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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEditor.Graphing;
- using UnityEditor.ShaderGraph.Drawing.Slots;
- using UnityEditor.ShaderGraph.Internal;
- using UnityEngine;
-
- using UnityEngine.UIElements;
-
- namespace UnityEditor.ShaderGraph
- {
- [Serializable]
- class DynamicValueMaterialSlot : MaterialSlot, IMaterialSlotHasValue<Matrix4x4>
- {
- [SerializeField]
- private Matrix4x4 m_Value;
-
- [SerializeField]
- private Matrix4x4 m_DefaultValue = Matrix4x4.identity;
-
- static readonly string[] k_Labels = { "X", "Y", "Z", "W" };
-
- private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector4;
-
- public DynamicValueMaterialSlot()
- {
- }
-
- public DynamicValueMaterialSlot(
- int slotId,
- string displayName,
- string shaderOutputName,
- SlotType slotType,
- Matrix4x4 value,
- ShaderStageCapability stageCapability = ShaderStageCapability.All,
- bool hidden = false)
- : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
- {
- m_Value = value;
- }
-
- public Matrix4x4 defaultValue { get { return m_DefaultValue; } }
-
- public Matrix4x4 value
- {
- get { return m_Value; }
- set { m_Value = value; }
- }
-
- public override bool isDefaultValue => value.Equals(defaultValue);
-
- public override VisualElement InstantiateControl()
- {
- var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray();
- return new MultiFloatSlotControlView(owner, labels, () => value.GetRow(0), (newValue) =>
- value = new Matrix4x4()
- {
- m00 = newValue.x,
- m01 = newValue.y,
- m02 = newValue.z,
- m03 = newValue.w,
- m10 = value.m10,
- m11 = value.m11,
- m12 = value.m12,
- m13 = value.m13,
- m20 = value.m20,
- m21 = value.m21,
- m22 = value.m22,
- m23 = value.m23,
- m30 = value.m30,
- m31 = value.m31,
- m32 = value.m32,
- m33 = value.m33,
- });
- }
-
- public override SlotValueType valueType { get { return SlotValueType.Dynamic; } }
-
- public override ConcreteSlotValueType concreteValueType
- {
- get { return m_ConcreteValueType; }
- }
-
- public void SetConcreteType(ConcreteSlotValueType valueType)
- {
- m_ConcreteValueType = valueType;
- }
-
- public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
- {
- var propType = concreteValueType.ToPropertyType();
- var pp = new PreviewProperty(propType) { name = name };
- if (propType == PropertyType.Float)
- pp.floatValue = value.m00;
- else
- pp.vector4Value = new Vector4(value.m00, value.m01, value.m02, value.m03);
- properties.Add(pp);
- }
-
- protected override string ConcreteSlotValueAsVariable()
- {
- var channelCount = SlotValueHelper.GetChannelCount(concreteValueType);
- string values = NodeUtils.FloatToShaderValue(value.m00);
- if (channelCount == 1)
- return values;
- for (var i = 1; i < channelCount; i++)
- values += ", " + NodeUtils.FloatToShaderValue(value.GetRow(0)[i]);
- return string.Format("$precision{0}({1})", channelCount, values);
- }
-
- public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
- {
- if (!generationMode.IsPreview())
- return;
-
- var matOwner = owner as AbstractMaterialNode;
- if (matOwner == null)
- throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
-
- AbstractShaderProperty property;
- switch (concreteValueType)
- {
- case ConcreteSlotValueType.Vector4:
- property = new Vector4ShaderProperty();
- break;
- case ConcreteSlotValueType.Vector3:
- property = new Vector3ShaderProperty();
- break;
- case ConcreteSlotValueType.Vector2:
- property = new Vector2ShaderProperty();
- break;
- case ConcreteSlotValueType.Vector1:
- property = new Vector1ShaderProperty();
- break;
- case ConcreteSlotValueType.Matrix4:
- property = new Matrix4ShaderProperty();
- break;
- case ConcreteSlotValueType.Matrix3:
- property = new Matrix3ShaderProperty();
- break;
- case ConcreteSlotValueType.Matrix2:
- property = new Matrix2ShaderProperty();
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
-
- property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
- property.generatePropertyBlock = false;
- properties.AddShaderProperty(property);
- }
-
- public override void CopyValuesFrom(MaterialSlot foundSlot)
- {
- var slot = foundSlot as DynamicValueMaterialSlot;
- if (slot != null)
- value = slot.value;
- }
-
- public override void CopyDefaultValue(MaterialSlot other)
- {
- base.CopyDefaultValue(other);
- if (other is IMaterialSlotHasValue<Matrix4x4> ms)
- {
- m_DefaultValue = ms.defaultValue;
- }
- }
- }
- }
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