// 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" );
|
|
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 );
|
|
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";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|