312 lines
9.5 KiB
C#
312 lines
9.5 KiB
C#
// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using System;
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using UnityEditor;
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using UnityEngine;
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namespace AmplifyShaderEditor
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{
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[Serializable]
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[NodeAttributes( "Toggle Switch", "Logical Operators", "Switch between any of its input ports" )]
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public class ToggleSwitchNode : PropertyNode
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{
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private const string InputPortName = "In ";
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private const string CurrSelectedStr = "Toggle Value";
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private const string GenerateKeywordStr = "Generate Keyword";
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//private const string LerpOp = "lerp({0},{1},{2})";
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private const string LerpOp = "(( {2} )?( {1} ):( {0} ))";
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[SerializeField]
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private string[] AvailableInputsLabels = { "In 0", "In 1" };
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[SerializeField]
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private int[] AvailableInputsValues = { 0, 1 };
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[SerializeField]
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private int m_currentSelectedInput = 0;
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[SerializeField]
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private WirePortDataType m_mainDataType = WirePortDataType.FLOAT;
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[SerializeField]
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private bool m_generateKeyword = true;
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private int m_cachedPropertyId = -1;
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private GUIContent m_popContent;
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private Rect m_varRect;
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private Rect m_imgRect;
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private bool m_editing;
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protected override void CommonInit( int uniqueId )
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{
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base.CommonInit( uniqueId );
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AddInputPort( m_mainDataType, false, InputPortName + "0" );
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AddInputPort( m_mainDataType, false, InputPortName + "1" );
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AddOutputPort( m_mainDataType, " " );
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m_insideSize.Set( 80, 25 );
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m_currentParameterType = PropertyType.Property;
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m_customPrefix = "Toggle Switch";
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m_popContent = new GUIContent();
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m_popContent.image = UIUtils.PopupIcon;
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m_availableAttribs.Clear();
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//Need to maintain this because of retrocompatibility reasons
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m_availableAttribs.Add( new PropertyAttributes( "Toggle", "[Toggle]" ) );
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m_drawAttributes = false;
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m_freeType = false;
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m_useVarSubtitle = true;
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m_useInternalPortData = true;
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m_previewShaderGUID = "beeb138daeb592a4887454f81dba2b3f";
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m_allowPropertyDuplicates = true;
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m_showAutoRegisterUI = false;
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m_srpBatcherCompatible = true;
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}
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protected override void OnUniqueIDAssigned()
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{
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base.OnUniqueIDAssigned();
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UIUtils.RegisterPropertyNode( this );
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}
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public override void SetPreviewInputs()
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{
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base.SetPreviewInputs();
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if ( m_cachedPropertyId == -1 )
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m_cachedPropertyId = Shader.PropertyToID( "_Current" );
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PreviewMaterial.SetInt( m_cachedPropertyId, m_currentSelectedInput );
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}
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public override void OnConnectedOutputNodeChanges( int portId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
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{
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base.OnConnectedOutputNodeChanges( portId, otherNodeId, otherPortId, name, type );
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UpdateConnection();
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}
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public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
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{
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base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
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UpdateConnection();
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}
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public override void OnInputPortDisconnected( int portId )
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{
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base.OnInputPortDisconnected( portId );
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UpdateConnection();
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}
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void UpdateConnection()
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{
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WirePortDataType type1 = WirePortDataType.FLOAT;
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if( m_inputPorts[ 0 ].IsConnected )
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type1 = m_inputPorts[ 0 ].GetOutputConnection( 0 ).DataType;
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WirePortDataType type2 = WirePortDataType.FLOAT;
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if( m_inputPorts[ 1 ].IsConnected )
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type2 = m_inputPorts[ 1 ].GetOutputConnection( 0 ).DataType;
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m_mainDataType = UIUtils.GetPriority( type1 ) > UIUtils.GetPriority( type2 ) ? type1 : type2;
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m_inputPorts[ 0 ].ChangeType( m_mainDataType, false );
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m_inputPorts[ 1 ].ChangeType( m_mainDataType, false );
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//m_outputPorts[ 0 ].ChangeProperties( m_out, m_mainDataType, false );
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m_outputPorts[ 0 ].ChangeType( m_mainDataType, false );
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}
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public override void OnNodeLayout( DrawInfo drawInfo )
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{
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base.OnNodeLayout( drawInfo );
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m_varRect = m_remainingBox;
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m_varRect.width = 50 * drawInfo.InvertedZoom;
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m_varRect.height = 16 * drawInfo.InvertedZoom;
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m_varRect.x = m_remainingBox.xMax - m_varRect.width;
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m_varRect.y += 1 * drawInfo.InvertedZoom;
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m_imgRect = m_varRect;
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m_imgRect.x = m_varRect.xMax - 16 * drawInfo.InvertedZoom;
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m_imgRect.width = 16 * drawInfo.InvertedZoom;
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m_imgRect.height = m_imgRect.width;
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}
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public override void DrawGUIControls( DrawInfo drawInfo )
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{
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base.DrawGUIControls( drawInfo );
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if ( drawInfo.CurrentEventType != EventType.MouseDown )
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return;
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if ( m_varRect.Contains( drawInfo.MousePosition ) )
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{
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m_editing = true;
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}
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else if ( m_editing )
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{
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m_editing = false;
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}
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}
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public override void Draw( DrawInfo drawInfo )
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{
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base.Draw( drawInfo );
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if( m_editing )
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{
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EditorGUI.BeginChangeCheck();
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m_currentSelectedInput = EditorGUIIntPopup( m_varRect, m_currentSelectedInput, AvailableInputsLabels, AvailableInputsValues, UIUtils.SwitchNodePopUp );
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if ( EditorGUI.EndChangeCheck() )
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{
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PreviewIsDirty = true;
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UpdateConnection();
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m_requireMaterialUpdate = true;
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m_editing = false;
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}
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}
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}
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public override void OnNodeRepaint( DrawInfo drawInfo )
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{
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base.OnNodeRepaint( drawInfo );
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if ( !m_isVisible )
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return;
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if ( !m_editing && ContainerGraph.LodLevel <= ParentGraph.NodeLOD.LOD4 )
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{
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GUI.Label( m_varRect, AvailableInputsLabels[ m_currentSelectedInput ], UIUtils.GraphDropDown );
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GUI.Label( m_imgRect, m_popContent, UIUtils.GraphButtonIcon );
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}
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}
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public override void DrawMainPropertyBlock()
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{
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EditorGUILayout.BeginVertical();
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{
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ShowPropertyInspectorNameGUI();
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ShowPropertyNameGUI( true );
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ShowVariableMode();
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ShowHybridInstanced();
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ShowAutoRegister();
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ShowPrecision();
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m_generateKeyword = EditorGUILayoutToggle( GenerateKeywordStr, m_generateKeyword );
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ShowToolbar();
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Separator();
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EditorGUI.BeginChangeCheck();
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m_currentSelectedInput = EditorGUILayoutIntPopup( CurrSelectedStr, m_currentSelectedInput, AvailableInputsLabels, AvailableInputsValues );
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if ( EditorGUI.EndChangeCheck() )
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{
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UpdateConnection();
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m_requireMaterialUpdate = true;
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}
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}
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public override void DrawProperties()
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{
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base.DrawProperties();
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NodeUtils.DrawPropertyGroup( ref m_visibleCustomAttrFoldout, CustomAttrStr, DrawCustomAttributes, DrawCustomAttrAddRemoveButtons );
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}
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public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
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{
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base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar );
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m_precisionString = UIUtils.PrecisionWirePortToCgType( CurrentPrecisionType, m_outputPorts[ 0 ].DataType );
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string resultA = m_inputPorts[ 0 ].GenerateShaderForOutput( ref dataCollector, m_mainDataType, ignoreLocalvar, true );
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string resultB = m_inputPorts[ 1 ].GenerateShaderForOutput( ref dataCollector, m_mainDataType, ignoreLocalvar, true );
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return string.Format( LerpOp, resultA, resultB, m_propertyName );
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}
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public override void ReadFromString( ref string[] nodeParams )
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{
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base.ReadFromString( ref nodeParams );
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m_currentSelectedInput = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
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if( UIUtils.CurrentShaderVersion() > 18806 )
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{
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m_generateKeyword = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
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}
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}
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public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
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{
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base.WriteToString( ref nodeInfo, ref connectionsInfo );
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IOUtils.AddFieldValueToString( ref nodeInfo, m_currentSelectedInput );
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IOUtils.AddFieldValueToString( ref nodeInfo, m_generateKeyword );
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}
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public override void RefreshExternalReferences()
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{
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base.RefreshExternalReferences();
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m_selectedAttribs.Clear();
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UpdateConnection();
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}
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public override string GetPropertyValue()
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{
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#if UNITY_2018_1_OR_NEWER
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string toggleAttribute = ( m_generateKeyword ) ? "[Toggle]":"[ToggleUI]";
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#else
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string toggleAttribute = ( m_generateKeyword ) ? "[Toggle]": "[NoKeywordToggle]";
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#endif
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return PropertyAttributes + toggleAttribute + m_propertyName + "(\"" + m_propertyInspectorName + "\", Float) = " + m_currentSelectedInput;
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}
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public override string GetUniformValue()
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{
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int index = m_containerGraph.IsSRP ? 1 : 0;
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return string.Format( Constants.UniformDec[ index ], UIUtils.PrecisionWirePortToCgType( CurrentPrecisionType, WirePortDataType.FLOAT ), m_propertyName );
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}
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public override bool GetUniformData( out string dataType, out string dataName, ref bool fullValue )
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{
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dataType = UIUtils.PrecisionWirePortToCgType( CurrentPrecisionType, WirePortDataType.FLOAT );
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dataName = m_propertyName;
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return true;
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}
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public override void UpdateMaterial( Material mat )
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{
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base.UpdateMaterial( mat );
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if ( UIUtils.IsProperty( m_currentParameterType ) && !InsideShaderFunction )
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{
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mat.SetFloat( m_propertyName, ( float ) m_currentSelectedInput );
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}
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}
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public override void SetMaterialMode( Material mat , bool fetchMaterialValues )
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{
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base.SetMaterialMode( mat , fetchMaterialValues );
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if ( fetchMaterialValues && m_materialMode && UIUtils.IsProperty( m_currentParameterType ) && mat.HasProperty( m_propertyName ) )
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{
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m_currentSelectedInput = ( int ) mat.GetFloat( m_propertyName );
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}
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}
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public override void ForceUpdateFromMaterial( Material material )
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{
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if( UIUtils.IsProperty( m_currentParameterType ) && material.HasProperty( m_propertyName ) )
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{
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m_currentSelectedInput = (int)material.GetFloat( m_propertyName );
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PreviewIsDirty = true;
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}
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}
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public override string GetPropertyValStr()
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{
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return PropertyName; //return m_currentSelectedInput.ToString();
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}
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}
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}
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