UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/Vector4MaterialSlot.cs
2024-10-27 10:53:47 +03:00

138 lines
4.5 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 Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
{
[SerializeField]
private Vector4 m_Value;
[SerializeField]
private Vector4 m_DefaultValue = Vector4.zero;
[SerializeField]
string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults
static readonly string[] k_LabelDefaults = { "X", "Y", "Z", "W" };
string[] labels
{
get
{
if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length))
return k_LabelDefaults;
return m_Labels;
}
}
public Vector4MaterialSlot()
{
}
public Vector4MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Vector4 value,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
string label1 = null,
string label2 = null,
string label3 = null,
string label4 = null,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
m_DefaultValue = value;
m_Value = value;
if ((label1 != null) || (label2 != null) || (label3 != null) || (label4 != null))
{
m_Labels = new[]
{
label1 ?? k_LabelDefaults[0],
label2 ?? k_LabelDefaults[1],
label3 ?? k_LabelDefaults[2],
label4 ?? k_LabelDefaults[3]
};
}
}
public Vector4 defaultValue { get { return m_DefaultValue; } }
public Vector4 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, () => value, (newValue) => value = newValue);
}
protected override string ConcreteSlotValueAsVariable()
{
return string.Format("$precision4 ({0}, {1}, {2}, {3})"
, NodeUtils.FloatToShaderValue(value.x)
, NodeUtils.FloatToShaderValue(value.y)
, NodeUtils.FloatToShaderValue(value.z)
, NodeUtils.FloatToShaderValue(value.w));
}
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 Vector4ShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Vector4)
{
name = name,
vector4Value = new Vector4(value.x, value.y, value.z, value.w),
};
properties.Add(pp);
}
public override SlotValueType valueType { get { return SlotValueType.Vector4; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } }
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector4MaterialSlot;
if (slot != null)
value = slot.value;
}
public override void CopyDefaultValue(MaterialSlot other)
{
base.CopyDefaultValue(other);
if (other is IMaterialSlotHasValue<Vector4> ms)
{
m_DefaultValue = ms.defaultValue;
}
}
}
}