A game about forced loneliness, made by TACStudios
1using UnityEditor.ShaderGraph.Drawing.Controls;
2using UnityEngine;
3using UnityEditor.Graphing;
4using System.Collections.Generic;
5using UnityEditor.ShaderGraph.Internal;
6
7namespace UnityEditor.ShaderGraph
8{
9 [Title("Input", "Matrix", "Matrix 4x4")]
10 class Matrix4Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
11 {
12 public const int OutputSlotId = 0;
13 const string kOutputSlotName = "Out";
14
15 [SerializeField]
16 Vector4 m_Row0;
17
18 [SerializeField]
19 Vector4 m_Row1;
20
21 [SerializeField]
22 Vector4 m_Row2;
23
24 [SerializeField]
25 Vector4 m_Row3;
26
27 [MultiFloatControl("", " ", " ", " ", " ")]
28 public Vector4 row0
29 {
30 get { return m_Row0; }
31 set { SetRow(ref m_Row0, value); }
32 }
33
34 [MultiFloatControl("", " ", " ", " ", " ")]
35 public Vector4 row1
36 {
37 get { return m_Row1; }
38 set { SetRow(ref m_Row1, value); }
39 }
40
41 [MultiFloatControl("", " ", " ", " ", " ")]
42 public Vector4 row2
43 {
44 get { return m_Row2; }
45 set { SetRow(ref m_Row2, value); }
46 }
47
48 [MultiFloatControl("", " ", " ", " ", " ")]
49 public Vector4 row3
50 {
51 get { return m_Row3; }
52 set { SetRow(ref m_Row3, value); }
53 }
54
55 void SetRow(ref Vector4 row, Vector4 value)
56 {
57 if (value == row)
58 return;
59 row = value;
60 Dirty(ModificationScope.Node);
61 }
62
63 public Matrix4Node()
64 {
65 name = "Matrix 4x4";
66 UpdateNodeAfterDeserialization();
67 }
68
69 public sealed override void UpdateNodeAfterDeserialization()
70 {
71 AddSlot(new Matrix4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
72 RemoveSlotsNameNotMatching(new[] { OutputSlotId });
73 }
74
75 public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
76 {
77 if (!generationMode.IsPreview())
78 return;
79
80 properties.AddShaderProperty(new Vector4ShaderProperty()
81 {
82 overrideReferenceName = string.Format("_{0}_m0", GetVariableNameForNode()),
83 generatePropertyBlock = false,
84 value = m_Row0
85 });
86
87 properties.AddShaderProperty(new Vector4ShaderProperty()
88 {
89 overrideReferenceName = string.Format("_{0}_m1", GetVariableNameForNode()),
90 generatePropertyBlock = false,
91 value = m_Row1
92 });
93
94 properties.AddShaderProperty(new Vector4ShaderProperty()
95 {
96 overrideReferenceName = string.Format("_{0}_m2", GetVariableNameForNode()),
97 generatePropertyBlock = false,
98 value = m_Row2
99 });
100
101 properties.AddShaderProperty(new Vector4ShaderProperty()
102 {
103 overrideReferenceName = string.Format("_{0}_m3", GetVariableNameForNode()),
104 generatePropertyBlock = false,
105 value = m_Row3
106 });
107 }
108
109 public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
110 {
111 if (!generationMode.IsPreview())
112 {
113 sb.AppendLine("$precision4 _{0}_m0 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
114 NodeUtils.FloatToShaderValue(m_Row0.x),
115 NodeUtils.FloatToShaderValue(m_Row0.y),
116 NodeUtils.FloatToShaderValue(m_Row0.z),
117 NodeUtils.FloatToShaderValue(m_Row0.w));
118 sb.AppendLine("$precision4 _{0}_m1 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
119 NodeUtils.FloatToShaderValue(m_Row1.x),
120 NodeUtils.FloatToShaderValue(m_Row1.y),
121 NodeUtils.FloatToShaderValue(m_Row1.z),
122 NodeUtils.FloatToShaderValue(m_Row1.w));
123 sb.AppendLine("$precision4 _{0}_m2 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
124 NodeUtils.FloatToShaderValue(m_Row2.x),
125 NodeUtils.FloatToShaderValue(m_Row2.y),
126 NodeUtils.FloatToShaderValue(m_Row2.z),
127 NodeUtils.FloatToShaderValue(m_Row2.w));
128 sb.AppendLine("$precision4 _{0}_m3 = $precision4 ({1}, {2}, {3}, {4});", GetVariableNameForNode(),
129 NodeUtils.FloatToShaderValue(m_Row3.x),
130 NodeUtils.FloatToShaderValue(m_Row3.y),
131 NodeUtils.FloatToShaderValue(m_Row3.z),
132 NodeUtils.FloatToShaderValue(m_Row3.w));
133 }
134 sb.AppendLine("$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);",
135 GetVariableNameForNode());
136 }
137
138 public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
139 {
140 properties.Add(new PreviewProperty(PropertyType.Vector4)
141 {
142 name = string.Format("_{0}_m0", GetVariableNameForNode()),
143 vector4Value = m_Row0
144 });
145
146 properties.Add(new PreviewProperty(PropertyType.Vector4)
147 {
148 name = string.Format("_{0}_m1", GetVariableNameForNode()),
149 vector4Value = m_Row1
150 });
151
152 properties.Add(new PreviewProperty(PropertyType.Vector4)
153 {
154 name = string.Format("_{0}_m2", GetVariableNameForNode()),
155 vector4Value = m_Row2
156 });
157
158 properties.Add(new PreviewProperty(PropertyType.Vector4)
159 {
160 name = string.Format("_{0}_m3", GetVariableNameForNode()),
161 vector4Value = m_Row3
162 });
163 }
164
165 public override string GetVariableNameForSlot(int slotId)
166 {
167 return GetVariableNameForNode();
168 }
169
170 public AbstractShaderProperty AsShaderProperty()
171 {
172 return new Matrix4ShaderProperty
173 {
174 value = new Matrix4x4()
175 {
176 m00 = row0.x,
177 m01 = row0.y,
178 m02 = row0.z,
179 m03 = row0.w,
180 m10 = row1.x,
181 m11 = row1.y,
182 m12 = row1.z,
183 m13 = row1.w,
184 m20 = row2.x,
185 m21 = row2.y,
186 m22 = row2.z,
187 m23 = row2.w,
188 m30 = row3.x,
189 m31 = row3.y,
190 m32 = row3.z,
191 m33 = row3.w,
192 }
193 };
194 }
195
196 public int outputSlotId { get { return OutputSlotId; } }
197 }
198}