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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
namespace AmplifyShaderEditor
{
[System.Serializable]
public class TFHCStub : DynamicTypeNode
{
protected WirePortDataType m_mainInputType = WirePortDataType.FLOAT;
protected WirePortDataType m_mainOutputType = WirePortDataType.FLOAT;
protected string m_inputDataPort0 = string.Empty;
protected string m_inputDataPort1 = string.Empty;
protected string m_inputDataPort2 = string.Empty;
protected string m_inputDataPort3 = string.Empty;
public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
{
UpdateConnections( portId );
}
public override void OnConnectedOutputNodeChanges( int outputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
{
UpdateConnections( outputPortId );
}
public override void OnInputPortDisconnected( int portId )
{
int otherPortId = 0;
if ( portId < 2 )
{
otherPortId = ( portId == 0 ) ? 1 : 0;
if ( m_inputPorts[ otherPortId ].IsConnected )
{
m_mainInputType = m_inputPorts[ otherPortId ].DataType;
m_inputPorts[ portId ].ChangeType( m_mainInputType, false );
}
}
else
{
otherPortId = ( portId == 2 ) ? 3 : 2;
if ( m_inputPorts[ otherPortId ].IsConnected )
{
m_mainOutputType = m_inputPorts[ otherPortId ].DataType;
m_inputPorts[ portId ].ChangeType( m_mainOutputType, false );
m_outputPorts[ 0 ].ChangeType( m_mainOutputType, false );
}
}
}
public void GetInputData( ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
{
//Conditional Operator ?: has some shenanigans
//If the first operand is of type bool, one of the following must hold for the second and third operands:
//Both operands have compatible structure types.
//Both operands are scalars with numeric or bool type.
//Both operands are vectors with numeric or bool type, where the two vectors are of the same size, which is less than or equal to four.
//If the first operand is a packed vector of bool, then the conditional selection is performed on an elementwise basis.Both the second and third operands must be numeric vectors of the same size as the first operand.
WirePortDataType compatibleInputType = m_mainInputType;
if ( m_mainInputType != WirePortDataType.FLOAT && m_mainInputType != WirePortDataType.INT && m_mainInputType != m_mainOutputType )
{
compatibleInputType = m_mainOutputType;
}
m_inputDataPort0 = m_inputPorts[ 0 ].GenerateShaderForOutput( ref dataCollector, compatibleInputType, ignoreLocalvar, true );
m_inputDataPort1 = m_inputPorts[ 1 ].GenerateShaderForOutput( ref dataCollector, compatibleInputType, ignoreLocalvar, true );
m_inputDataPort2 = m_inputPorts[ 2 ].GenerateShaderForOutput( ref dataCollector, m_mainOutputType, ignoreLocalvar, true );
m_inputDataPort3 = m_inputPorts[ 3 ].GenerateShaderForOutput( ref dataCollector, m_mainOutputType, ignoreLocalvar, true );
}
void UpdateConnections( int portId )
{
m_inputPorts[ portId ].MatchPortToConnection();
int otherPortId = 0;
WirePortDataType otherPortType = WirePortDataType.FLOAT;
if ( portId < 2 )
{
otherPortId = ( portId == 0 ) ? 1 : 0;
otherPortType = m_inputPorts[ otherPortId ].IsConnected ? m_inputPorts[ otherPortId ].DataType : WirePortDataType.FLOAT;
m_mainInputType = UIUtils.GetPriority( m_inputPorts[ portId ].DataType ) > UIUtils.GetPriority( otherPortType ) ? m_inputPorts[ portId ].DataType : otherPortType;
if ( !m_inputPorts[ otherPortId ].IsConnected )
{
m_inputPorts[ otherPortId ].ChangeType( m_mainInputType, false );
}
}
else
{
otherPortId = ( portId == 2 ) ? 3 : 2;
otherPortType = m_inputPorts[ otherPortId ].IsConnected ? m_inputPorts[ otherPortId ].DataType : WirePortDataType.FLOAT;
m_mainOutputType = UIUtils.GetPriority( m_inputPorts[ portId ].DataType ) > UIUtils.GetPriority( otherPortType ) ? m_inputPorts[ portId ].DataType : otherPortType;
m_outputPorts[ 0 ].ChangeType( m_mainOutputType, false );
if ( !m_inputPorts[ otherPortId ].IsConnected )
{
m_inputPorts[ otherPortId ].ChangeType( m_mainOutputType, false );
}
}
}
}
}