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DynamicValueMaterialSlot.cs 5.9KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEditor.Graphing;
  5. using UnityEditor.ShaderGraph.Drawing.Slots;
  6. using UnityEditor.ShaderGraph.Internal;
  7. using UnityEngine;
  8. using UnityEngine.UIElements;
  9. namespace UnityEditor.ShaderGraph
  10. {
  11. [Serializable]
  12. class DynamicValueMaterialSlot : MaterialSlot, IMaterialSlotHasValue<Matrix4x4>
  13. {
  14. [SerializeField]
  15. private Matrix4x4 m_Value;
  16. [SerializeField]
  17. private Matrix4x4 m_DefaultValue = Matrix4x4.identity;
  18. static readonly string[] k_Labels = { "X", "Y", "Z", "W" };
  19. private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector4;
  20. public DynamicValueMaterialSlot()
  21. {
  22. }
  23. public DynamicValueMaterialSlot(
  24. int slotId,
  25. string displayName,
  26. string shaderOutputName,
  27. SlotType slotType,
  28. Matrix4x4 value,
  29. ShaderStageCapability stageCapability = ShaderStageCapability.All,
  30. bool hidden = false)
  31. : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
  32. {
  33. m_Value = value;
  34. }
  35. public Matrix4x4 defaultValue { get { return m_DefaultValue; } }
  36. public Matrix4x4 value
  37. {
  38. get { return m_Value; }
  39. set { m_Value = value; }
  40. }
  41. public override bool isDefaultValue => value.Equals(defaultValue);
  42. public override VisualElement InstantiateControl()
  43. {
  44. var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray();
  45. return new MultiFloatSlotControlView(owner, labels, () => value.GetRow(0), (newValue) =>
  46. value = new Matrix4x4()
  47. {
  48. m00 = newValue.x,
  49. m01 = newValue.y,
  50. m02 = newValue.z,
  51. m03 = newValue.w,
  52. m10 = value.m10,
  53. m11 = value.m11,
  54. m12 = value.m12,
  55. m13 = value.m13,
  56. m20 = value.m20,
  57. m21 = value.m21,
  58. m22 = value.m22,
  59. m23 = value.m23,
  60. m30 = value.m30,
  61. m31 = value.m31,
  62. m32 = value.m32,
  63. m33 = value.m33,
  64. });
  65. }
  66. public override SlotValueType valueType { get { return SlotValueType.Dynamic; } }
  67. public override ConcreteSlotValueType concreteValueType
  68. {
  69. get { return m_ConcreteValueType; }
  70. }
  71. public void SetConcreteType(ConcreteSlotValueType valueType)
  72. {
  73. m_ConcreteValueType = valueType;
  74. }
  75. public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
  76. {
  77. var propType = concreteValueType.ToPropertyType();
  78. var pp = new PreviewProperty(propType) { name = name };
  79. if (propType == PropertyType.Float)
  80. pp.floatValue = value.m00;
  81. else
  82. pp.vector4Value = new Vector4(value.m00, value.m01, value.m02, value.m03);
  83. properties.Add(pp);
  84. }
  85. protected override string ConcreteSlotValueAsVariable()
  86. {
  87. var channelCount = SlotValueHelper.GetChannelCount(concreteValueType);
  88. string values = NodeUtils.FloatToShaderValue(value.m00);
  89. if (channelCount == 1)
  90. return values;
  91. for (var i = 1; i < channelCount; i++)
  92. values += ", " + NodeUtils.FloatToShaderValue(value.GetRow(0)[i]);
  93. return string.Format("$precision{0}({1})", channelCount, values);
  94. }
  95. public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
  96. {
  97. if (!generationMode.IsPreview())
  98. return;
  99. var matOwner = owner as AbstractMaterialNode;
  100. if (matOwner == null)
  101. throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
  102. AbstractShaderProperty property;
  103. switch (concreteValueType)
  104. {
  105. case ConcreteSlotValueType.Vector4:
  106. property = new Vector4ShaderProperty();
  107. break;
  108. case ConcreteSlotValueType.Vector3:
  109. property = new Vector3ShaderProperty();
  110. break;
  111. case ConcreteSlotValueType.Vector2:
  112. property = new Vector2ShaderProperty();
  113. break;
  114. case ConcreteSlotValueType.Vector1:
  115. property = new Vector1ShaderProperty();
  116. break;
  117. case ConcreteSlotValueType.Matrix4:
  118. property = new Matrix4ShaderProperty();
  119. break;
  120. case ConcreteSlotValueType.Matrix3:
  121. property = new Matrix3ShaderProperty();
  122. break;
  123. case ConcreteSlotValueType.Matrix2:
  124. property = new Matrix2ShaderProperty();
  125. break;
  126. default:
  127. throw new ArgumentOutOfRangeException();
  128. }
  129. property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
  130. property.generatePropertyBlock = false;
  131. properties.AddShaderProperty(property);
  132. }
  133. public override void CopyValuesFrom(MaterialSlot foundSlot)
  134. {
  135. var slot = foundSlot as DynamicValueMaterialSlot;
  136. if (slot != null)
  137. value = slot.value;
  138. }
  139. public override void CopyDefaultValue(MaterialSlot other)
  140. {
  141. base.CopyDefaultValue(other);
  142. if (other is IMaterialSlotHasValue<Matrix4x4> ms)
  143. {
  144. m_DefaultValue = ms.defaultValue;
  145. }
  146. }
  147. }
  148. }