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 Matrix4MaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] private Matrix4x4 m_Value = Matrix4x4.identity; [SerializeField] private Matrix4x4 m_DefaultValue = Matrix4x4.identity; public Matrix4MaterialSlot() { } public Matrix4MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden) { } public override VisualElement InstantiateControl() { return new LabelSlotControlView("Identity"); } 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); protected override string ConcreteSlotValueAsVariable() { return "$precision4x4 (1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)"; } 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 Matrix4ShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override void GetPreviewProperties(List properties, string name) { var pp = new PreviewProperty(PropertyType.Matrix4) { name = name, matrixValue = value }; properties.Add(pp); } public override SlotValueType valueType { get { return SlotValueType.Matrix4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix4; } } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as Matrix4MaterialSlot; if (slot != null) value = slot.value; } public override void CopyDefaultValue(MaterialSlot other) { base.CopyDefaultValue(other); if (other is IMaterialSlotHasValue ms) { m_DefaultValue = ms.defaultValue; } } } }