CQ_Intelligent-Technology-T.../Assets/AmplifyShaderEditor/Plugins/Editor/Templates/TemplateMultiPassSwitchNode.cs

330 lines
8.8 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
[Serializable]
public class InputSwitchMPHelper
{
public int SubShaderIdx;
public int PassIdx;
public InputSwitchMPHelper( int subShaderIdx , int passIdx )
{
SubShaderIdx = subShaderIdx;
PassIdx = passIdx;
}
}
[Serializable]
[NodeAttributes( "Template Multi-Pass Switch" , "Logical Operators" , "Relays, in compile time, the correct input port according to current analyzed sub-shader/pass." )]
public sealed class TemplateMultiPassSwitchNode : TemplateNodeParent
{
private const string InputLabelStr = "SubShader {0} Pass {1}";
[SerializeField]
private List<InputSwitchMPHelper> m_inputHelper = new List<InputSwitchMPHelper>();
[SerializeField]
private int m_inputCountHelper = -1;
protected override void CommonInit( int uniqueId )
{
m_createAllOutputs = false;
base.CommonInit( uniqueId );
}
public override void OnInputPortConnected( int portId , int otherNodeId , int otherPortId , bool activateNode = true )
{
base.OnInputPortConnected( portId , otherNodeId , otherPortId , activateNode );
UpdateConnections();
}
public override void OnConnectedOutputNodeChanges( int inputPortId , int otherNodeId , int otherPortId , string name , WirePortDataType type )
{
base.OnConnectedOutputNodeChanges( inputPortId , otherNodeId , otherPortId , name , type );
UpdateConnections();
}
public override void OnInputPortDisconnected( int portId )
{
base.OnInputPortDisconnected( portId );
UpdateConnections();
}
private void UpdateConnections()
{
WirePortDataType mainType = WirePortDataType.FLOAT;
int highest = UIUtils.GetPriority( mainType );
for( int i = 0 ; i < m_inputPorts.Count ; i++ )
{
if( m_inputPorts[ i ].IsConnected )
{
WirePortDataType portType = m_inputPorts[ i ].GetOutputConnection().DataType;
if( UIUtils.GetPriority( portType ) > highest )
{
mainType = portType;
highest = UIUtils.GetPriority( portType );
}
}
}
for( int i = 0 ; i < m_inputPorts.Count ; i++ )
{
m_inputPorts[ i ].ChangeType( mainType , false );
}
m_outputPorts[ 0 ].ChangeType( mainType , false );
}
public override void Draw( DrawInfo drawInfo )
{
base.Draw( drawInfo );
if( m_templateMPData == null )
{
FetchMultiPassTemplate();
if( m_inputPorts.Count != m_inputCountHelper )
{
CreateInputPorts();
}
else
{
RefreshInputPorts();
}
}
}
public void RefreshInputPorts()
{
if( m_multiPassMode )
{
m_inputHelper.Clear();
if( m_templateMPData != null )
{
int index = 0;
int subShaderCount = m_templateMPData.SubShaders.Count;
for( int subShaderIdx = 0 ; subShaderIdx < subShaderCount ; subShaderIdx++ )
{
int passCount = m_templateMPData.SubShaders[ subShaderIdx ].Passes.Count;
for( int passIdx = 0 ; passIdx < passCount ; passIdx++ )
{
if( m_templateMPData.SubShaders[ subShaderIdx ].Passes[ passIdx ].HasValidFunctionBody )
{
m_inputPorts[ index ].Name = string.Format( InputLabelStr , subShaderIdx , passIdx );
m_inputHelper.Add( new InputSwitchMPHelper( subShaderIdx , passIdx ) );
index += 1;
}
}
}
}
}
else
{
m_inputPorts[ 0 ].Name = "In";
}
}
public int RefreshInputCountHelper()
{
int inputCountHelper = 0;
if( m_multiPassMode )
{
if( m_templateMPData != null )
{
int subShaderCount = m_templateMPData.SubShaders.Count;
for( int subShaderIdx = 0 ; subShaderIdx < subShaderCount ; subShaderIdx++ )
{
int passCount = m_templateMPData.SubShaders[ subShaderIdx ].Passes.Count;
for( int passIdx = 0 ; passIdx < passCount ; passIdx++ )
{
if( m_templateMPData.SubShaders[ subShaderIdx ].Passes[ passIdx ].HasValidFunctionBody )
inputCountHelper += 1;
}
}
}
}
else
{
inputCountHelper += 1;
}
return inputCountHelper;
}
public void CreateInputPorts()
{
m_inputCountHelper = 0;
DeleteAllInputConnections( true );
if( m_multiPassMode )
{
m_inputHelper.Clear();
if( m_templateMPData != null )
{
int subShaderCount = m_templateMPData.SubShaders.Count;
for( int subShaderIdx = 0 ; subShaderIdx < subShaderCount ; subShaderIdx++ )
{
int passCount = m_templateMPData.SubShaders[ subShaderIdx ].Passes.Count;
for( int passIdx = 0 ; passIdx < passCount ; passIdx++ )
{
if( m_templateMPData.SubShaders[ subShaderIdx ].Passes[ passIdx ].HasValidFunctionBody )
{
AddInputPort( WirePortDataType.FLOAT , false , string.Format( InputLabelStr , subShaderIdx , passIdx ) );
m_inputHelper.Add( new InputSwitchMPHelper( subShaderIdx , passIdx ) );
m_inputCountHelper += 1;
}
}
}
}
}
else
{
AddInputPort( WirePortDataType.FLOAT , false , "In" );
m_inputCountHelper += 1;
}
}
public override string GenerateShaderForOutput( int outputId , ref MasterNodeDataCollector dataCollector , bool ignoreLocalvar )
{
if( dataCollector.MasterNodeCategory != AvailableShaderTypes.Template )
{
UIUtils.ShowMessage( "Template Multi-Pass Switch Data node is only intended for templates use only" , MessageSeverity.Error );
return m_outputPorts[ 0 ].ErrorValue;
}
int currSubShaderIdx = dataCollector.TemplateDataCollectorInstance.MultipassSubshaderIdx;
int currPassIdx = dataCollector.TemplateDataCollectorInstance.MultipassPassIdx;
int inputHelperCount = m_inputHelper.Count;
for( int i = 0 ; i < inputHelperCount ; i++ )
{
if( m_inputHelper[ i ].SubShaderIdx == currSubShaderIdx && m_inputHelper[ i ].PassIdx == currPassIdx )
return m_inputPorts[ i ].GeneratePortInstructions( ref dataCollector );
}
UIUtils.ShowMessage( "Invalid subshader or pass on Template Multi-Pass Switch Data" );
return m_outputPorts[ 0 ].ErrorValue;
}
public override void OnMasterNodeReplaced( MasterNode newMasterNode )
{
base.OnMasterNodeReplaced( newMasterNode );
m_autoWrapProperties = false;
if( newMasterNode.CurrentMasterNodeCategory == AvailableShaderTypes.Template )
{
FetchMultiPassTemplate( newMasterNode );
m_inputCountHelper = RefreshInputCountHelper();
if( m_inputPorts.Count != m_inputCountHelper )
{
CreateInputPorts();
}
else
{
RefreshInputPorts();
}
}
else
{
DeleteAllInputConnections( true );
}
}
public override void ReadFromString( ref string[] nodeParams )
{
base.ReadFromString( ref nodeParams );
m_inputCountHelper = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
// Need to add ports here so read internal data is correct
for( int i = 0 ; i < m_inputCountHelper ; i++ )
{
AddInputPort( WirePortDataType.FLOAT , false , Constants.EmptyPortValue );
}
}
public override void WriteToString( ref string nodeInfo , ref string connectionsInfo )
{
base.WriteToString( ref nodeInfo , ref connectionsInfo );
IOUtils.AddFieldValueToString( ref nodeInfo , m_inputCountHelper );
}
public override void Destroy()
{
base.Destroy();
m_inputHelper.Clear();
m_inputHelper = null;
}
public override void RefreshExternalReferences()
{
base.RefreshExternalReferences();
FetchMultiPassTemplate();
bool create = false;
if( m_inputCountHelper == -1 )
{
create = true;
}
else
{
int newInputCount = RefreshInputCountHelper();
if( newInputCount != m_inputCountHelper )
{
create = true;
}
}
if( m_multiPassMode )
{
if( m_templateMPData != null )
{
if( create )
{
CreateInputPorts();
}
else
{
m_inputHelper.Clear();
int index = 0;
int subShaderCount = m_templateMPData.SubShaders.Count;
for( int subShaderIdx = 0 ; subShaderIdx < subShaderCount ; subShaderIdx++ )
{
int passCount = m_templateMPData.SubShaders[ subShaderIdx ].Passes.Count;
for( int passIdx = 0 ; passIdx < passCount ; passIdx++ )
{
if( m_templateMPData.SubShaders[ subShaderIdx ].Passes[ passIdx ].HasValidFunctionBody )
{
m_inputPorts[ index ].Name = string.Format( InputLabelStr , subShaderIdx , passIdx );
m_inputHelper.Add( new InputSwitchMPHelper( subShaderIdx , passIdx ) );
index += 1;
}
}
}
if( index != m_inputCountHelper )
{
Debug.LogWarning( "Something wrong occured in reading MultiPass Switch node" );
}
}
}
}
else
{
if( create )
{
AddInputPort( WirePortDataType.FLOAT , false , "In" );
}
else
{
m_inputPorts[ 0 ].Name = "In";
}
}
}
}
}