existingCategory != null)
{
m_CategoryData.Remove(existingCategory);
m_RemovedCategories.Add(existingCategory);
// Whenever a category is removed, also remove any inputs within that category
foreach (var shaderInput in existingCategory.Children)
RemoveGraphInput(shaderInput);
}
else
AssertHelpers.Fail("Attempted to remove a category that does not exist in the graph.");
}
// This differs from the rest of the category handling functions due to how categories can be copied between graphs
// Since we have no guarantee of us owning the categories, we need a direct reference to the category to copy
public CategoryData CopyCategory(CategoryData categoryToCopy)
{
var copiedCategory = new CategoryData(categoryToCopy);
AddCategory(copiedCategory);
// Whenever a category is copied, also copy over all the inputs within that category
foreach (var childInputToCopy in categoryToCopy.Children)
{
var newShaderInput = AddCopyOfShaderInput(childInputToCopy);
copiedCategory.InsertItemIntoCategory(newShaderInput);
}
return copiedCategory;
}
public void OnKeywordChanged()
{
OnKeywordChangedNoValidate();
ValidateGraph();
}
public void OnKeywordChangedNoValidate()
{
DirtyAll<AbstractMaterialNode>(ModificationScope.Topological);
}
public void OnDropdownChanged()
{
OnDropdownChangedNoValidate();
ValidateGraph();
}
public void OnDropdownChangedNoValidate()
{
DirtyAll<AbstractMaterialNode>(ModificationScope.Topological);
}
public void CleanupGraph()
{
//First validate edges, remove any
//orphans. This can happen if a user
//manually modifies serialized data
//of if they delete a node in the inspector
//debug view.
foreach (var edge in edges.ToArray())
{
var outputNode = edge.outputSlot.node;
var inputNode = edge.inputSlot.node;
MaterialSlot outputSlot = null;
MaterialSlot inputSlot = null;
if (ContainsNode(outputNode) && ContainsNode(inputNode))
{
outputSlot = outputNode.FindOutputSlot<MaterialSlot>(edge.outputSlot.slotId);
inputSlot = inputNode.FindInputSlot<MaterialSlot>(edge.inputSlot.slotId);
}
if (outputNode == null
|| inputNode == null
|| outputSlot == null
|| inputSlot == null)
{
//orphaned edge
RemoveEdgeNoValidate(edge, false);
}
}
}
private void DirtyAll<T>(ModificationScope modificationScope) where T : AbstractMaterialNode
{
graphIsConcretizing = true;
try
{
var allNodes = GetNodes<T>();
foreach (var node in allNodes)
{
node.Dirty(modificationScope);
node.ValidateNode();
}
}
catch (System.Exception e)
{
graphIsConcretizing = false;
throw e;
}
graphIsConcretizing = false;
}
public void ValidateGraph()
{
messageManager?.ClearAllFromProvider(this);
CleanupGraph();
GraphSetup.SetupGraph(this);
GraphConcretization.ConcretizeGraph(this);
GraphValidation.ValidateGraph(this);
for (int i = 0; i < m_AddedEdges.Count; ++i)
{
var edge = m_AddedEdges[i];
if (!ContainsNode(edge.outputSlot.node) || !ContainsNode(edge.inputSlot.node))
{
Debug.LogWarningFormat("Added edge is invalid: {0} -> {1}\n{2}", edge.outputSlot.node.objectId, edge.inputSlot.node.objectId, Environment.StackTrace);
m_AddedEdges.Remove(edge);
}
}
for (int i = 0; i < m_ParentGroupChanges.Count; ++i)
{
var groupChange = m_ParentGroupChanges[i];
switch (groupChange.groupItem)
{
case AbstractMaterialNode node when !ContainsNode(node):
case StickyNoteData stickyNote when !m_StickyNoteDatas.Contains(stickyNote):
m_ParentGroupChanges.Remove(groupChange);
break;
}
}
var existingDefaultCategory = categories.FirstOrDefault();
if (existingDefaultCategory?.childCount == 0 && categories.Count() == 1 && (properties.Count() != 0 || keywords.Count() != 0 || dropdowns.Count() != 0))
{
// Have a graph with category data in invalid state
// there is only one category, the default category, and all shader inputs should belong to it
// Clear category data as it will get reconstructed in the BlackboardController constructor
m_CategoryData.Clear();
}
ValidateCustomBlockLimit();
ValidateContextBlocks();
}
public void AddValidationError(string id, string errorMessage,
ShaderCompilerMessageSeverity severity = ShaderCompilerMessageSeverity.Error)
{
messageManager?.AddOrAppendError(this, id, new ShaderMessage("Validation: " + errorMessage, severity));
}
public void AddSetupError(string id, string errorMessage,
ShaderCompilerMessageSeverity severity = ShaderCompilerMessageSeverity.Error)
{
messageManager?.AddOrAppendError(this, id, new ShaderMessage("Setup: " + errorMessage, severity));
}
public void AddConcretizationError(string id, string errorMessage,
ShaderCompilerMessageSeverity severity = ShaderCompilerMessageSeverity.Error)
{
messageManager?.AddOrAppendError(this, id, new ShaderMessage("Concretization: " + errorMessage, severity));
}
public void ClearErrorsForNode(AbstractMaterialNode node)
{
messageManager?.ClearNodesFromProvider(this, node.ToEnumerable());
}
internal bool replaceInProgress = false;
public void ReplaceWith(GraphData other)
{
if (other == null)
throw new ArgumentException("Can only replace with another AbstractMaterialGraph", "other");
replaceInProgress = true;
m_GraphPrecision = other.m_GraphPrecision;
m_PreviewMode = other.m_PreviewMode;
m_OutputNode = other.m_OutputNode;
if ((this.vertexContext.position != other.vertexContext.position) ||
(this.fragmentContext.position != other.fragmentContext.position))
{
this.vertexContext.position = other.vertexContext.position;
this.fragmentContext.position = other.fragmentContext.position;
m_MovedContexts = true;
}
using (var inputsToRemove = PooledList<ShaderInput>.Get())
{
foreach (var property in m_Properties.SelectValue())
inputsToRemove.Add(property);
foreach (var keyword in m_Keywords.SelectValue())
inputsToRemove.Add(keyword);
foreach (var dropdown in m_Dropdowns.SelectValue())
inputsToRemove.Add(dropdown);
foreach (var input in inputsToRemove)
RemoveGraphInputNoValidate(input);
}
foreach (var otherProperty in other.properties)
{
AddGraphInputNoSanitization(otherProperty);
}
foreach (var otherKeyword in other.keywords)
{
AddGraphInputNoSanitization(otherKeyword);
}
foreach (var otherDropdown in other.dropdowns)
{
AddGraphInputNoSanitization(otherDropdown);
}
other.ValidateGraph();
ValidateGraph();
// Current tactic is to remove all nodes and edges and then re-add them, such that depending systems
// will re-initialize with new references.
using (ListPool<GroupData>.Get(out var removedGroupDatas))
{
removedGroupDatas.AddRange(m_GroupDatas.SelectValue());
foreach (var groupData in removedGroupDatas)
{
RemoveGroupNoValidate(groupData);
}
}
using (ListPool<StickyNoteData>.Get(out var removedNoteDatas))
{
removedNoteDatas.AddRange(m_StickyNoteDatas.SelectValue());
foreach (var groupData in removedNoteDatas)
{
RemoveNoteNoValidate(groupData);
}
}
using (var pooledList = ListPool<IEdge>.Get(out var removedNodeEdges))
{
removedNodeEdges.AddRange(m_Edges);
foreach (var edge in removedNodeEdges)
RemoveEdgeNoValidate(edge);
}
using (var nodesToRemove = PooledList<AbstractMaterialNode>.Get())
{
nodesToRemove.AddRange(m_Nodes.SelectValue());
foreach (var node in nodesToRemove)
RemoveNodeNoValidate(node);
}
// Clear category data too before re-adding
m_CategoryData.Clear();
ValidateGraph();
foreach (GroupData groupData in other.groups)
AddGroup(groupData);
// If categories are ever removed completely, make sure there is always one default category that exists
if (!other.categories.Any())
{
AddCategory(CategoryData.DefaultCategory());
}
else
{
foreach (CategoryData categoryData in other.categories)
{
AddCategory(categoryData);
}
}
foreach (var stickyNote in other.stickyNotes)
{
AddStickyNote(stickyNote);
}
foreach (var node in other.GetNodes<AbstractMaterialNode>())
{
if (node is BlockNode blockNode)
{
var contextData = blockNode.descriptor.shaderStage == ShaderStage.Vertex ? vertexContext : fragmentContext;
AddBlockNoValidate(blockNode, contextData, blockNode.index);
}
else
{
AddNodeNoValidate(node);
}
}
foreach (var edge in other.edges)
{
ConnectNoValidate(edge.outputSlot, edge.inputSlot, true);
}
outputNode = other.outputNode;
// clear our local active targets and copy state from the other GraphData
// NOTE: we DO NOT clear or rebuild m_AllPotentialTargets, in order to
// retain the data from any inactive targets.
// this allows the user can add them back and keep the old settings
m_ActiveTargets.Clear();
foreach (var target in other.activeTargets)
{
// Ensure target inits correctly
var context = new TargetSetupContext();
target.Setup(ref context);
SetTargetActive(target, true);
}
SortActiveTargets();
// Active blocks
var activeBlocks = GetActiveBlocksForAllActiveTargets();
UpdateActiveBlocks(activeBlocks);
replaceInProgress = false;
ValidateGraph();
}
internal void PasteGraph(CopyPasteGraph graphToPaste, List<AbstractMaterialNode> remappedNodes,
List<Edge> remappedEdges)
{
var groupMap = new Dictionary<GroupData, GroupData>();
foreach (var group in graphToPaste.groups)
{
var position = group.position;
position.x += 30;
position.y += 30;
GroupData newGroup = new GroupData(group.title, position);
groupMap[group] = newGroup;
AddGroup(newGroup);
m_PastedGroups.Add(newGroup);
}
foreach (var stickyNote in graphToPaste.stickyNotes)
{
var position = stickyNote.position;
position.x += 30;
position.y += 30;
StickyNoteData pastedStickyNote = new StickyNoteData(stickyNote.title, stickyNote.content, position);
pastedStickyNote.textSize = stickyNote.textSize;
pastedStickyNote.theme = stickyNote.theme;
if (stickyNote.group != null && groupMap.ContainsKey(stickyNote.group))
{
pastedStickyNote.group = groupMap[stickyNote.group];
}
AddStickyNote(pastedStickyNote);
m_PastedStickyNotes.Add(pastedStickyNote);
}
var edges = graphToPaste.edges.ToList();
var nodeList = graphToPaste.GetNodes<AbstractMaterialNode>();
foreach (var node in nodeList)
{
// cannot paste block nodes, or unknown node types
if ((node is BlockNode) || (node is MultiJsonInternal.UnknownNodeType))
continue;
if (!IsInputAllowedInGraph(node))
continue;
AbstractMaterialNode pastedNode = node;
// Check if the property nodes need to be made into a concrete node.
if (node is PropertyNode propertyNode)
{
// If the property is not in the current graph, do check if the
// property can be made into a concrete node.
var property = m_Properties.SelectValue().FirstOrDefault(x => x.objectId == propertyNode.property.objectId
|| (x.propertyType == propertyNode.property.propertyType && x.referenceName == propertyNode.property.referenceName));
if (property != null)
{
propertyNode.property = property;
}
else
{
pastedNode = propertyNode.property.ToConcreteNode();
// some property nodes cannot be concretized.. fail to paste them
if (pastedNode == null)
continue;
pastedNode.drawState = node.drawState;
for (var i = 0; i < edges.Count; i++)
{
var edge = edges[i];
if (edge.outputSlot.node == node)
{
edges[i] = new Edge(new SlotReference(pastedNode, edge.outputSlot.slotId), edge.inputSlot);
}
else if (edge.inputSlot.node == node)
{
edges[i] = new Edge(edge.outputSlot, new SlotReference(pastedNode, edge.inputSlot.slotId));
}
}
}
}
// If the node has a group guid and no group has been copied, reset the group guid.
// Check if the node is inside a group
if (node.group != null)
{
if (groupMap.ContainsKey(node.group))
{
var absNode = pastedNode;
absNode.group = groupMap[node.group];
pastedNode = absNode;
}
else
{
pastedNode.group = null;
}
}
remappedNodes.Add(pastedNode);
AddNode(pastedNode);
// add the node to the pasted node list
m_PastedNodes.Add(pastedNode);
// Check if the keyword nodes need to have their keywords copied.
if (node is KeywordNode keywordNode)
{
var keyword = m_Keywords.SelectValue().FirstOrDefault(x => x.objectId == keywordNode.keyword.objectId
|| (x.keywordType == keywordNode.keyword.keywordType && x.referenceName == keywordNode.keyword.referenceName));
if (keyword != null)
{
keywordNode.keyword = keyword;
}
else
{
owner.graphDataStore.Dispatch(new AddShaderInputAction() { shaderInputReference = keywordNode.keyword });
}
// Always update Keyword nodes to handle any collisions resolved on the Keyword
keywordNode.UpdateNode();
}
// Check if the dropdown nodes need to have their dropdowns copied.
if (node is DropdownNode dropdownNode)
{
var dropdown = m_Dropdowns.SelectValue().FirstOrDefault(x => x.objectId == dropdownNode.dropdown.objectId
|| x.referenceName == dropdownNode.dropdown.referenceName);
if (dropdown != null)
{
dropdownNode.dropdown = dropdown;
}
else
{
owner.graphDataStore.Dispatch(new AddShaderInputAction() { shaderInputReference = dropdownNode.dropdown });
}
// Always update Dropdown nodes to handle any collisions resolved on the Keyword
dropdownNode.UpdateNode();
}
}
foreach (var edge in edges)
{
var newEdge = (Edge)Connect(edge.outputSlot, edge.inputSlot);
if (newEdge != null)
{
remappedEdges.Add(newEdge);
}
}
ValidateGraph();
}
public override void OnBeforeSerialize()
{
m_Edges.Sort();
ChangeVersion(latestVersion);
}
static T DeserializeLegacy<T>(string typeString, string json, Guid? overrideObjectId = null) where T : JsonObject
{
var jsonObj = MultiJsonInternal.CreateInstanceForDeserialization(typeString);
var value = jsonObj as T;
if (value == null)
{
Debug.Log($"Cannot create instance for {typeString}");
return null;
}
// by default, MultiJsonInternal.CreateInstance will create a new objectID randomly..
// we need some created objects to have deterministic objectIDs, because they affect the generated shader.
// if the generated shader is not deterministic, it can create ripple effects (i.e. causing Materials to be modified randomly as properties are renamed)
// so we provide this path to allow the calling code to override the objectID with something deterministic
if (overrideObjectId.HasValue)
value.OverrideObjectId(overrideObjectId.Value.ToString("N"));
MultiJsonInternal.Enqueue(value, json);
return value as T;
}
static AbstractMaterialNode DeserializeLegacyNode(string typeString, string json, Guid? overrideObjectId = null)
{
var jsonObj = MultiJsonInternal.CreateInstanceForDeserialization(typeString);
var value = jsonObj as AbstractMaterialNode;
if (value == null)
{
//Special case - want to support nodes of unknwon type for cross pipeline compatability
value = new LegacyUnknownTypeNode(typeString, json);
if (overrideObjectId.HasValue)
value.OverrideObjectId(overrideObjectId.Value.ToString("N"));
MultiJsonInternal.Enqueue(value, json);
return value as AbstractMaterialNode;
}
else
{
if (overrideObjectId.HasValue)
value.OverrideObjectId(overrideObjectId.Value.ToString("N"));
MultiJsonInternal.Enqueue(value, json);
return value as AbstractMaterialNode;
}
}
public override void OnAfterDeserialize(string json)
{
if (sgVersion == 0)
{
var graphData0 = JsonUtility.FromJson<GraphData0>(json);
//If a graph was previously updated to V2, since we had to rename m_Version to m_SGVersion to avoid collision with an upgrade system from
//HDRP, we have to handle the case that our version might not be correct -
if (graphData0.m_Version > 0)
{
sgVersion = graphData0.m_Version;
}
else
{
// graphData.m_Version == 0 (matches current sgVersion)
Guid assetGuid;
if (!Guid.TryParse(this.assetGuid, out assetGuid))
assetGuid = JsonObject.GenerateNamespaceUUID(Guid.Empty, json);
var nodeGuidMap = new Dictionary<string, AbstractMaterialNode>();
var propertyGuidMap = new Dictionary<string, AbstractShaderProperty>();
var keywordGuidMap = new Dictionary<string, ShaderKeyword>();
var groupGuidMap = new Dictionary<string, GroupData>();
var slotsField = typeof(AbstractMaterialNode).GetField("m_Slots", BindingFlags.Instance | BindingFlags.NonPublic);
var propertyField = typeof(PropertyNode).GetField("m_Property", BindingFlags.Instance | BindingFlags.NonPublic);
var keywordField = typeof(KeywordNode).GetField("m_Keyword", BindingFlags.Instance | BindingFlags.NonPublic);
var dropdownField = typeof(DropdownNode).GetField("m_Dropdown", BindingFlags.Instance | BindingFlags.NonPublic);
var defaultReferenceNameField = typeof(ShaderInput).GetField("m_DefaultReferenceName", BindingFlags.Instance | BindingFlags.NonPublic);
m_GroupDatas.Clear();
m_StickyNoteDatas.Clear();
foreach (var group0 in graphData0.m_Groups)
{
var group = new GroupData(group0.m_Title, group0.m_Position);
m_GroupDatas.Add(group);
if (!groupGuidMap.ContainsKey(group0.m_GuidSerialized))
{
groupGuidMap.Add(group0.m_GuidSerialized, group);
}
else if (!groupGuidMap[group0.m_GuidSerialized].Equals(group.objectId))
{
Debug.LogError("Group id mismatch");
}
}
foreach (var serializedProperty in graphData0.m_SerializedProperties)
{
var propObjectId = JsonObject.GenerateNamespaceUUID(assetGuid, serializedProperty.JSONnodeData);
var property = DeserializeLegacy<AbstractShaderProperty>(serializedProperty.typeInfo.fullName, serializedProperty.JSONnodeData, propObjectId);
if (property == null)
continue;
m_Properties.Add(property);
var input0 = JsonUtility.FromJson<ShaderInput0>(serializedProperty.JSONnodeData);
propertyGuidMap[input0.m_Guid.m_GuidSerialized] = property;
// Fix up missing reference names
// Properties on Sub Graphs in V0 never have reference names serialized
// To maintain Sub Graph node property mapping we force guid based reference names on upgrade
if (string.IsNullOrEmpty((string)defaultReferenceNameField.GetValue(property)))
{
// ColorShaderProperty is the only Property case where `GetDefaultReferenceName` was overriden
if (MultiJson.ParseType(serializedProperty.typeInfo.fullName) == typeof(ColorShaderProperty))
{
defaultReferenceNameField.SetValue(property, $"Color_{GuidEncoder.Encode(Guid.Parse(input0.m_Guid.m_GuidSerialized))}");
}
else
{
defaultReferenceNameField.SetValue(property, $"{property.concreteShaderValueType}_{GuidEncoder.Encode(Guid.Parse(input0.m_Guid.m_GuidSerialized))}");
}
}
}
foreach (var serializedKeyword in graphData0.m_SerializedKeywords)
{
var keyword = DeserializeLegacy<ShaderKeyword>(serializedKeyword.typeInfo.fullName, serializedKeyword.JSONnodeData);
if (keyword == null)
{
continue;
}
m_Keywords.Add(keyword);
var input0 = JsonUtility.FromJson<ShaderInput0>(serializedKeyword.JSONnodeData);
keywordGuidMap[input0.m_Guid.m_GuidSerialized] = keyword;
}
foreach (var serializedNode in graphData0.m_SerializableNodes)
{
var node0 = JsonUtility.FromJson<AbstractMaterialNode0>(serializedNode.JSONnodeData);
var nodeObjectId = JsonObject.GenerateNamespaceUUID(node0.m_GuidSerialized, "node");
var node = DeserializeLegacyNode(serializedNode.typeInfo.fullName, serializedNode.JSONnodeData, nodeObjectId);
if (node == null)
{
continue;
}
nodeGuidMap.Add(node0.m_GuidSerialized, node);
m_Nodes.Add(node);
if (!string.IsNullOrEmpty(node0.m_PropertyGuidSerialized) && propertyGuidMap.TryGetValue(node0.m_PropertyGuidSerialized, out var property))
{
propertyField.SetValue(node, (JsonRef<AbstractShaderProperty>)property);
}
if (!string.IsNullOrEmpty(node0.m_KeywordGuidSerialized) && keywordGuidMap.TryGetValue(node0.m_KeywordGuidSerialized, out var keyword))
{
keywordField.SetValue(node, (JsonRef<ShaderKeyword>)keyword);
}
var slots = (List<JsonData<MaterialSlot>>)slotsField.GetValue(node);
slots.Clear();
foreach (var serializedSlot in node0.m_SerializableSlots)
{
var slotObjectId = JsonObject.GenerateNamespaceUUID(node0.m_GuidSerialized, serializedSlot.JSONnodeData);
var slot = DeserializeLegacy<MaterialSlot>(serializedSlot.typeInfo.fullName, serializedSlot.JSONnodeData, slotObjectId);
if (slot == null)
{
continue;
}
slots.Add(slot);
}
if (!String.IsNullOrEmpty(node0.m_GroupGuidSerialized))
{
if (groupGuidMap.TryGetValue(node0.m_GroupGuidSerialized, out GroupData foundGroup))
{
node.group = foundGroup;
}
}
}
foreach (var stickyNote0 in graphData0.m_StickyNotes)
{
var stickyNote = new StickyNoteData(stickyNote0.m_Title, stickyNote0.m_Content, stickyNote0.m_Position);
if (!String.IsNullOrEmpty(stickyNote0.m_GroupGuidSerialized))
{
if (groupGuidMap.TryGetValue(stickyNote0.m_GroupGuidSerialized, out GroupData foundGroup))
{
stickyNote.group = foundGroup;
}
}
stickyNote.theme = stickyNote0.m_Theme;
stickyNote.textSize = stickyNote0.m_TextSize;
m_StickyNoteDatas.Add(stickyNote);
}
var subgraphOuput = GetNodes<SubGraphOutputNode>();
isSubGraph = subgraphOuput.Any();
if (isSubGraph)
{
m_OutputNode = subgraphOuput.FirstOrDefault();
}
else if (!string.IsNullOrEmpty(graphData0.m_ActiveOutputNodeGuidSerialized))
{
m_OutputNode = nodeGuidMap[graphData0.m_ActiveOutputNodeGuidSerialized];
}
else
{
m_OutputNode = (AbstractMaterialNode)GetNodes<IMasterNode1>().FirstOrDefault();
}
foreach (var serializedElement in graphData0.m_SerializableEdges)
{
var edge0 = JsonUtility.FromJson<Edge0>(serializedElement.JSONnodeData);
m_Edges.Add(new Edge(
new SlotReference(
nodeGuidMap[edge0.m_OutputSlot.m_NodeGUIDSerialized],
edge0.m_OutputSlot.m_SlotId),
new SlotReference(
nodeGuidMap[edge0.m_InputSlot.m_NodeGUIDSerialized],
edge0.m_InputSlot.m_SlotId)));
}
}
}
}
[Serializable]
class OldGraphDataReadConcretePrecision
{
// old value just for upgrade
[SerializeField]
public ConcretePrecision m_ConcretePrecision = ConcretePrecision.Single;
};
public override void OnAfterMultiDeserialize(string json)
{
// Deferred upgrades
if (sgVersion != latestVersion)
{
if (sgVersion < 2)
{
var addedBlocks = ListPool<BlockFieldDescriptor>.Get();
void UpgradeFromBlockMap(Dictionary<BlockFieldDescriptor, int> blockMap)
{
// Map master node ports to blocks
if (blockMap != null)
{
foreach (var blockMapping in blockMap)
{
// Create a new BlockNode for each unique map entry
var descriptor = blockMapping.Key;
if (addedBlocks.Contains(descriptor))
continue;
addedBlocks.Add(descriptor);
var contextData = descriptor.shaderStage == ShaderStage.Fragment ? m_FragmentContext : m_VertexContext;
var block = (BlockNode)Activator.CreateInstance(typeof(BlockNode));
block.Init(descriptor);
AddBlockNoValidate(block, contextData, contextData.blocks.Count);
// To avoid having to go around the following deserialization code
// We simply run OnBeforeSerialization here to ensure m_SerializedDescriptor is set
block.OnBeforeSerialize();
// Now remap the incoming edges to blocks
var slotId = blockMapping.Value;
var oldSlot = m_OutputNode.value.FindSlot<MaterialSlot>(slotId);
var newSlot = block.FindSlot<MaterialSlot>(0);
if (oldSlot == null)
continue;
var oldInputSlotRef = m_OutputNode.value.GetSlotReference(slotId);
var newInputSlotRef = block.GetSlotReference(0);
// Always copy the value over for convenience
newSlot.CopyValuesFrom(oldSlot);
for (int i = 0; i < m_Edges.Count; i++)
{
// Find all edges connected to the master node using slot ID from the block map
// Remove them and replace them with new edges connected to the block nodes
var edge = m_Edges[i];
if (edge.inputSlot.Equals(oldInputSlotRef))
{
var outputSlot = edge.outputSlot;
m_Edges.Remove(edge);
m_Edges.Add(new Edge(outputSlot, newInputSlotRef));
}
}
// manually handle a bug where fragment normal slots could get out of sync of the master node's set fragment normal space
if (descriptor == BlockFields.SurfaceDescription.NormalOS)
{
NormalMaterialSlot norm = newSlot as NormalMaterialSlot;
if (norm.space != CoordinateSpace.Object)
{
norm.space = CoordinateSpace.Object;
}
}
else if (descriptor == BlockFields.SurfaceDescription.NormalTS)
{
NormalMaterialSlot norm = newSlot as NormalMaterialSlot;
if (norm.space != CoordinateSpace.Tangent)
{
norm.space = CoordinateSpace.Tangent;
}
}
else if (descriptor == BlockFields.SurfaceDescription.NormalWS)
{
NormalMaterialSlot norm = newSlot as NormalMaterialSlot;
if (norm.space != CoordinateSpace.World)
{
norm.space = CoordinateSpace.World;
}
}
}
// We need to call AddBlockNoValidate but this adds to m_AddedNodes resulting in duplicates
// Therefore we need to clear this list before the view is created
m_AddedNodes.Clear();
}
}
var masterNode = m_OutputNode.value as IMasterNode1;
// This is required for edge lookup during Target upgrade
if (m_OutputNode.value != null)
{
m_OutputNode.value.owner = this;
}
foreach (var edge in m_Edges)
{
AddEdgeToNodeEdges(edge);
}
// Ensure correct initialization of Contexts
AddContexts();
// Position Contexts to the match master node
var oldPosition = Vector2.zero;
if (m_OutputNode.value != null)
{
oldPosition = m_OutputNode.value.drawState.position.position;
}
m_VertexContext.position = oldPosition;
m_FragmentContext.position = new Vector2(oldPosition.x, oldPosition.y + 200);
// Try to upgrade all potential targets from master node
if (masterNode != null)
{
foreach (var potentialTarget in m_AllPotentialTargets)
{
if (potentialTarget.IsUnknown())
continue;
var target = potentialTarget.GetTarget();
if (!(target is ILegacyTarget legacyTarget))
continue;
if (!legacyTarget.TryUpgradeFromMasterNode(masterNode, out var newBlockMap))
continue;
// upgrade succeeded! Activate it
SetTargetActive(target, true);
UpgradeFromBlockMap(newBlockMap);
}
SortActiveTargets();
}
// Clean up after upgrade
if (!isSubGraph)
{
m_OutputNode = null;
}
var masterNodes = GetNodes<IMasterNode1>().ToArray();
for (int i = 0; i < masterNodes.Length; i++)
{
var node = masterNodes.ElementAt(i) as AbstractMaterialNode;
m_Nodes.Remove(node);
}
m_NodeEdges.Clear();
}
if (sgVersion < 3)
{
var oldGraph = JsonUtility.FromJson<OldGraphDataReadConcretePrecision>(json);
// upgrade concrete precision to the new graph precision
switch (oldGraph.m_ConcretePrecision)
{
case ConcretePrecision.Half:
m_GraphPrecision = GraphPrecision.Half;
break;
case ConcretePrecision.Single:
m_GraphPrecision = GraphPrecision.Single;
break;
}
}
ChangeVersion(latestVersion);
}
PooledList<(LegacyUnknownTypeNode, AbstractMaterialNode)> updatedNodes = PooledList<(LegacyUnknownTypeNode, AbstractMaterialNode)>.Get();
foreach (var node in m_Nodes.SelectValue())
{
if (node is LegacyUnknownTypeNode lNode && lNode.foundType != null)
{
AbstractMaterialNode legacyNode = (AbstractMaterialNode)Activator.CreateInstance(lNode.foundType);
JsonUtility.FromJsonOverwrite(lNode.serializedData, legacyNode);
legacyNode.group = lNode.group;
updatedNodes.Add((lNode, legacyNode));
}
}
foreach (var nodePair in updatedNodes)
{
m_Nodes.Add(nodePair.Item2);
ReplaceNodeWithNode(nodePair.Item1, nodePair.Item2);
}
updatedNodes.Dispose();
m_NodeDictionary = new Dictionary<string, AbstractMaterialNode>(m_Nodes.Count);
foreach (var group in m_GroupDatas.SelectValue())
{
m_GroupItems.Add(group, new List<IGroupItem>());
}
foreach (var node in m_Nodes.SelectValue())
{
node.owner = this;
node.UpdateNodeAfterDeserialization();
node.SetupSlots();
m_NodeDictionary.Add(node.objectId, node);
if (m_GroupItems.TryGetValue(node.group, out var groupItems))
{
groupItems.Add(node);
}
else
{
node.group = null;
}
}
foreach (var stickyNote in m_StickyNoteDatas.SelectValue())
{
if (m_GroupItems.TryGetValue(stickyNote.group, out var groupItems))
{
groupItems.Add(stickyNote);
}
else
{
stickyNote.group = null;
}
}
foreach (var edge in m_Edges)
AddEdgeToNodeEdges(edge);
// --------------------------------------------------
// Deserialize Contexts & Blocks
void DeserializeContextData(ContextData contextData, ShaderStage stage)
{
// Because Vertex/Fragment Contexts are serialized explicitly
// we do not need to serialize the Stage value on the ContextData
contextData.shaderStage = stage;
var blocks = contextData.blocks.SelectValue().ToList();
var blockCount = blocks.Count;
for (int i = 0; i < blockCount; i++)
{
// Update NonSerialized data on the BlockNode
var block = blocks[i];
// custom interpolators fully regenerate their own descriptor on deserialization
if (!block.isCustomBlock)
{
block.descriptor = m_BlockFieldDescriptors.FirstOrDefault(x => $"{x.tag}.{x.name}" == block.serializedDescriptor);
}
if (block.descriptor == null)
{
//Hit a descriptor that was not recognized from the assembly (likely from a different SRP)
//create a new entry for it and continue on
if (string.IsNullOrEmpty(block.serializedDescriptor))
{
throw new Exception($"Block {block} had no serialized descriptor");
}
var tmp = block.serializedDescriptor.Split('.');
if (tmp.Length != 2)
{
throw new Exception($"Block {block}'s serialized descriptor {block.serializedDescriptor} did not match expected format {{x.tag}}.{{x.name}}");
}
//right thing to do?
block.descriptor = new BlockFieldDescriptor(tmp[0], tmp[1], null, null, stage, true, true);
m_BlockFieldDescriptors.Add(block.descriptor);
}
block.contextData = contextData;
}
}
// First deserialize the ContextDatas
DeserializeContextData(m_VertexContext, ShaderStage.Vertex);
DeserializeContextData(m_FragmentContext, ShaderStage.Fragment);
// there should be no unknown potential targets at this point
Assert.IsFalse(m_AllPotentialTargets.Any(pt => pt.IsUnknown()));
foreach (var target in m_ActiveTargets.SelectValue())
{
var targetType = target.GetType();
if (targetType == typeof(MultiJsonInternal.UnknownTargetType))
{
// register any active UnknownTargetType as a potential target
m_AllPotentialTargets.Add(new PotentialTarget(target));
}
else
{
// active known targets should replace the stored Target in AllPotentialTargets
int targetIndex = m_AllPotentialTargets.FindIndex(pt => pt.knownType == targetType);
m_AllPotentialTargets[targetIndex].ReplaceStoredTarget(target);
}
}
SortActiveTargets();
}
private void ReplaceNodeWithNode(LegacyUnknownTypeNode nodeToReplace, AbstractMaterialNode nodeReplacement)
{
var oldSlots = new List<MaterialSlot>();
nodeToReplace.GetSlots(oldSlots);
var newSlots = new List<MaterialSlot>();
nodeReplacement.GetSlots(newSlots);
for (int i = 0; i < oldSlots.Count; i++)
{
newSlots[i].CopyValuesFrom(oldSlots[i]);
var oldSlotRef = nodeToReplace.GetSlotReference(oldSlots[i].id);
var newSlotRef = nodeReplacement.GetSlotReference(newSlots[i].id);
for (int x = 0; x < m_Edges.Count; x++)
{
var edge = m_Edges[x];
if (edge.inputSlot.Equals(oldSlotRef))
{
var outputSlot = edge.outputSlot;
m_Edges.Remove(edge);
m_Edges.Add(new Edge(outputSlot, newSlotRef));
}
else if (edge.outputSlot.Equals(oldSlotRef))
{
var inputSlot = edge.inputSlot;
m_Edges.Remove(edge);
m_Edges.Add(new Edge(newSlotRef, inputSlot));
}
}
}
}
public void OnEnable()
{
foreach (var node in GetNodes<AbstractMaterialNode>().OfType<IOnAssetEnabled>())
{
node.OnEnable();
}
ShaderGraphPreferences.onVariantLimitChanged += OnKeywordChanged;
}
public void OnDisable()
{
ShaderGraphPreferences.onVariantLimitChanged -= OnKeywordChanged;
foreach (var node in GetNodes<AbstractMaterialNode>())
node.Dispose();
}
internal void ValidateCustomBlockLimit()
{
if (m_ActiveTargets.Count() == 0)
return;
int nonCustomUsage = 0;
foreach (var bnode in vertexContext.blocks.Where(jb => !jb.value.isCustomBlock).Select(b => b.value))
{
if (bnode == null || bnode.descriptor == null)
continue;
if (bnode.descriptor.HasPreprocessor() || bnode.descriptor.HasSemantic() || bnode.descriptor.vectorCount == 0) // not packable.
nonCustomUsage += 4;
else nonCustomUsage += bnode.descriptor.vectorCount;
}
int maxTargetUsage = m_ActiveTargets.Select(jt => jt.value.padCustomInterpolatorLimit).Max() * 4;
int padding = nonCustomUsage + maxTargetUsage;
int errRange = ShaderGraphProjectSettings.instance.customInterpolatorErrorThreshold;
int warnRange = ShaderGraphProjectSettings.instance.customInterpolatorWarningThreshold;
int errorLevel = errRange * 4 - padding;
int warnLevel = warnRange * 4 - padding;
int total = 0;
// warn based on the interpolator's location in the block list.
foreach (var cib in vertexContext.blocks.Where(jb => jb.value.isCustomBlock).Select(b => b.value))
{
ClearErrorsForNode(cib);
total += (int)cib.customWidth;
if (total > errorLevel)
{
AddValidationError(cib.objectId, $"{cib.customName} exceeds the interpolation channel error threshold: {errRange}. See ShaderGraph project settings.");
}
else if (total > warnLevel)
{
AddValidationError(cib.objectId, $"{cib.customName} exceeds the interpolation channel warning threshold: {warnRange}. See ShaderGraph project settings.", ShaderCompilerMessageSeverity.Warning);
}
}
}
void ValidateContextBlocks()
{
void ValidateContext(ContextData contextData, ShaderStage expectedShaderStage)
{
if (contextData == null)
return;
foreach (var block in contextData.blocks)
{
var slots = block.value.GetInputSlots<MaterialSlot>();
foreach (var slot in slots)
FindAndReportSlotErrors(slot, expectedShaderStage);
}
};
ValidateContext(vertexContext, ShaderStage.Vertex);
ValidateContext(fragmentContext, ShaderStage.Fragment);
}
void FindAndReportSlotErrors(MaterialSlot initialSlot, ShaderStage expectedShaderStage)
{
var expectedCapability = expectedShaderStage.GetShaderStageCapability();
var errorSourceSlots = new HashSet<MaterialSlot>();
var visitedNodes = new HashSet<AbstractMaterialNode>();
var graph = initialSlot.owner.owner;
var slotStack = new Stack<MaterialSlot>();
slotStack.Clear();
slotStack.Push(initialSlot);
// Trace back and find any edges that introduce an error
while (slotStack.Any())
{
var slot = slotStack.Pop();
// If the slot is an input, jump across the connected edge to the output it's connected to
if (slot.isInputSlot)
{
foreach (var edge in graph.GetEdges(slot.slotReference))
{
var node = edge.outputSlot.node;
var outputSlot = node.FindOutputSlot<MaterialSlot>(edge.outputSlot.slotId);
// If the output slot this is connected to is invalid then this is a source of an error.
// Mark the slot and stop iterating, otherwise continue the recursion
if (!outputSlot.stageCapability.HasFlag(expectedCapability))
errorSourceSlots.Add(outputSlot);
else
slotStack.Push(outputSlot);
}
}
else
{
// No need to double visit nodes
if (visitedNodes.Contains(slot.owner))
continue;
visitedNodes.Add(slot.owner);
var ownerSlots = slot.owner.GetInputSlots<MaterialSlot>(slot);
foreach (var ownerSlot in ownerSlots)
slotStack.Push(ownerSlot);
}
}
bool IsEntireNodeStageLocked(AbstractMaterialNode node, ShaderStageCapability expectedNodeCapability)
{
var slots = node.GetOutputSlots<MaterialSlot>();
foreach (var slot in slots)
{
if (expectedNodeCapability != slot.stageCapability)
return false;
}
return true;
};
foreach (var errorSourceSlot in errorSourceSlots)
{
var errorNode = errorSourceSlot.owner;
// Determine if only one slot or the entire node is at fault. Currently only slots are
// denoted with stage capabilities so deduce this by checking all outputs
string errorSource;
if (IsEntireNodeStageLocked(errorNode, errorSourceSlot.stageCapability))
errorSource = $"Node {errorNode.name}";
else
errorSource = $"Slot {errorSourceSlot.RawDisplayName()}";
// Determine what action they can take. If the stage capability is None then this can't be connected to anything.
string actionToTake;
if (errorSourceSlot.stageCapability != ShaderStageCapability.None)
{
var validStageName = errorSourceSlot.stageCapability.ToString().ToLower();
actionToTake = $"reconnect to a {validStageName} block or delete invalid connection";
}
else
actionToTake = "delete invalid connection";
var invalidStageName = expectedShaderStage.ToString().ToLower();
string message = $"{errorSource} is not compatible with {invalidStageName} block {initialSlot.RawDisplayName()}, {actionToTake}.";
AddValidationError(errorNode.objectId, message, ShaderCompilerMessageSeverity.Error);
}
}
}
[Serializable]
class InspectorPreviewData
{
public SerializableMesh serializedMesh = new SerializableMesh();
public bool preventRotation;
[NonSerialized]
public Quaternion rotation = Quaternion.identity;
[NonSerialized]
public float scale = 1f;
}
}