forked from BilalY/Rasagar
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using System.Collections.Generic;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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public struct NeededTransform
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{
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static Dictionary<UnityMatrixType, NeededTransform> s_TransformMap = new Dictionary<UnityMatrixType, NeededTransform>
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{
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{UnityMatrixType.Model, ObjectToWorld},
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{UnityMatrixType.InverseModel, WorldToObject},
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// TODO: Define the rest.
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{UnityMatrixType.View, None},
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{UnityMatrixType.InverseView, None},
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{UnityMatrixType.Projection, None},
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{UnityMatrixType.InverseProjection, None},
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{UnityMatrixType.ViewProjection, None},
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{UnityMatrixType.InverseViewProjection, None},
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};
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public static NeededTransform None => new NeededTransform(NeededCoordinateSpace.None, NeededCoordinateSpace.None);
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public static NeededTransform ObjectToWorld => new NeededTransform(NeededCoordinateSpace.Object, NeededCoordinateSpace.World);
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public static NeededTransform WorldToObject => new NeededTransform(NeededCoordinateSpace.World, NeededCoordinateSpace.Object);
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public NeededTransform(NeededCoordinateSpace from, NeededCoordinateSpace to)
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{
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this.from = from;
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this.to = to;
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}
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// Secondary constructor for certain nodes like TransformationMatrix.
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internal NeededTransform(UnityMatrixType matrix)
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{
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if (s_TransformMap.TryGetValue(matrix, out var transform))
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{
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from = transform.from;
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to = transform.to;
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}
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else
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{
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from = NeededCoordinateSpace.None;
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to = NeededCoordinateSpace.None;
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}
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}
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public NeededCoordinateSpace from;
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public NeededCoordinateSpace to;
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}
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interface IMayRequireTransform
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{
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NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All);
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}
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}
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