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- using System;
- using UnityEngine;
- using UnityEditor.Graphing;
- using UnityEditor.ShaderGraph.Drawing.Controls;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Math", "Matrix", "Matrix Construction")]
- class MatrixConstructionNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
- {
- const string kInputSlotM0Name = "M0";
- const string kInputSlotM1Name = "M1";
- const string kInputSlotM2Name = "M2";
- const string kInputSlotM3Name = "M3";
- const string kOutput4x4SlotName = "4x4";
- const string kOutput3x3SlotName = "3x3";
- const string kOutput2x2SlotName = "2x2";
- public const int InputSlotM0Id = 0;
- public const int InputSlotM1Id = 1;
- public const int InputSlotM2Id = 2;
- public const int InputSlotM3Id = 3;
- public const int Output4x4SlotId = 4;
- public const int Output3x3SlotId = 5;
- public const int Output2x2SlotId = 6;
- public MatrixConstructionNode()
- {
- name = "Matrix Construction";
- UpdateNodeAfterDeserialization();
- }
- [SerializeField]
- MatrixAxis m_Axis;
- [EnumControl("")]
- MatrixAxis axis
- {
- get { return m_Axis; }
- set
- {
- if (m_Axis.Equals(value))
- return;
- m_Axis = value;
- Dirty(ModificationScope.Graph);
- }
- }
- string GetFunctionName()
- {
- return $"Unity_MatrixConstruction_{axis}_{concretePrecision.ToShaderString()}";
- }
- public sealed override void UpdateNodeAfterDeserialization()
- {
- AddSlot(new Vector4MaterialSlot(InputSlotM0Id, kInputSlotM0Name, kInputSlotM0Name, SlotType.Input, Vector4.zero));
- AddSlot(new Vector4MaterialSlot(InputSlotM1Id, kInputSlotM1Name, kInputSlotM1Name, SlotType.Input, Vector4.zero));
- AddSlot(new Vector4MaterialSlot(InputSlotM2Id, kInputSlotM2Name, kInputSlotM2Name, SlotType.Input, Vector4.zero));
- AddSlot(new Vector4MaterialSlot(InputSlotM3Id, kInputSlotM3Name, kInputSlotM3Name, SlotType.Input, Vector4.zero));
- AddSlot(new Matrix4MaterialSlot(Output4x4SlotId, kOutput4x4SlotName, kOutput4x4SlotName, SlotType.Output));
- AddSlot(new Matrix3MaterialSlot(Output3x3SlotId, kOutput3x3SlotName, kOutput3x3SlotName, SlotType.Output));
- AddSlot(new Matrix2MaterialSlot(Output2x2SlotId, kOutput2x2SlotName, kOutput2x2SlotName, SlotType.Output));
- RemoveSlotsNameNotMatching(new int[] { InputSlotM0Id, InputSlotM1Id, InputSlotM2Id, InputSlotM3Id, Output4x4SlotId, Output3x3SlotId, Output2x2SlotId });
- }
- public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
- {
- var inputM0Value = GetSlotValue(InputSlotM0Id, generationMode);
- var inputM1Value = GetSlotValue(InputSlotM1Id, generationMode);
- var inputM2Value = GetSlotValue(InputSlotM2Id, generationMode);
- var inputM3Value = GetSlotValue(InputSlotM3Id, generationMode);
- sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(Output4x4SlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(Output4x4SlotId));
- sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(Output3x3SlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(Output3x3SlotId));
- sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(Output2x2SlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(Output2x2SlotId));
- sb.AppendLine("{0}({1}, {2}, {3}, {4}, {5}, {6}, {7});",
- GetFunctionName(),
- inputM0Value,
- inputM1Value,
- inputM2Value,
- inputM3Value,
- GetVariableNameForSlot(Output4x4SlotId),
- GetVariableNameForSlot(Output3x3SlotId),
- GetVariableNameForSlot(Output2x2SlotId));
- }
- public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
- {
- registry.ProvideFunction(GetFunctionName(), s =>
- {
- s.AppendLine("void {0} ({1} M0, {1} M1, {1} M2, {1} M3, out {2} Out4x4, out {3} Out3x3, out {4} Out2x2)",
- GetFunctionName(),
- FindInputSlot<MaterialSlot>(InputSlotM0Id).concreteValueType.ToShaderString(),
- FindOutputSlot<MaterialSlot>(Output4x4SlotId).concreteValueType.ToShaderString(),
- FindOutputSlot<MaterialSlot>(Output3x3SlotId).concreteValueType.ToShaderString(),
- FindOutputSlot<MaterialSlot>(Output2x2SlotId).concreteValueType.ToShaderString());
- using (s.BlockScope())
- {
- switch (m_Axis)
- {
- case MatrixAxis.Column:
- s.AppendLine("Out4x4 = $precision4x4(M0.x, M1.x, M2.x, M3.x, M0.y, M1.y, M2.y, M3.y, M0.z, M1.z, M2.z, M3.z, M0.w, M1.w, M2.w, M3.w);");
- s.AppendLine("Out3x3 = $precision3x3(M0.x, M1.x, M2.x, M0.y, M1.y, M2.y, M0.z, M1.z, M2.z);");
- s.AppendLine("Out2x2 = $precision2x2(M0.x, M1.x, M0.y, M1.y);");
- break;
- default:
- s.AppendLine("Out4x4 = $precision4x4(M0.x, M0.y, M0.z, M0.w, M1.x, M1.y, M1.z, M1.w, M2.x, M2.y, M2.z, M2.w, M3.x, M3.y, M3.z, M3.w);");
- s.AppendLine("Out3x3 = $precision3x3(M0.x, M0.y, M0.z, M1.x, M1.y, M1.z, M2.x, M2.y, M2.z);");
- s.AppendLine("Out2x2 = $precision2x2(M0.x, M0.y, M1.x, M1.y);");
- break;
- }
- }
- });
- }
- }
- }
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