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

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
public struct ShaderGraphRequirements
{
[SerializeField] List<NeededTransform> m_RequiresTransforms;
[SerializeField] NeededCoordinateSpace m_RequiresNormal;
[SerializeField] NeededCoordinateSpace m_RequiresBitangent;
[SerializeField] NeededCoordinateSpace m_RequiresTangent;
[SerializeField] NeededCoordinateSpace m_RequiresViewDir;
[SerializeField] NeededCoordinateSpace m_RequiresPosition;
[SerializeField] NeededCoordinateSpace m_RequiresPositionPredisplacement;
[SerializeField] bool m_RequiresScreenPosition;
[SerializeField] bool m_RequiresNDCPosition;
[SerializeField] bool m_RequiresPixelPosition;
[SerializeField] bool m_RequiresVertexColor;
[SerializeField] bool m_RequiresFaceSign;
[SerializeField] List<UVChannel> m_RequiresMeshUVs;
[SerializeField] bool m_RequiresDepthTexture;
[SerializeField] bool m_RequiresCameraOpaqueTexture;
[SerializeField] bool m_RequiresTime;
[SerializeField] bool m_RequiresVertexSkinning;
[SerializeField] bool m_RequiresVertexID;
[SerializeField] bool m_RequiresInstanceID;
[SerializeField] List<UVChannel> m_RequiresMeshUVDerivatives;
internal static ShaderGraphRequirements none
{
get
{
return new ShaderGraphRequirements
{
m_RequiresTransforms = new List<NeededTransform>(),
m_RequiresMeshUVs = new List<UVChannel>(),
m_RequiresMeshUVDerivatives = new List<UVChannel>()
};
}
}
public List<NeededTransform> requiresTransforms
{
get { return m_RequiresTransforms; }
internal set { m_RequiresTransforms = value; }
}
public NeededCoordinateSpace requiresNormal
{
get { return m_RequiresNormal; }
internal set { m_RequiresNormal = value; }
}
public NeededCoordinateSpace requiresBitangent
{
get { return m_RequiresBitangent; }
internal set { m_RequiresBitangent = value; }
}
public NeededCoordinateSpace requiresTangent
{
get { return m_RequiresTangent; }
internal set { m_RequiresTangent = value; }
}
public NeededCoordinateSpace requiresViewDir
{
get { return m_RequiresViewDir; }
internal set { m_RequiresViewDir = value; }
}
public NeededCoordinateSpace requiresPosition
{
get { return m_RequiresPosition; }
internal set { m_RequiresPosition = value; }
}
public NeededCoordinateSpace requiresPositionPredisplacement
{
get { return m_RequiresPositionPredisplacement; }
internal set { m_RequiresPositionPredisplacement = value; }
}
public bool requiresScreenPosition
{
get { return m_RequiresScreenPosition; }
internal set { m_RequiresScreenPosition = value; }
}
public bool requiresNDCPosition
{
get { return m_RequiresNDCPosition; }
internal set { m_RequiresNDCPosition = value; }
}
public bool requiresPixelPosition
{
get { return m_RequiresPixelPosition; }
internal set { m_RequiresPixelPosition = value; }
}
public bool requiresVertexColor
{
get { return m_RequiresVertexColor; }
internal set { m_RequiresVertexColor = value; }
}
public bool requiresFaceSign
{
get { return m_RequiresFaceSign; }
internal set { m_RequiresFaceSign = value; }
}
public List<UVChannel> requiresMeshUVs
{
get { return m_RequiresMeshUVs; }
internal set { m_RequiresMeshUVs = value; }
}
public List<UVChannel> requiresMeshUVDerivatives
{
get { return m_RequiresMeshUVDerivatives; }
internal set { m_RequiresMeshUVDerivatives = value; }
}
public bool requiresDepthTexture
{
get { return m_RequiresDepthTexture; }
internal set { m_RequiresDepthTexture = value; }
}
public bool requiresCameraOpaqueTexture
{
get { return m_RequiresCameraOpaqueTexture; }
internal set { m_RequiresCameraOpaqueTexture = value; }
}
public bool requiresTime
{
get { return m_RequiresTime; }
internal set { m_RequiresTime = value; }
}
public bool requiresVertexSkinning
{
get { return m_RequiresVertexSkinning; }
internal set { m_RequiresVertexSkinning = value; }
}
public bool requiresVertexID
{
get { return m_RequiresVertexID; }
internal set { m_RequiresVertexID = value; }
}
public bool requiresInstanceID
{
get { return m_RequiresInstanceID; }
internal set { m_RequiresInstanceID = value; }
}
internal bool NeedsTangentSpace()
{
var compoundSpaces = m_RequiresBitangent | m_RequiresNormal | m_RequiresPosition
| m_RequiresTangent | m_RequiresViewDir | m_RequiresPosition
| m_RequiresNormal;
return (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
}
internal ShaderGraphRequirements Union(ShaderGraphRequirements other)
{
var newReqs = new ShaderGraphRequirements();
newReqs.m_RequiresNormal = other.m_RequiresNormal | m_RequiresNormal;
newReqs.m_RequiresTangent = other.m_RequiresTangent | m_RequiresTangent;
newReqs.m_RequiresBitangent = other.m_RequiresBitangent | m_RequiresBitangent;
newReqs.m_RequiresViewDir = other.m_RequiresViewDir | m_RequiresViewDir;
newReqs.m_RequiresPosition = other.m_RequiresPosition | m_RequiresPosition;
newReqs.m_RequiresPositionPredisplacement = other.m_RequiresPositionPredisplacement | m_RequiresPositionPredisplacement;
newReqs.m_RequiresScreenPosition = other.m_RequiresScreenPosition | m_RequiresScreenPosition;
newReqs.m_RequiresNDCPosition = other.m_RequiresNDCPosition | m_RequiresNDCPosition;
newReqs.m_RequiresPixelPosition = other.m_RequiresPixelPosition | m_RequiresPixelPosition;
newReqs.m_RequiresVertexColor = other.m_RequiresVertexColor | m_RequiresVertexColor;
newReqs.m_RequiresFaceSign = other.m_RequiresFaceSign | m_RequiresFaceSign;
newReqs.m_RequiresDepthTexture = other.m_RequiresDepthTexture | m_RequiresDepthTexture;
newReqs.m_RequiresCameraOpaqueTexture = other.m_RequiresCameraOpaqueTexture | m_RequiresCameraOpaqueTexture;
newReqs.m_RequiresTime = other.m_RequiresTime | m_RequiresTime;
newReqs.m_RequiresVertexSkinning = other.m_RequiresVertexSkinning | m_RequiresVertexSkinning;
newReqs.m_RequiresVertexID = other.m_RequiresVertexID | m_RequiresVertexID;
newReqs.m_RequiresInstanceID = other.m_RequiresInstanceID | m_RequiresInstanceID;
newReqs.m_RequiresMeshUVs = new List<UVChannel>();
if (m_RequiresMeshUVs != null)
newReqs.m_RequiresMeshUVs.AddRange(m_RequiresMeshUVs);
if (other.m_RequiresMeshUVs != null)
newReqs.m_RequiresMeshUVs.AddRange(other.m_RequiresMeshUVs);
newReqs.m_RequiresMeshUVDerivatives = new List<UVChannel>();
if (m_RequiresMeshUVDerivatives != null)
newReqs.m_RequiresMeshUVDerivatives.AddRange(m_RequiresMeshUVDerivatives);
if (other.m_RequiresMeshUVDerivatives != null)
newReqs.m_RequiresMeshUVDerivatives.AddRange(other.m_RequiresMeshUVDerivatives);
return newReqs;
}
internal static ShaderGraphRequirements FromNodes<T>(IEnumerable<T> nodes, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool includeIntermediateSpaces = true, bool[] texCoordNeedsDerivs = null)
where T : AbstractMaterialNode
{
var reqs = new ShaderGraphRequirements();
reqs.m_RequiresTransforms = new List<NeededTransform>();
reqs.m_RequiresMeshUVs = new List<UVChannel>();
reqs.m_RequiresMeshUVDerivatives = new List<UVChannel>();
foreach (var node in nodes)
{
if (node is IMayRequireTransform a)
reqs.m_RequiresTransforms.AddRange(a.RequiresTransform());
if (node is IMayRequireNormal b)
reqs.m_RequiresNormal |= b.RequiresNormal(stageCapability);
if (node is IMayRequireBitangent c)
reqs.m_RequiresBitangent |= c.RequiresBitangent(stageCapability);
if (node is IMayRequireTangent d)
reqs.m_RequiresTangent |= d.RequiresTangent(stageCapability);
if (node is IMayRequireViewDirection e)
reqs.m_RequiresViewDir |= e.RequiresViewDirection(stageCapability);
if (node is IMayRequirePosition f)
reqs.m_RequiresPosition |= f.RequiresPosition(stageCapability);
if (node is IMayRequirePositionPredisplacement g)
reqs.m_RequiresPositionPredisplacement |= g.RequiresPositionPredisplacement(stageCapability);
if (!reqs.m_RequiresScreenPosition && node is IMayRequireScreenPosition h)
reqs.m_RequiresScreenPosition = h.RequiresScreenPosition(stageCapability);
if (!reqs.m_RequiresNDCPosition && node is IMayRequireNDCPosition i)
reqs.m_RequiresNDCPosition = i.RequiresNDCPosition(stageCapability);
if (!reqs.m_RequiresPixelPosition && node is IMayRequirePixelPosition j)
reqs.m_RequiresPixelPosition = j.RequiresPixelPosition(stageCapability);
if (!reqs.m_RequiresVertexColor && node is IMayRequireVertexColor k)
reqs.m_RequiresVertexColor = k.RequiresVertexColor(stageCapability);
if (!reqs.m_RequiresFaceSign && node is IMayRequireFaceSign l)
reqs.m_RequiresFaceSign = l.RequiresFaceSign(stageCapability);
if (!reqs.m_RequiresDepthTexture && node is IMayRequireDepthTexture m)
reqs.m_RequiresDepthTexture = m.RequiresDepthTexture(stageCapability);
if (!reqs.m_RequiresCameraOpaqueTexture && node is IMayRequireCameraOpaqueTexture n)
reqs.m_RequiresCameraOpaqueTexture = n.RequiresCameraOpaqueTexture(stageCapability);
if (!reqs.m_RequiresTime)
reqs.m_RequiresTime = node.RequiresTime();
if (!reqs.m_RequiresVertexSkinning && node is IMayRequireVertexSkinning o)
reqs.m_RequiresVertexSkinning = o.RequiresVertexSkinning(stageCapability);
if (!reqs.m_RequiresVertexID && node is IMayRequireVertexID p)
reqs.m_RequiresVertexID = p.RequiresVertexID(stageCapability);
if (node is IMayRequireMeshUV q)
{
for (int uvIndex = 0; uvIndex < ShaderGeneratorNames.UVCount; ++uvIndex)
{
var channel = (UVChannel)uvIndex;
if (q.RequiresMeshUV(channel))
{
reqs.m_RequiresMeshUVs.Add(channel);
if (texCoordNeedsDerivs is not null &&
uvIndex < texCoordNeedsDerivs.Length &&
texCoordNeedsDerivs[uvIndex])
{
reqs.m_RequiresMeshUVDerivatives.Add(channel);
}
}
}
}
if (!reqs.m_RequiresInstanceID && node is IMayRequireInstanceID r)
reqs.m_RequiresInstanceID = r.RequiresInstanceID(stageCapability);
}
reqs.m_RequiresTransforms = reqs.m_RequiresTransforms.Distinct().ToList();
// if anything needs tangentspace we have make
// sure to have our othonormal basis!
if (includeIntermediateSpaces)
{
var compoundSpaces = reqs.m_RequiresBitangent | reqs.m_RequiresNormal | reqs.m_RequiresPosition
| reqs.m_RequiresTangent | reqs.m_RequiresViewDir | reqs.m_RequiresPosition
| reqs.m_RequiresNormal;
var needsTangentSpace = (compoundSpaces & NeededCoordinateSpace.Tangent) > 0;
if (needsTangentSpace)
{
reqs.m_RequiresBitangent |= NeededCoordinateSpace.World;
reqs.m_RequiresNormal |= NeededCoordinateSpace.World;
reqs.m_RequiresTangent |= NeededCoordinateSpace.World;
}
}
return reqs;
}
internal static ShaderGraphRequirements FromUvDerivativeList(List<UVChannel> meshUVDerivatives)
{
var reqs = new ShaderGraphRequirements()
{
m_RequiresMeshUVDerivatives = meshUVDerivatives,
};
return reqs;
}
}
}