183 lines
4.8 KiB
C#
183 lines
4.8 KiB
C#
// Amplify Shader Editor - Visual Shader Editing Tool
|
|
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
|
|
|
|
using UnityEngine;
|
|
using System;
|
|
using UnityEditor;
|
|
namespace AmplifyShaderEditor
|
|
{
|
|
[Serializable]
|
|
|
|
public class WeightedAvgNode : ParentNode
|
|
{
|
|
protected string[] AmountsStr = { "Layer 1", "Layer 2", "Layer 3", "Layer 4" };
|
|
|
|
[SerializeField]
|
|
protected int m_minimumSize = 1;
|
|
|
|
[SerializeField]
|
|
protected WirePortDataType m_mainDataType = WirePortDataType.FLOAT;
|
|
|
|
[SerializeField]
|
|
protected string[] m_inputData;
|
|
[SerializeField]
|
|
protected int m_activeCount = 0;
|
|
|
|
protected override void CommonInit( int uniqueId )
|
|
{
|
|
base.CommonInit( uniqueId );
|
|
AddInputPort( WirePortDataType.FLOAT, false, "Weights" );
|
|
AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 0 ] );
|
|
AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 1 ] );
|
|
AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 2 ] );
|
|
AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 3 ] );
|
|
AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
|
|
|
|
for( int i = 0; i < m_inputPorts.Count; i++ )
|
|
{
|
|
m_inputPorts[ i ].AddPortForbiddenTypes( WirePortDataType.FLOAT3x3,
|
|
WirePortDataType.FLOAT4x4,
|
|
WirePortDataType.SAMPLER1D,
|
|
WirePortDataType.SAMPLER2D,
|
|
WirePortDataType.SAMPLER3D,
|
|
WirePortDataType.SAMPLERCUBE,
|
|
WirePortDataType.SAMPLER2DARRAY,
|
|
WirePortDataType.SAMPLERSTATE );
|
|
}
|
|
UpdateConnection( 0 );
|
|
m_useInternalPortData = true;
|
|
}
|
|
|
|
public override void OnConnectedOutputNodeChanges( int inputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
|
|
{
|
|
base.OnConnectedOutputNodeChanges( inputPortId, otherNodeId, otherPortId, name, type );
|
|
UpdateConnection( inputPortId );
|
|
}
|
|
|
|
public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
|
|
{
|
|
base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
|
|
UpdateConnection( portId );
|
|
}
|
|
|
|
void UpdateInputPorts( int activePorts )
|
|
{
|
|
int idx = 1;
|
|
for ( ; idx < m_minimumSize + activePorts; idx++ )
|
|
{
|
|
m_inputPorts[ idx ].Visible = true;
|
|
}
|
|
|
|
m_activeCount = idx - 1;
|
|
|
|
for ( ; idx < m_inputPorts.Count; idx++ )
|
|
{
|
|
m_inputPorts[ idx ].Visible = false;
|
|
}
|
|
}
|
|
|
|
protected void UpdateConnection( int portId )
|
|
{
|
|
if ( portId == 0 )
|
|
{
|
|
if( m_inputPorts[ portId ].IsConnected )
|
|
m_inputPorts[ portId ].MatchPortToConnection();
|
|
|
|
switch ( m_inputPorts[ 0 ].DataType )
|
|
{
|
|
case WirePortDataType.INT:
|
|
case WirePortDataType.FLOAT:
|
|
{
|
|
UpdateInputPorts( 1 );
|
|
m_previewMaterialPassId = 0;
|
|
}
|
|
break;
|
|
case WirePortDataType.FLOAT2:
|
|
{
|
|
UpdateInputPorts( 2 );
|
|
m_previewMaterialPassId = 1;
|
|
}
|
|
break;
|
|
case WirePortDataType.FLOAT3:
|
|
{
|
|
UpdateInputPorts( 3 );
|
|
m_previewMaterialPassId = 2;
|
|
}
|
|
break;
|
|
case WirePortDataType.COLOR:
|
|
case WirePortDataType.FLOAT4:
|
|
{
|
|
UpdateInputPorts( 4 );
|
|
m_previewMaterialPassId = 3;
|
|
}
|
|
break;
|
|
case WirePortDataType.OBJECT:
|
|
case WirePortDataType.FLOAT3x3:
|
|
case WirePortDataType.FLOAT4x4:
|
|
{
|
|
for ( int i = 1; i < m_inputPorts.Count; i++ )
|
|
{
|
|
m_inputPorts[ i ].Visible = false;
|
|
}
|
|
m_activeCount = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
//else
|
|
//{
|
|
// SetMainOutputType();
|
|
//}
|
|
|
|
SetMainOutputType();
|
|
m_sizeIsDirty = true;
|
|
}
|
|
|
|
protected void SetMainOutputType()
|
|
{
|
|
m_mainDataType = WirePortDataType.OBJECT;
|
|
int count = m_inputPorts.Count;
|
|
for ( int i = 1; i < count; i++ )
|
|
{
|
|
if ( m_inputPorts[ i ].Visible )
|
|
{
|
|
WirePortDataType portType = m_inputPorts[ i ].IsConnected ? m_inputPorts[ i ].ConnectionType() : WirePortDataType.FLOAT;
|
|
if ( m_mainDataType != portType &&
|
|
UIUtils.GetPriority( portType ) > UIUtils.GetPriority( m_mainDataType ) )
|
|
{
|
|
m_mainDataType = portType;
|
|
}
|
|
}
|
|
}
|
|
|
|
for( int i = 1; i < count; i++ )
|
|
{
|
|
if( m_inputPorts[ i ].Visible )
|
|
{
|
|
m_inputPorts[ i ].ChangeType( m_mainDataType, false );
|
|
}
|
|
}
|
|
|
|
m_outputPorts[ 0 ].ChangeType( m_mainDataType, false );
|
|
}
|
|
|
|
protected void GetInputData( ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
|
|
{
|
|
m_inputData[ 0 ] = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
|
|
for ( int i = 1; i < m_inputPorts.Count; i++ )
|
|
{
|
|
if ( m_inputPorts[ i ].Visible )
|
|
{
|
|
m_inputData[ i ] = m_inputPorts[ i ].GeneratePortInstructions( ref dataCollector );
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void ReadInputDataFromString( ref string[] nodeParams )
|
|
{
|
|
base.ReadInputDataFromString( ref nodeParams );
|
|
UpdateConnection( 0 );
|
|
}
|
|
}
|
|
}
|