UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/Vector2MaterialSlot.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class Vector2MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector2>
{
[SerializeField]
Vector2 m_Value;
[SerializeField]
Vector2 m_DefaultValue = Vector2.zero;
[SerializeField]
string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults
bool m_Integer = false;
static readonly string[] k_LabelDefaults = { "X", "Y" };
string[] labels
{
get
{
if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length))
return k_LabelDefaults;
return m_Labels;
}
}
public Vector2MaterialSlot()
{
}
public Vector2MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Vector2 value,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
string label1 = null,
string label2 = null,
bool hidden = false,
bool integer = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
m_DefaultValue = value;
m_Value = value;
m_Integer = integer;
if ((label1 != null) || (label2 != null))
{
m_Labels = new[]
{
label1 ?? k_LabelDefaults[0],
label2 ?? k_LabelDefaults[1]
};
}
}
public Vector2 defaultValue { get { return m_DefaultValue; } }
public Vector2 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override bool isDefaultValue => value.Equals(defaultValue);
public override VisualElement InstantiateControl()
{
if (m_Integer)
{
return new MultiIntegerSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
}
else
{
return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
}
}
protected override string ConcreteSlotValueAsVariable()
{
return string.Format("$precision2 ({0}, {1})"
, NodeUtils.FloatToShaderValue(value.x)
, NodeUtils.FloatToShaderValue(value.y));
}
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)));
var property = new Vector2ShaderProperty
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Vector2)
{
name = name,
vector4Value = new Vector4(value.x, value.y, 0, 0),
};
properties.Add(pp);
}
public override SlotValueType valueType { get { return SlotValueType.Vector2; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector2; } }
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector2MaterialSlot;
if (slot != null)
value = slot.value;
}
public override void CopyDefaultValue(MaterialSlot other)
{
base.CopyDefaultValue(other);
if (other is IMaterialSlotHasValue<Vector2> ms)
{
m_DefaultValue = ms.defaultValue;
}
}
}
}