initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

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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 $"Unity_MatrixConstruction_{axis}_$precision";
}
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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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Matrix", "Matrix Determinant")]
class MatrixDeterminantNode : CodeFunctionNode
{
public MatrixDeterminantNode()
{
name = "Matrix Determinant";
}
public override bool hasPreview => false;
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_MatrixDeterminant", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_MatrixDeterminant(
[Slot(0, Binding.None)] DynamicDimensionMatrix In,
[Slot(1, Binding.None)] out Vector1 Out)
{
return
@"
{
Out = determinant(In);
}
";
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing.Util;
using UnityEngine.Pool;
namespace UnityEditor.ShaderGraph
{
enum MatrixAxis
{
Row,
Column
}
[Title("Math", "Matrix", "Matrix Split")]
class MatrixSplitNode : AbstractMaterialNode, IGeneratesBodyCode
{
const string kInputSlotName = "In";
const string kOutputSlotM0Name = "M0";
const string kOutputSlotM1Name = "M1";
const string kOutputSlotM2Name = "M2";
const string kOutputSlotM3Name = "M3";
public const int InputSlotId = 0;
public const int OutputSlotRId = 1;
public const int OutputSlotGId = 2;
public const int OutputSlotBId = 3;
public const int OutputSlotAId = 4;
public MatrixSplitNode()
{
name = "Matrix Split";
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);
}
}
static string[] s_ComponentList = new string[4] { "r", "g", "b", "a" };
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DynamicMatrixMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotRId, kOutputSlotM0Name, kOutputSlotM0Name, SlotType.Output, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotGId, kOutputSlotM1Name, kOutputSlotM1Name, SlotType.Output, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotBId, kOutputSlotM2Name, kOutputSlotM2Name, SlotType.Output, Vector4.zero));
AddSlot(new DynamicVectorMaterialSlot(OutputSlotAId, kOutputSlotM3Name, kOutputSlotM3Name, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new int[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId });
}
static int[] s_OutputSlots = { OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId };
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotId, generationMode);
var inputSlot = FindInputSlot<MaterialSlot>(InputSlotId);
var numInputRows = 0;
bool useIndentity = false;
if (inputSlot != null)
{
numInputRows = SlotValueHelper.GetMatrixDimension(inputSlot.concreteValueType);
if (numInputRows > 4)
numInputRows = 0;
if (!owner.GetEdges(inputSlot.slotReference).Any())
{
numInputRows = 0;
useIndentity = true;
}
}
int concreteRowCount = useIndentity ? 2 : numInputRows;
for (var r = 0; r < 4; r++)
{
string outputValue;
if (r >= numInputRows)
{
outputValue = string.Format("$precision{0}(", concreteRowCount);
for (int c = 0; c < concreteRowCount; c++)
{
if (c != 0)
outputValue += ", ";
outputValue += Matrix4x4.identity.GetRow(r)[c];
}
outputValue += ")";
}
else
{
switch (m_Axis)
{
case MatrixAxis.Column:
outputValue = string.Format("$precision{0}(", numInputRows);
for (int c = 0; c < numInputRows; c++)
{
if (c != 0)
outputValue += ", ";
outputValue += string.Format("{0}[{1}].{2}", inputValue, c, s_ComponentList[r]);
}
outputValue += ")";
break;
default:
outputValue = string.Format("{0}[{1}]", inputValue, r);
break;
}
}
sb.AppendLine(string.Format("$precision{0} {1} = {2};", concreteRowCount, GetVariableNameForSlot(s_OutputSlots[r]), outputValue));
}
}
public override void EvaluateDynamicMaterialSlots(List<MaterialSlot> inputSlots, List<MaterialSlot> outputSlots)
{
var dynamicInputSlotsToCompare = DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Get();
var skippedDynamicSlots = ListPool<DynamicVectorMaterialSlot>.Get();
var dynamicMatrixInputSlotsToCompare = DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Get();
var skippedDynamicMatrixSlots = ListPool<DynamicMatrixMaterialSlot>.Get();
// iterate the input slots
{
foreach (var inputSlot in inputSlots)
{
inputSlot.hasError = false;
// if there is a connection
var edges = owner.GetEdges(inputSlot.slotReference).ToList();
if (!edges.Any())
{
if (inputSlot is DynamicVectorMaterialSlot)
skippedDynamicSlots.Add(inputSlot as DynamicVectorMaterialSlot);
if (inputSlot is DynamicMatrixMaterialSlot)
skippedDynamicMatrixSlots.Add(inputSlot as DynamicMatrixMaterialSlot);
continue;
}
// get the output details
var outputSlotRef = edges[0].outputSlot;
var outputNode = outputSlotRef.node;
if (outputNode == null)
continue;
var outputSlot = outputNode.FindOutputSlot<MaterialSlot>(outputSlotRef.slotId);
if (outputSlot == null)
continue;
if (outputSlot.hasError)
{
inputSlot.hasError = true;
continue;
}
var outputConcreteType = outputSlot.concreteValueType;
// dynamic input... depends on output from other node.
// we need to compare ALL dynamic inputs to make sure they
// are compatable.
if (inputSlot is DynamicVectorMaterialSlot)
{
dynamicInputSlotsToCompare.Add((DynamicVectorMaterialSlot)inputSlot, outputConcreteType);
continue;
}
else if (inputSlot is DynamicMatrixMaterialSlot)
{
dynamicMatrixInputSlotsToCompare.Add((DynamicMatrixMaterialSlot)inputSlot, outputConcreteType);
continue;
}
}
// and now dynamic matrices
var dynamicMatrixType = ConvertDynamicMatrixInputTypeToConcrete(dynamicMatrixInputSlotsToCompare.Values);
foreach (var dynamicKvP in dynamicMatrixInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicMatrixType);
foreach (var skippedSlot in skippedDynamicMatrixSlots)
skippedSlot.SetConcreteType(dynamicMatrixType);
// we can now figure out the dynamic slotType
// from here set all the
var dynamicType = SlotValueHelper.ConvertMatrixToVectorType(dynamicMatrixType);
foreach (var dynamicKvP in dynamicInputSlotsToCompare)
dynamicKvP.Key.SetConcreteType(dynamicType);
foreach (var skippedSlot in skippedDynamicSlots)
skippedSlot.SetConcreteType(dynamicType);
bool inputError = inputSlots.Any(x => x.hasError);
if (inputError)
{
owner.AddConcretizationError(objectId, string.Format("Node {0} had input error", objectId));
hasError = true;
}
// configure the output slots now
// their slotType will either be the default output slotType
// or the above dynanic slotType for dynamic nodes
// or error if there is an input error
foreach (var outputSlot in outputSlots)
{
outputSlot.hasError = false;
if (inputError)
{
outputSlot.hasError = true;
continue;
}
if (outputSlot is DynamicVectorMaterialSlot)
{
(outputSlot as DynamicVectorMaterialSlot).SetConcreteType(dynamicType);
continue;
}
else if (outputSlot is DynamicMatrixMaterialSlot)
{
(outputSlot as DynamicMatrixMaterialSlot).SetConcreteType(dynamicMatrixType);
continue;
}
}
if (outputSlots.Any(x => x.hasError))
{
owner.AddConcretizationError(objectId, string.Format("Node {0} had output error", objectId));
hasError = true;
}
}
CalculateNodeHasError();
ListPool<DynamicVectorMaterialSlot>.Release(skippedDynamicSlots);
DictionaryPool<DynamicVectorMaterialSlot, ConcreteSlotValueType>.Release(dynamicInputSlotsToCompare);
ListPool<DynamicMatrixMaterialSlot>.Release(skippedDynamicMatrixSlots);
DictionaryPool<DynamicMatrixMaterialSlot, ConcreteSlotValueType>.Release(dynamicMatrixInputSlotsToCompare);
}
}
}

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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Matrix", "Matrix Transpose")]
class MatrixTransposeNode : CodeFunctionNode
{
public MatrixTransposeNode()
{
name = "Matrix Transpose";
}
public override bool hasPreview
{
get { return false; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_MatrixTranspose", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_MatrixTranspose(
[Slot(0, Binding.None)] DynamicDimensionMatrix In,
[Slot(1, Binding.None)] out DynamicDimensionMatrix Out)
{
return
@"
{
Out = transpose(In);
}
";
}
}
}

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