UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Nodes/Utility/DropdownNode.cs
2024-10-27 10:53:47 +03:00

195 lines
6.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShaderGraph.Serialization;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Utility", "Dropdown")]
class DropdownNode : AbstractMaterialNode, IOnAssetEnabled, IGeneratesBodyCode, IShaderInputObserver
{
internal const int k_MinEnumEntries = 2;
public DropdownNode()
{
UpdateNodeAfterDeserialization();
}
[SerializeField]
JsonRef<ShaderDropdown> m_Dropdown;
public ShaderDropdown dropdown
{
get { return m_Dropdown; }
set
{
if (m_Dropdown == value)
return;
m_Dropdown = value;
UpdateNode();
Dirty(ModificationScope.Topological);
}
}
public override bool canSetPrecision => false;
public override bool hasPreview => true;
public const int OutputSlotId = 0;
public override bool allowedInMainGraph { get => false; }
public void UpdateNodeDisplayName(string newDisplayName)
{
MaterialSlot foundSlot = FindSlot<MaterialSlot>(OutputSlotId);
if (foundSlot != null)
foundSlot.displayName = newDisplayName;
}
public void OnEnable()
{
UpdateNode();
}
public void UpdateNode()
{
name = dropdown.displayName;
UpdatePorts();
}
void UpdatePorts()
{
// Get slots
List<MaterialSlot> inputSlots = new List<MaterialSlot>();
GetInputSlots(inputSlots);
// Store the edges
Dictionary<MaterialSlot, List<IEdge>> edgeDict = new Dictionary<MaterialSlot, List<IEdge>>();
foreach (MaterialSlot slot in inputSlots)
edgeDict.Add(slot, (List<IEdge>)slot.owner.owner.GetEdges(slot.slotReference));
// Remove old slots
for (int i = 0; i < inputSlots.Count; i++)
{
RemoveSlot(inputSlots[i].id);
}
// Add output slot
AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero));
// Add input slots
int[] slotIds = new int[dropdown.entries.Count + 1];
slotIds[dropdown.entries.Count] = OutputSlotId;
for (int i = 0; i < dropdown.entries.Count; i++)
{
// Get slot based on entry id
MaterialSlot slot = inputSlots.Where(x =>
x.id == dropdown.entries[i].id &&
x.RawDisplayName() == dropdown.entries[i].displayName &&
x.shaderOutputName == dropdown.entries[i].displayName).FirstOrDefault();
if (slot == null)
{
slot = new DynamicVectorMaterialSlot(dropdown.entries[i].id, dropdown.entries[i].displayName, dropdown.entries[i].displayName, SlotType.Input, Vector4.zero);
}
AddSlot(slot);
slotIds[i] = dropdown.entries[i].id;
}
RemoveSlotsNameNotMatching(slotIds);
// Reconnect the edges
foreach (KeyValuePair<MaterialSlot, List<IEdge>> entry in edgeDict)
{
foreach (IEdge edge in entry.Value)
{
owner.Connect(edge.outputSlot, edge.inputSlot);
}
}
ValidateNode();
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var outputSlot = FindOutputSlot<MaterialSlot>(OutputSlotId);
bool isGeneratingSubgraph = owner.isSubGraph && (generationMode != GenerationMode.Preview);
if (generationMode == GenerationMode.Preview || !isGeneratingSubgraph)
{
sb.AppendLine(string.Format($"{outputSlot.concreteValueType.ToShaderString()} {GetVariableNameForSlot(OutputSlotId)};"));
var value = GetSlotValue(GetSlotIdForActiveSelection(), generationMode);
sb.AppendLine(string.Format($"{GetVariableNameForSlot(OutputSlotId)} = {value};"));
}
else
{
// Iterate all entries in the dropdown
for (int i = 0; i < dropdown.entries.Count; i++)
{
if (i == 0)
{
sb.AppendLine(string.Format($"{outputSlot.concreteValueType.ToShaderString()} {GetVariableNameForSlot(OutputSlotId)};"));
sb.AppendLine($"if ({m_Dropdown.value.referenceName} == {i})");
}
else
{
sb.AppendLine($"else if ({m_Dropdown.value.referenceName} == {i})");
}
{
sb.AppendLine("{");
sb.IncreaseIndent();
var value = GetSlotValue(GetSlotIdForPermutation(new KeyValuePair<ShaderDropdown, int>(dropdown, i)), generationMode);
sb.AppendLine(string.Format($"{GetVariableNameForSlot(OutputSlotId)} = {value};"));
sb.DecreaseIndent();
sb.AppendLine("}");
}
if (i == dropdown.entries.Count - 1)
{
sb.AppendLine($"else");
sb.AppendLine("{");
sb.IncreaseIndent();
var value = GetSlotValue(GetSlotIdForPermutation(new KeyValuePair<ShaderDropdown, int>(dropdown, 0)), generationMode);
sb.AppendLine(string.Format($"{GetVariableNameForSlot(OutputSlotId)} = {value};"));
sb.DecreaseIndent();
sb.AppendLine("}");
}
}
}
}
public int GetSlotIdForPermutation(KeyValuePair<ShaderDropdown, int> permutation)
{
return permutation.Key.entries[permutation.Value].id;
}
public int GetSlotIdForActiveSelection()
{
return dropdown.entries[dropdown.value].id;
}
protected override void CalculateNodeHasError()
{
if (dropdown == null || !owner.dropdowns.Any(x => x == dropdown))
{
owner.AddConcretizationError(objectId, "Dropdown Node has no associated dropdown.");
hasError = true;
}
}
public void OnShaderInputUpdated(ModificationScope modificationScope)
{
UpdateNode();
Dirty(modificationScope);
if(modificationScope == ModificationScope.Layout)
UpdateNodeDisplayName(dropdown.displayName);
}
}
}