A game about forced loneliness, made by TACStudios
1using System;
2using System.Collections.Generic;
3using UnityEditor.Graphing;
4using UnityEditor.ShaderGraph.Drawing.Slots;
5using UnityEditor.ShaderGraph.Internal;
6using UnityEngine;
7using UnityEngine.UIElements;
8
9namespace UnityEditor.ShaderGraph
10{
11 [Serializable]
12 class Vector3MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector3>
13 {
14 [SerializeField]
15 private Vector3 m_Value;
16
17 [SerializeField]
18 private Vector3 m_DefaultValue = Vector3.zero;
19
20 [SerializeField]
21 string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults
22
23 static readonly string[] k_LabelDefaults = { "X", "Y", "Z" };
24 string[] labels
25 {
26 get
27 {
28 if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length))
29 return k_LabelDefaults;
30 return m_Labels;
31 }
32 }
33
34 public Vector3MaterialSlot()
35 {
36 }
37
38 public Vector3MaterialSlot(
39 int slotId,
40 string displayName,
41 string shaderOutputName,
42 SlotType slotType,
43 Vector3 value,
44 ShaderStageCapability stageCapability = ShaderStageCapability.All,
45 string label1 = null,
46 string label2 = null,
47 string label3 = null,
48 bool hidden = false)
49 : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
50 {
51 m_Value = value;
52 m_DefaultValue = value;
53 if ((label1 != null) || (label2 != null) || (label3 != null))
54 {
55 m_Labels = new[]
56 {
57 label1 ?? k_LabelDefaults[0],
58 label2 ?? k_LabelDefaults[1],
59 label3 ?? k_LabelDefaults[2]
60 };
61 }
62 }
63
64 public Vector3 defaultValue { get { return m_DefaultValue; } }
65
66 public Vector3 value
67 {
68 get { return m_Value; }
69 set { m_Value = value; }
70 }
71
72 public override bool isDefaultValue => value.Equals(defaultValue);
73
74 public override VisualElement InstantiateControl()
75 {
76 return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
77 }
78
79 protected override string ConcreteSlotValueAsVariable()
80 {
81 return string.Format("$precision3 ({0}, {1}, {2})"
82 , NodeUtils.FloatToShaderValue(value.x)
83 , NodeUtils.FloatToShaderValue(value.y)
84 , NodeUtils.FloatToShaderValue(value.z));
85 }
86
87 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
88 {
89 if (!generationMode.IsPreview())
90 return;
91
92 var matOwner = owner as AbstractMaterialNode;
93 if (matOwner == null)
94 throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
95
96 var property = new Vector3ShaderProperty()
97 {
98 overrideReferenceName = matOwner.GetVariableNameForSlot(id),
99 generatePropertyBlock = false,
100 value = value
101 };
102 properties.AddShaderProperty(property);
103 }
104
105 public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
106 {
107 var pp = new PreviewProperty(PropertyType.Vector3)
108 {
109 name = name,
110 vector4Value = new Vector4(value.x, value.y, value.z, 0)
111 };
112 properties.Add(pp);
113 }
114
115 public override SlotValueType valueType { get { return SlotValueType.Vector3; } }
116 public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector3; } }
117
118 public override void CopyValuesFrom(MaterialSlot foundSlot)
119 {
120 var slot = foundSlot as Vector3MaterialSlot;
121 if (slot != null)
122 value = slot.value;
123 }
124
125 public override void CopyDefaultValue(MaterialSlot other)
126 {
127 base.CopyDefaultValue(other);
128 if (other is IMaterialSlotHasValue<Vector3> ms)
129 {
130 m_DefaultValue = ms.defaultValue;
131 }
132 }
133 }
134}