UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/Vector1MaterialSlot.cs
2024-10-27 10:53:47 +03:00

123 lines
3.8 KiB
C#

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 Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasValue<float>
{
[SerializeField]
float m_Value;
[SerializeField]
float m_DefaultValue;
[SerializeField]
string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults
static readonly string[] k_LabelDefaults = { "X" };
string[] labels
{
get
{
if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length))
return k_LabelDefaults;
return m_Labels;
}
}
public Vector1MaterialSlot()
{
}
public Vector1MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
float value,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
string label1 = null,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
m_DefaultValue = value;
m_Value = value;
if (label1 != null)
m_Labels = new[] { label1 };
}
public float defaultValue { get { return m_DefaultValue; } }
public float value
{
get { return m_Value; }
set { m_Value = value; }
}
public override bool isDefaultValue => value.Equals(defaultValue);
public override VisualElement InstantiateControl()
{
return new MultiFloatSlotControlView(owner, labels, () => new Vector4(value, 0f, 0f, 0f), (newValue) => value = newValue.x);
}
protected override string ConcreteSlotValueAsVariable()
{
return string.Format("$precision({0})", NodeUtils.FloatToShaderValue(value));
}
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 Vector1ShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override SlotValueType valueType { get { return SlotValueType.Vector1; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } }
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Float)
{
name = name,
floatValue = value,
};
properties.Add(pp);
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector1MaterialSlot;
if (slot != null)
value = slot.value;
}
public override void CopyDefaultValue(MaterialSlot other)
{
base.CopyDefaultValue(other);
if (other is IMaterialSlotHasValue<float> ms)
{
m_DefaultValue = ms.defaultValue;
}
}
}
}