UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Nodes/FunctionMultiInput.cs

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2024-10-27 10:53:47 +03:00
namespace UnityEditor.ShaderGraph
{
/*abstract class FunctionMultiInput : BaseMaterialNode, IGeneratesBodyCode
{
private const string kOutputSlotName = "Output";
private const string kBaseInputSlotName = "Input";
public override bool hasPreview { get { return true; } }
public override void OnCreate()
{
base.OnCreate();
AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName));
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(0)));
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(1)));
}
protected bool IsInputSlotConnected(int index)
{
var inputSlot = GetValidInputSlots().FirstOrDefault(x => x.name == GetInputSlotName(index));
if (inputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return false;
}
return inputSlot.edges.Count > 0;
}
private static string GetInputSlotName(int index) { return kBaseInputSlotName + (index); }
public override void InputEdgeChanged(Edge e)
{
base.InputEdgeChanged(e);
int inputSlotCount = GetValidInputSlots().Count();
if (IsInputSlotConnected(inputSlotCount - 1))
AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(inputSlotCount)));
else if (inputSlotCount > 2)
{
var lastSlot = inputSlots.FirstOrDefault(x => x.name == GetInputSlotName(inputSlotCount - 1));
if (lastSlot != null)
RemoveSlot(lastSlot);
}
}
protected abstract string GetFunctionName();
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputSlot = outputSlots.FirstOrDefault(x => x.name == kOutputSlotName);
if (outputSlot == null)
{
Debug.LogError("Invalid slot configuration on node: " + name);
return;
}
var inputSlots = GetValidInputSlots();
int inputSlotCount = inputSlots.Count();
// build up a list of the valid input connections
var inputValues = new List<string>(inputSlotCount);
MaterialWindow.DebugMaterialGraph("Generating On Node: " + GetOutputVariableNameForNode() + " - Preview is: " + generationMode);
inputValues.AddRange(inputSlots.Select(inputSlot => GetSlotValue(inputSlot, generationMode)));
visitor.AddShaderChunk(precision + "4 " + GetVariableNameForSlot(outputSlot, generationMode) + " = " + GetFunctionCallBody(inputValues) + ";", true);
}
protected virtual string GetFunctionCallBody(List<string> inputValues)
{
string functionCall = inputValues[0];
for (int q = 1; q < inputValues.Count; ++q)
functionCall = GetFunctionName() + " (" + functionCall + ", " + inputValues[q] + ")";
return functionCall;
}
}*/
}