Matrix4Node.cs 6.9 KB

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  1. using UnityEditor.ShaderGraph.Drawing.Controls;
  2. using UnityEngine;
  3. using UnityEditor.Graphing;
  4. using System.Collections.Generic;
  5. using UnityEditor.ShaderGraph.Internal;
  6. namespace UnityEditor.ShaderGraph
  7. {
  8. [Title("Input", "Matrix", "Matrix 4x4")]
  9. class Matrix4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
  10. {
  11. public const int OutputSlotId = 0;
  12. const string kOutputSlotName = "Out";
  13. [SerializeField]
  14. Vector4 m_Row0;
  15. [SerializeField]
  16. Vector4 m_Row1;
  17. [SerializeField]
  18. Vector4 m_Row2;
  19. [SerializeField]
  20. Vector4 m_Row3;
  21. [MultiFloatControl("", " ", " ", " ", " ")]
  22. public Vector4 row0
  23. {
  24. get { return m_Row0; }
  25. set { SetRow(ref m_Row0, value); }
  26. }
  27. [MultiFloatControl("", " ", " ", " ", " ")]
  28. public Vector4 row1
  29. {
  30. get { return m_Row1; }
  31. set { SetRow(ref m_Row1, value); }
  32. }
  33. [MultiFloatControl("", " ", " ", " ", " ")]
  34. public Vector4 row2
  35. {
  36. get { return m_Row2; }
  37. set { SetRow(ref m_Row2, value); }
  38. }
  39. [MultiFloatControl("", " ", " ", " ", " ")]
  40. public Vector4 row3
  41. {
  42. get { return m_Row3; }
  43. set { SetRow(ref m_Row3, value); }
  44. }
  45. void SetRow(ref Vector4 row, Vector4 value)
  46. {
  47. if (value == row)
  48. return;
  49. row = value;
  50. Dirty(ModificationScope.Node);
  51. }
  52. public Matrix4Node()
  53. {
  54. name = "Matrix 4x4";
  55. UpdateNodeAfterDeserialization();
  56. }
  57. public sealed override void UpdateNodeAfterDeserialization()
  58. {
  59. AddSlot(new Matrix4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
  60. RemoveSlotsNameNotMatching(new[] { OutputSlotId });
  61. }
  62. public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
  63. {
  64. if (!generationMode.IsPreview())
  65. return;
  66. properties.AddShaderProperty(new Vector4ShaderProperty()
  67. {
  68. overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
  69. generatePropertyBlock = false,
  70. value = m_Row0
  71. });
  72. properties.AddShaderProperty(new Vector4ShaderProperty()
  73. {
  74. overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
  75. generatePropertyBlock = false,
  76. value = m_Row1
  77. });
  78. properties.AddShaderProperty(new Vector4ShaderProperty()
  79. {
  80. overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
  81. generatePropertyBlock = false,
  82. value = m_Row2
  83. });
  84. properties.AddShaderProperty(new Vector4ShaderProperty()
  85. {
  86. overrideReferenceName = string.Format("_{0}_m3", GetVariableNameForNode()),
  87. generatePropertyBlock = false,
  88. value = m_Row3
  89. });
  90. }
  91. public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
  92. {
  93. if (!generationMode.IsPreview())
  94. {
  95. sb.AppendLine("$precision4 _{0}_m0 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
  96. NodeUtils.FloatToShaderValue(m_Row0.x),
  97. NodeUtils.FloatToShaderValue(m_Row0.y),
  98. NodeUtils.FloatToShaderValue(m_Row0.z),
  99. NodeUtils.FloatToShaderValue(m_Row0.w));
  100. sb.AppendLine("$precision4 _{0}_m1 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
  101. NodeUtils.FloatToShaderValue(m_Row1.x),
  102. NodeUtils.FloatToShaderValue(m_Row1.y),
  103. NodeUtils.FloatToShaderValue(m_Row1.z),
  104. NodeUtils.FloatToShaderValue(m_Row1.w));
  105. sb.AppendLine("$precision4 _{0}_m2 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
  106. NodeUtils.FloatToShaderValue(m_Row2.x),
  107. NodeUtils.FloatToShaderValue(m_Row2.y),
  108. NodeUtils.FloatToShaderValue(m_Row2.z),
  109. NodeUtils.FloatToShaderValue(m_Row2.w));
  110. sb.AppendLine("$precision4 _{0}_m3 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
  111. NodeUtils.FloatToShaderValue(m_Row3.x),
  112. NodeUtils.FloatToShaderValue(m_Row3.y),
  113. NodeUtils.FloatToShaderValue(m_Row3.z),
  114. NodeUtils.FloatToShaderValue(m_Row3.w));
  115. }
  116. sb.AppendLine("$precision4x4 {0} = $precision4x4 (_{0}_m0.x, _{0}_m0.y, _{0}_m0.z, _{0}_m0.w, _{0}_m1.x, _{0}_m1.y, _{0}_m1.z, _{0}_m1.w, _{0}_m2.x, _{0}_m2.y, _{0}_m2.z, _{0}_m2.w, _{0}_m3.x, _{0}_m3.y, _{0}_m3.z, _{0}_m3.w);",
  117. GetVariableNameForNode());
  118. }
  119. public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
  120. {
  121. properties.Add(new PreviewProperty(PropertyType.Vector4)
  122. {
  123. name = string.Format("_{0}_m0", GetVariableNameForNode()),
  124. vector4Value = m_Row0
  125. });
  126. properties.Add(new PreviewProperty(PropertyType.Vector4)
  127. {
  128. name = string.Format("_{0}_m1", GetVariableNameForNode()),
  129. vector4Value = m_Row1
  130. });
  131. properties.Add(new PreviewProperty(PropertyType.Vector4)
  132. {
  133. name = string.Format("_{0}_m2", GetVariableNameForNode()),
  134. vector4Value = m_Row2
  135. });
  136. properties.Add(new PreviewProperty(PropertyType.Vector4)
  137. {
  138. name = string.Format("_{0}_m3", GetVariableNameForNode()),
  139. vector4Value = m_Row3
  140. });
  141. }
  142. public override string GetVariableNameForSlot(int slotId)
  143. {
  144. return GetVariableNameForNode();
  145. }
  146. public AbstractShaderProperty AsShaderProperty()
  147. {
  148. return new Matrix4ShaderProperty
  149. {
  150. value = new Matrix4x4()
  151. {
  152. m00 = row0.x,
  153. m01 = row0.y,
  154. m02 = row0.z,
  155. m03 = row0.w,
  156. m10 = row1.x,
  157. m11 = row1.y,
  158. m12 = row1.z,
  159. m13 = row1.w,
  160. m20 = row2.x,
  161. m21 = row2.y,
  162. m22 = row2.z,
  163. m23 = row2.w,
  164. m30 = row3.x,
  165. m31 = row3.y,
  166. m32 = row3.z,
  167. m33 = row3.w,
  168. }
  169. };
  170. }
  171. public int outputSlotId { get { return OutputSlotId; } }
  172. }
  173. }