void BuildCubemapPropertyField(CubemapShaderProperty property)
        {
            var field = new ObjectField {
                value = property.value.cubemap, objectType = typeof(Cubemap)
            };

            field.RegisterValueChangedCallback(evt =>
            {
                graph.owner.RegisterCompleteObjectUndo("Change property value");
                property.value.cubemap = (Cubemap)evt.newValue;
                DirtyNodes();
            });
            AddRow("Default", field);
        }
        void HandleCubemapProperty(PropertySheet propertySheet, CubemapShaderProperty cubemapProperty)
        {
            var cubemapPropertyDrawer = new CubemapPropertyDrawer();

            propertySheet.Add(cubemapPropertyDrawer.CreateGUI(
                                  newValue =>
            {
                this._preChangeValueCallback("Change property value");
                this._changeValueCallback(newValue);
                this._postChangeValueCallback();
            },
                                  cubemapProperty.value.cubemap,
                                  "Default",
                                  out var propertyCubemapField
                                  ));
        }
        public void ToSubGraph()
        {
            var graphView = graphEditorView.graphView;

            var path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, "");

            path = path.Replace(Application.dataPath, "Assets");
            if (path.Length == 0)
            {
                return;
            }

            graphObject.RegisterCompleteObjectUndo("Convert To Subgraph");

            var nodes  = graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray();
            var bounds = Rect.MinMaxRect(float.PositiveInfinity, float.PositiveInfinity, float.NegativeInfinity, float.NegativeInfinity);

            foreach (var node in nodes)
            {
                var center = node.drawState.position.center;
                bounds = Rect.MinMaxRect(
                    Mathf.Min(bounds.xMin, center.x),
                    Mathf.Min(bounds.yMin, center.y),
                    Mathf.Max(bounds.xMax, center.x),
                    Mathf.Max(bounds.yMax, center.y));
            }
            var middle = bounds.center;

            bounds.center = Vector2.zero;

            // Collect graph inputs
            var graphInputs = graphView.selection.OfType <BlackboardField>().Select(x => x.userData as ShaderInput);

            // Collect the property nodes and get the corresponding properties
            var propertyNodeGuids = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is PropertyNode)).Select(x => ((PropertyNode)x.node).propertyGuid);
            var metaProperties    = graphView.graph.properties.Where(x => propertyNodeGuids.Contains(x.guid));

            // Collect the keyword nodes and get the corresponding keywords
            var keywordNodeGuids = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is KeywordNode)).Select(x => ((KeywordNode)x.node).keywordGuid);
            var metaKeywords     = graphView.graph.keywords.Where(x => keywordNodeGuids.Contains(x.guid));

            var copyPasteGraph = new CopyPasteGraph(
                graphView.graph.assetGuid,
                graphView.selection.OfType <ShaderGroup>().Select(x => x.userData),
                graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(),
                graphView.selection.OfType <Edge>().Select(x => x.userData as IEdge),
                graphInputs,
                metaProperties,
                metaKeywords,
                graphView.selection.OfType <StickyNote>().Select(x => x.userData));

            var deserialized = CopyPasteGraph.FromJson(JsonUtility.ToJson(copyPasteGraph, false));

            if (deserialized == null)
            {
                return;
            }

            var subGraph = new GraphData {
                isSubGraph = true
            };

            subGraph.path = "Sub Graphs";
            var subGraphOutputNode = new SubGraphOutputNode();

            {
                var drawState = subGraphOutputNode.drawState;
                drawState.position           = new Rect(new Vector2(bounds.xMax + 200f, 0f), drawState.position.size);
                subGraphOutputNode.drawState = drawState;
            }
            subGraph.AddNode(subGraphOutputNode);

            // Always copy deserialized keyword inputs
            foreach (ShaderKeyword keyword in deserialized.metaKeywords)
            {
                ShaderInput copiedInput = keyword.Copy();
                subGraph.SanitizeGraphInputName(copiedInput);
                subGraph.SanitizeGraphInputReferenceName(copiedInput, keyword.overrideReferenceName);
                subGraph.AddGraphInput(copiedInput);

                // Update the keyword nodes that depends on the copied keyword
                var dependentKeywordNodes = deserialized.GetNodes <KeywordNode>().Where(x => x.keywordGuid == keyword.guid);
                foreach (var node in dependentKeywordNodes)
                {
                    node.owner       = graphView.graph;
                    node.keywordGuid = copiedInput.guid;
                }
            }

            var groupGuidMap = new Dictionary <Guid, Guid>();

            foreach (GroupData groupData in deserialized.groups)
            {
                var oldGuid = groupData.guid;
                var newGuid = groupData.RewriteGuid();
                groupGuidMap[oldGuid] = newGuid;
                subGraph.CreateGroup(groupData);
            }

            List <Guid> groupGuids  = new List <Guid>();
            var         nodeGuidMap = new Dictionary <Guid, Guid>();

            foreach (var node in deserialized.GetNodes <AbstractMaterialNode>())
            {
                var oldGuid = node.guid;
                var newGuid = node.RewriteGuid();
                nodeGuidMap[oldGuid] = newGuid;
                var drawState = node.drawState;
                drawState.position = new Rect(drawState.position.position - middle, drawState.position.size);
                node.drawState     = drawState;

                if (!groupGuids.Contains(node.groupGuid))
                {
                    groupGuids.Add(node.groupGuid);
                }

                // Checking if the group guid is also being copied.
                // If not then nullify that guid
                if (node.groupGuid != Guid.Empty)
                {
                    node.groupGuid = !groupGuidMap.ContainsKey(node.groupGuid) ? Guid.Empty : groupGuidMap[node.groupGuid];
                }

                subGraph.AddNode(node);
            }

            foreach (var note in deserialized.stickyNotes)
            {
                if (!groupGuids.Contains(note.groupGuid))
                {
                    groupGuids.Add(note.groupGuid);
                }

                if (note.groupGuid != Guid.Empty)
                {
                    note.groupGuid = !groupGuidMap.ContainsKey(note.groupGuid) ? Guid.Empty : groupGuidMap[note.groupGuid];
                }

                note.RewriteGuid();
                subGraph.AddStickyNote(note);
            }

            // figure out what needs remapping
            var externalOutputSlots = new List <IEdge>();
            var externalInputSlots  = new List <IEdge>();

            foreach (var edge in deserialized.edges)
            {
                var outputSlot = edge.outputSlot;
                var inputSlot  = edge.inputSlot;

                Guid remappedOutputNodeGuid;
                Guid remappedInputNodeGuid;
                var  outputSlotExistsInSubgraph = nodeGuidMap.TryGetValue(outputSlot.nodeGuid, out remappedOutputNodeGuid);
                var  inputSlotExistsInSubgraph  = nodeGuidMap.TryGetValue(inputSlot.nodeGuid, out remappedInputNodeGuid);

                // pasting nice internal links!
                if (outputSlotExistsInSubgraph && inputSlotExistsInSubgraph)
                {
                    var outputSlotRef = new SlotReference(remappedOutputNodeGuid, outputSlot.slotId);
                    var inputSlotRef  = new SlotReference(remappedInputNodeGuid, inputSlot.slotId);
                    subGraph.Connect(outputSlotRef, inputSlotRef);
                }
                // one edge needs to go to outside world
                else if (outputSlotExistsInSubgraph)
                {
                    externalInputSlots.Add(edge);
                }
                else if (inputSlotExistsInSubgraph)
                {
                    externalOutputSlots.Add(edge);
                }
            }

            // Find the unique edges coming INTO the graph
            var uniqueIncomingEdges = externalOutputSlots.GroupBy(
                edge => edge.outputSlot,
                edge => edge,
                (key, edges) => new { slotRef = key, edges = edges.ToList() });

            var externalInputNeedingConnection = new List <KeyValuePair <IEdge, AbstractShaderProperty> >();

            var       amountOfProps  = uniqueIncomingEdges.Count();
            const int height         = 40;
            const int subtractHeight = 20;
            var       propPos        = new Vector2(0, -((amountOfProps / 2) + height) - subtractHeight);

            foreach (var group in uniqueIncomingEdges)
            {
                var sr       = group.slotRef;
                var fromNode = graphObject.graph.GetNodeFromGuid(sr.nodeGuid);
                var fromSlot = fromNode.FindOutputSlot <MaterialSlot>(sr.slotId);

                AbstractShaderProperty prop;
                switch (fromSlot.concreteValueType)
                {
                case ConcreteSlotValueType.Texture2D:
                    prop = new Texture2DShaderProperty();
                    break;

                case ConcreteSlotValueType.Texture2DArray:
                    prop = new Texture2DArrayShaderProperty();
                    break;

                case ConcreteSlotValueType.Texture3D:
                    prop = new Texture3DShaderProperty();
                    break;

                case ConcreteSlotValueType.Cubemap:
                    prop = new CubemapShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector4:
                    prop = new Vector4ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector3:
                    prop = new Vector3ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector2:
                    prop = new Vector2ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector1:
                    prop = new Vector1ShaderProperty();
                    break;

                case ConcreteSlotValueType.Boolean:
                    prop = new BooleanShaderProperty();
                    break;

                case ConcreteSlotValueType.Matrix2:
                    prop = new Matrix2ShaderProperty();
                    break;

                case ConcreteSlotValueType.Matrix3:
                    prop = new Matrix3ShaderProperty();
                    break;

                case ConcreteSlotValueType.Matrix4:
                    prop = new Matrix4ShaderProperty();
                    break;

                case ConcreteSlotValueType.SamplerState:
                    prop = new SamplerStateShaderProperty();
                    break;

                case ConcreteSlotValueType.Gradient:
                    prop = new GradientShaderProperty();
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                if (prop != null)
                {
                    var materialGraph    = (GraphData)graphObject.graph;
                    var fromPropertyNode = fromNode as PropertyNode;
                    var fromProperty     = fromPropertyNode != null?materialGraph.properties.FirstOrDefault(p => p.guid == fromPropertyNode.propertyGuid) : null;

                    prop.displayName = fromProperty != null ? fromProperty.displayName : fromSlot.concreteValueType.ToString();

                    subGraph.AddGraphInput(prop);
                    var propNode = new PropertyNode();
                    {
                        var drawState = propNode.drawState;
                        drawState.position = new Rect(new Vector2(bounds.xMin - 300f, 0f) + propPos, drawState.position.size);
                        propPos           += new Vector2(0, height);
                        propNode.drawState = drawState;
                    }
                    subGraph.AddNode(propNode);
                    propNode.propertyGuid = prop.guid;

                    foreach (var edge in group.edges)
                    {
                        subGraph.Connect(
                            new SlotReference(propNode.guid, PropertyNode.OutputSlotId),
                            new SlotReference(nodeGuidMap[edge.inputSlot.nodeGuid], edge.inputSlot.slotId));
                        externalInputNeedingConnection.Add(new KeyValuePair <IEdge, AbstractShaderProperty>(edge, prop));
                    }
                }
            }

            var uniqueOutgoingEdges = externalInputSlots.GroupBy(
                edge => edge.outputSlot,
                edge => edge,
                (key, edges) => new { slot = key, edges = edges.ToList() });

            var externalOutputsNeedingConnection = new List <KeyValuePair <IEdge, IEdge> >();

            foreach (var group in uniqueOutgoingEdges)
            {
                var outputNode = subGraph.outputNode as SubGraphOutputNode;

                AbstractMaterialNode node = graphView.graph.GetNodeFromGuid(group.edges[0].outputSlot.nodeGuid);
                MaterialSlot         slot = node.FindSlot <MaterialSlot>(group.edges[0].outputSlot.slotId);
                var slotId = outputNode.AddSlot(slot.concreteValueType);

                var inputSlotRef = new SlotReference(outputNode.guid, slotId);

                foreach (var edge in group.edges)
                {
                    var newEdge = subGraph.Connect(new SlotReference(nodeGuidMap[edge.outputSlot.nodeGuid], edge.outputSlot.slotId), inputSlotRef);
                    externalOutputsNeedingConnection.Add(new KeyValuePair <IEdge, IEdge>(edge, newEdge));
                }
            }

            if (FileUtilities.WriteShaderGraphToDisk(path, subGraph))
            {
                AssetDatabase.ImportAsset(path);
            }

            var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(SubGraphAsset)) as SubGraphAsset;

            if (loadedSubGraph == null)
            {
                return;
            }

            var subGraphNode = new SubGraphNode();
            var ds           = subGraphNode.drawState;

            ds.position            = new Rect(middle - new Vector2(100f, 150f), Vector2.zero);
            subGraphNode.drawState = ds;

            // Add the subgraph into the group if the nodes was all in the same group group
            if (groupGuids.Count == 1)
            {
                subGraphNode.groupGuid = groupGuids[0];
            }

            graphObject.graph.AddNode(subGraphNode);
            subGraphNode.asset = loadedSubGraph;

            foreach (var edgeMap in externalInputNeedingConnection)
            {
                graphObject.graph.Connect(edgeMap.Key.outputSlot, new SlotReference(subGraphNode.guid, edgeMap.Value.guid.GetHashCode()));
            }

            foreach (var edgeMap in externalOutputsNeedingConnection)
            {
                graphObject.graph.Connect(new SlotReference(subGraphNode.guid, edgeMap.Value.inputSlot.slotId), edgeMap.Key.inputSlot);
            }

            graphObject.graph.RemoveElements(
                graphView.selection.OfType <IShaderNodeView>().Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(),
                new IEdge[] {},
                new GroupData[] {},
                graphView.selection.OfType <StickyNote>().Select(x => x.userData).ToArray());
            graphObject.graph.ValidateGraph();
        }
Beispiel #4
0
        void CreateNode(object obj, Vector2 nodePosition)
        {
            var texture2D = obj as Texture2D;

            if (texture2D != null)
            {
                graph.owner.RegisterCompleteObjectUndo("Drag Texture");

                bool isNormalMap = false;
                if (EditorUtility.IsPersistent(texture2D) && !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(texture2D)))
                {
                    var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture2D)) as TextureImporter;
                    if (importer != null)
                    {
                        isNormalMap = importer.textureType == TextureImporterType.NormalMap;
                    }
                }

                var node = new SampleTexture2DNode();

                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                graph.AddNode(node);

                if (isNormalMap)
                {
                    node.textureType = TextureType.Normal;
                }

                var inputslot = node.FindInputSlot <Texture2DInputMaterialSlot>(SampleTexture2DNode.TextureInputId);
                if (inputslot != null)
                {
                    inputslot.texture = texture2D;
                }
            }

            var textureArray = obj as Texture2DArray;

            if (textureArray != null)
            {
                graph.owner.RegisterCompleteObjectUndo("Drag Texture Array");
                var property = new Texture2DArrayShaderProperty {
                    displayName = textureArray.name, value = { textureArray = textureArray }
                };
                graph.AddShaderProperty(property);
                var node      = new SampleTexture2DArrayNode();
                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                graph.AddNode(node);
                var inputslot = node.FindSlot <Texture2DArrayInputMaterialSlot>(SampleTexture2DArrayNode.TextureInputId);
                if (inputslot != null)
                {
                    inputslot.textureArray = textureArray;
                }
            }

            var texture3D = obj as Texture3D;

            if (texture3D != null)
            {
                graph.owner.RegisterCompleteObjectUndo("Drag Texture 3D");
                var property = new Texture3DShaderProperty {
                    displayName = texture3D.name, value = { texture = texture3D }
                };
                graph.AddShaderProperty(property);
                var node      = new SampleTexture3DNode();
                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                graph.AddNode(node);
                var inputslot = node.FindSlot <Texture3DInputMaterialSlot>(SampleTexture3DNode.TextureInputId);
                if (inputslot != null)
                {
                    inputslot.texture = texture3D;
                }
            }

            var cubemap = obj as Cubemap;

            if (cubemap != null)
            {
                graph.owner.RegisterCompleteObjectUndo("Drag Cubemap");
                var property = new CubemapShaderProperty {
                    displayName = cubemap.name, value = { cubemap = cubemap }
                };
                graph.AddShaderProperty(property);
                var node = new SampleCubemapNode();

                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                graph.AddNode(node);

                var inputslot = node.FindInputSlot <CubemapInputMaterialSlot>(SampleCubemapNode.CubemapInputId);
                if (inputslot != null)
                {
                    inputslot.cubemap = cubemap;
                }
            }

            var subGraphAsset = obj as SubGraphAsset;

            if (subGraphAsset != null)
            {
                graph.owner.RegisterCompleteObjectUndo("Drag Sub-Graph");
                var node = new SubGraphNode();

                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                node.subGraphAsset = subGraphAsset;
                graph.AddNode(node);
            }

            var blackboardField = obj as BlackboardField;

            if (blackboardField != null)
            {
                AbstractShaderProperty property = blackboardField.userData as AbstractShaderProperty;
                if (property != null)
                {
                    graph.owner.RegisterCompleteObjectUndo("Drag Property");
                    var node = new PropertyNode();

                    var drawState = node.drawState;
                    drawState.position = new Rect(nodePosition, drawState.position.size);
                    node.drawState     = drawState;
                    graph.AddNode(node);

                    // Setting the guid requires the graph to be set first.
                    node.propertyGuid = property.guid;
                }
            }
        }
        public void ToSubGraph()
        {
            var path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, "");

            path = path.Replace(Application.dataPath, "Assets");
            if (path.Length == 0)
            {
                return;
            }

            graphObject.RegisterCompleteObjectUndo("Convert To Subgraph");
            var graphView = graphEditorView.graphView;

            var nodes  = graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode)).Select(x => x.node as AbstractMaterialNode).ToArray();
            var bounds = Rect.MinMaxRect(float.PositiveInfinity, float.PositiveInfinity, float.NegativeInfinity, float.NegativeInfinity);

            foreach (var node in nodes)
            {
                var center = node.drawState.position.center;
                bounds = Rect.MinMaxRect(
                    Mathf.Min(bounds.xMin, center.x),
                    Mathf.Min(bounds.yMin, center.y),
                    Mathf.Max(bounds.xMax, center.x),
                    Mathf.Max(bounds.yMax, center.y));
            }
            var middle = bounds.center;

            bounds.center = Vector2.zero;

            // Collect the property nodes and get the corresponding properties
            var propertyNodeGuids = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is PropertyNode)).Select(x => ((PropertyNode)x.node).propertyGuid);
            var metaProperties    = graphView.graph.properties.Where(x => propertyNodeGuids.Contains(x.guid));

            var copyPasteGraph = new CopyPasteGraph(
                graphView.graph.guid,
                graphView.selection.OfType <ShaderGroup>().Select(x => x.userData),
                graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode)).Select(x => x.node as AbstractMaterialNode),
                graphView.selection.OfType <Edge>().Select(x => x.userData as IEdge),
                graphView.selection.OfType <BlackboardField>().Select(x => x.userData as AbstractShaderProperty),
                metaProperties);

            var deserialized = CopyPasteGraph.FromJson(JsonUtility.ToJson(copyPasteGraph, false));

            if (deserialized == null)
            {
                return;
            }

            var subGraph = new GraphData {
                isSubGraph = true
            };

            subGraph.path = "Sub Graphs";
            var subGraphOutputNode = new SubGraphOutputNode();

            {
                var drawState = subGraphOutputNode.drawState;
                drawState.position           = new Rect(new Vector2(bounds.xMax + 200f, 0f), drawState.position.size);
                subGraphOutputNode.drawState = drawState;
            }
            subGraph.AddNode(subGraphOutputNode);

            var nodeGuidMap = new Dictionary <Guid, Guid>();

            foreach (var node in deserialized.GetNodes <AbstractMaterialNode>())
            {
                var oldGuid = node.guid;
                var newGuid = node.RewriteGuid();
                nodeGuidMap[oldGuid] = newGuid;
                var drawState = node.drawState;
                drawState.position = new Rect(drawState.position.position - middle, drawState.position.size);
                node.drawState     = drawState;
                subGraph.AddNode(node);
            }

            // figure out what needs remapping
            var externalOutputSlots = new List <IEdge>();
            var externalInputSlots  = new List <IEdge>();

            foreach (var edge in deserialized.edges)
            {
                var outputSlot = edge.outputSlot;
                var inputSlot  = edge.inputSlot;

                Guid remappedOutputNodeGuid;
                Guid remappedInputNodeGuid;
                var  outputSlotExistsInSubgraph = nodeGuidMap.TryGetValue(outputSlot.nodeGuid, out remappedOutputNodeGuid);
                var  inputSlotExistsInSubgraph  = nodeGuidMap.TryGetValue(inputSlot.nodeGuid, out remappedInputNodeGuid);

                // pasting nice internal links!
                if (outputSlotExistsInSubgraph && inputSlotExistsInSubgraph)
                {
                    var outputSlotRef = new SlotReference(remappedOutputNodeGuid, outputSlot.slotId);
                    var inputSlotRef  = new SlotReference(remappedInputNodeGuid, inputSlot.slotId);
                    subGraph.Connect(outputSlotRef, inputSlotRef);
                }
                // one edge needs to go to outside world
                else if (outputSlotExistsInSubgraph)
                {
                    externalInputSlots.Add(edge);
                }
                else if (inputSlotExistsInSubgraph)
                {
                    externalOutputSlots.Add(edge);
                }
            }

            // Find the unique edges coming INTO the graph
            var uniqueIncomingEdges = externalOutputSlots.GroupBy(
                edge => edge.outputSlot,
                edge => edge,
                (key, edges) => new { slotRef = key, edges = edges.ToList() });

            var externalInputNeedingConnection = new List <KeyValuePair <IEdge, AbstractShaderProperty> >();

            foreach (var group in uniqueIncomingEdges)
            {
                var sr       = group.slotRef;
                var fromNode = graphObject.graph.GetNodeFromGuid(sr.nodeGuid);
                var fromSlot = fromNode.FindOutputSlot <MaterialSlot>(sr.slotId);

                AbstractShaderProperty prop;
                switch (fromSlot.concreteValueType)
                {
                case ConcreteSlotValueType.Texture2D:
                    prop = new TextureShaderProperty();
                    break;

                case ConcreteSlotValueType.Texture2DArray:
                    prop = new Texture2DArrayShaderProperty();
                    break;

                case ConcreteSlotValueType.Texture3D:
                    prop = new Texture3DShaderProperty();
                    break;

                case ConcreteSlotValueType.Cubemap:
                    prop = new CubemapShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector4:
                    prop = new Vector4ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector3:
                    prop = new Vector3ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector2:
                    prop = new Vector2ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector1:
                    prop = new Vector1ShaderProperty();
                    break;

                case ConcreteSlotValueType.Boolean:
                    prop = new BooleanShaderProperty();
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                if (prop != null)
                {
                    var materialGraph    = (GraphData)graphObject.graph;
                    var fromPropertyNode = fromNode as PropertyNode;
                    var fromProperty     = fromPropertyNode != null?materialGraph.properties.FirstOrDefault(p => p.guid == fromPropertyNode.propertyGuid) : null;

                    prop.displayName = fromProperty != null ? fromProperty.displayName : fromSlot.concreteValueType.ToString();

                    subGraph.AddShaderProperty(prop);
                    var propNode = new PropertyNode();
                    {
                        var drawState = propNode.drawState;
                        drawState.position = new Rect(new Vector2(bounds.xMin - 300f, 0f), drawState.position.size);
                        propNode.drawState = drawState;
                    }
                    subGraph.AddNode(propNode);
                    propNode.propertyGuid = prop.guid;

                    foreach (var edge in group.edges)
                    {
                        subGraph.Connect(
                            new SlotReference(propNode.guid, PropertyNode.OutputSlotId),
                            new SlotReference(nodeGuidMap[edge.inputSlot.nodeGuid], edge.inputSlot.slotId));
                        externalInputNeedingConnection.Add(new KeyValuePair <IEdge, AbstractShaderProperty>(edge, prop));
                    }
                }
            }

            var uniqueOutgoingEdges = externalInputSlots.GroupBy(
                edge => edge.inputSlot,
                edge => edge,
                (key, edges) => new { slot = key, edges = edges.ToList() });

            var externalOutputsNeedingConnection = new List <KeyValuePair <IEdge, IEdge> >();

            foreach (var group in uniqueOutgoingEdges)
            {
                var outputNode = subGraph.outputNode as SubGraphOutputNode;

                AbstractMaterialNode node = graphView.graph.GetNodeFromGuid(group.edges[0].outputSlot.nodeGuid);
                MaterialSlot         slot = node.FindSlot <MaterialSlot>(group.edges[0].outputSlot.slotId);
                var slotId = outputNode.AddSlot(slot.concreteValueType);

                var inputSlotRef = new SlotReference(outputNode.guid, slotId);

                foreach (var edge in group.edges)
                {
                    var newEdge = subGraph.Connect(new SlotReference(nodeGuidMap[edge.outputSlot.nodeGuid], edge.outputSlot.slotId), inputSlotRef);
                    externalOutputsNeedingConnection.Add(new KeyValuePair <IEdge, IEdge>(edge, newEdge));
                }
            }

            File.WriteAllText(path, EditorJsonUtility.ToJson(subGraph));
            AssetDatabase.ImportAsset(path);

            var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(MaterialSubGraphAsset)) as MaterialSubGraphAsset;

            if (loadedSubGraph == null)
            {
                return;
            }

            var subGraphNode = new SubGraphNode();
            var ds           = subGraphNode.drawState;

            ds.position            = new Rect(middle - new Vector2(100f, 150f), Vector2.zero);
            subGraphNode.drawState = ds;
            graphObject.graph.AddNode(subGraphNode);
            subGraphNode.subGraphAsset = loadedSubGraph;

            foreach (var edgeMap in externalInputNeedingConnection)
            {
                graphObject.graph.Connect(edgeMap.Key.outputSlot, new SlotReference(subGraphNode.guid, edgeMap.Value.guid.GetHashCode()));
            }

            foreach (var edgeMap in externalOutputsNeedingConnection)
            {
                graphObject.graph.Connect(new SlotReference(subGraphNode.guid, edgeMap.Value.inputSlot.slotId), edgeMap.Key.inputSlot);
            }

            graphObject.graph.RemoveElements(
                graphView.selection.OfType <IShaderNodeView>().Select(x => x.node as AbstractMaterialNode),
                Enumerable.Empty <IEdge>(),
                Enumerable.Empty <GroupData>());
            graphObject.graph.ValidateGraph();
        }
Beispiel #6
0
        public void ToSubGraph()
        {
            var graphView = graphEditorView.graphView;

            string path;
            string sessionStateResult = SessionState.GetString(k_PrevSubGraphPathKey, k_PrevSubGraphPathDefaultValue);
            string pathToOriginSG     = Path.GetDirectoryName(AssetDatabase.GUIDToAssetPath(selectedGuid));

            if (!sessionStateResult.Equals(k_PrevSubGraphPathDefaultValue))
            {
                path = sessionStateResult;
            }
            else
            {
                path = pathToOriginSG;
            }

            path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, "", path);
            path = path.Replace(Application.dataPath, "Assets");
            if (path.Length == 0)
            {
                return;
            }

            graphObject.RegisterCompleteObjectUndo("Convert To Subgraph");

            var nodes  = graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray();
            var bounds = Rect.MinMaxRect(float.PositiveInfinity, float.PositiveInfinity, float.NegativeInfinity, float.NegativeInfinity);

            foreach (var node in nodes)
            {
                var center = node.drawState.position.center;
                bounds = Rect.MinMaxRect(
                    Mathf.Min(bounds.xMin, center.x),
                    Mathf.Min(bounds.yMin, center.y),
                    Mathf.Max(bounds.xMax, center.x),
                    Mathf.Max(bounds.yMax, center.y));
            }
            var middle = bounds.center;

            bounds.center = Vector2.zero;

            // Collect graph inputs
            var graphInputs = graphView.selection.OfType <BlackboardField>().Select(x => x.userData as ShaderInput);

            // Collect the property nodes and get the corresponding properties
            var propertyNodes  = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is PropertyNode)).Select(x => ((PropertyNode)x.node).property);
            var metaProperties = graphView.graph.properties.Where(x => propertyNodes.Contains(x));

            // Collect the keyword nodes and get the corresponding keywords
            var keywordNodes = graphView.selection.OfType <IShaderNodeView>().Where(x => (x.node is KeywordNode)).Select(x => ((KeywordNode)x.node).keyword);
            var metaKeywords = graphView.graph.keywords.Where(x => keywordNodes.Contains(x));

            var copyPasteGraph = new CopyPasteGraph(graphView.selection.OfType <ShaderGroup>().Select(x => x.userData),
                                                    graphView.selection.OfType <IShaderNodeView>().Where(x => !(x.node is PropertyNode || x.node is SubGraphOutputNode)).Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(),
                                                    graphView.selection.OfType <Edge>().Select(x => x.userData as Graphing.Edge),
                                                    graphInputs,
                                                    metaProperties,
                                                    metaKeywords,
                                                    graphView.selection.OfType <StickyNote>().Select(x => x.userData),
                                                    true);

            // why do we serialize and deserialize only to make copies of everything in the steps below?
            // is this just to clear out all non-serialized data?
            var deserialized = CopyPasteGraph.FromJson(MultiJson.Serialize(copyPasteGraph), graphView.graph);

            if (deserialized == null)
            {
                return;
            }

            var subGraph = new GraphData {
                isSubGraph = true, path = "Sub Graphs"
            };
            var subGraphOutputNode = new SubGraphOutputNode();

            {
                var drawState = subGraphOutputNode.drawState;
                drawState.position           = new Rect(new Vector2(bounds.xMax + 200f, 0f), drawState.position.size);
                subGraphOutputNode.drawState = drawState;
            }
            subGraph.AddNode(subGraphOutputNode);
            subGraph.outputNode = subGraphOutputNode;

            // Always copy deserialized keyword inputs
            foreach (ShaderKeyword keyword in deserialized.metaKeywords)
            {
                var copiedInput = (ShaderKeyword)keyword.Copy();
                subGraph.SanitizeGraphInputName(copiedInput);
                subGraph.SanitizeGraphInputReferenceName(copiedInput, keyword.overrideReferenceName);
                subGraph.AddGraphInput(copiedInput);

                // Update the keyword nodes that depends on the copied keyword
                var dependentKeywordNodes = deserialized.GetNodes <KeywordNode>().Where(x => x.keyword == keyword);
                foreach (var node in dependentKeywordNodes)
                {
                    node.owner   = graphView.graph;
                    node.keyword = copiedInput;
                }
            }

            foreach (GroupData groupData in deserialized.groups)
            {
                subGraph.CreateGroup(groupData);
            }

            foreach (var node in deserialized.GetNodes <AbstractMaterialNode>())
            {
                var drawState = node.drawState;
                drawState.position = new Rect(drawState.position.position - middle, drawState.position.size);
                node.drawState     = drawState;

                // Checking if the group guid is also being copied.
                // If not then nullify that guid
                if (node.group != null && !subGraph.groups.Contains(node.group))
                {
                    node.group = null;
                }

                subGraph.AddNode(node);
            }

            foreach (var note in deserialized.stickyNotes)
            {
                if (note.group != null && !subGraph.groups.Contains(note.group))
                {
                    note.group = null;
                }

                subGraph.AddStickyNote(note);
            }

            // figure out what needs remapping
            var externalOutputSlots = new List <Graphing.Edge>();
            var externalInputSlots  = new List <Graphing.Edge>();

            foreach (var edge in deserialized.edges)
            {
                var outputSlot = edge.outputSlot;
                var inputSlot  = edge.inputSlot;

                var outputSlotExistsInSubgraph = subGraph.ContainsNode(outputSlot.node);
                var inputSlotExistsInSubgraph  = subGraph.ContainsNode(inputSlot.node);

                // pasting nice internal links!
                if (outputSlotExistsInSubgraph && inputSlotExistsInSubgraph)
                {
                    subGraph.Connect(outputSlot, inputSlot);
                }
                // one edge needs to go to outside world
                else if (outputSlotExistsInSubgraph)
                {
                    externalInputSlots.Add(edge);
                }
                else if (inputSlotExistsInSubgraph)
                {
                    externalOutputSlots.Add(edge);
                }
            }

            // Find the unique edges coming INTO the graph
            var uniqueIncomingEdges = externalOutputSlots.GroupBy(
                edge => edge.outputSlot,
                edge => edge,
                (key, edges) => new { slotRef = key, edges = edges.ToList() });

            var externalInputNeedingConnection = new List <KeyValuePair <IEdge, AbstractShaderProperty> >();

            var       amountOfProps  = uniqueIncomingEdges.Count();
            const int height         = 40;
            const int subtractHeight = 20;
            var       propPos        = new Vector2(0, -((amountOfProps / 2) + height) - subtractHeight);

            foreach (var group in uniqueIncomingEdges)
            {
                var sr       = group.slotRef;
                var fromNode = sr.node;
                var fromSlot = sr.slot;

                var materialGraph = graphObject.graph;
                var fromProperty  = fromNode is PropertyNode fromPropertyNode
                    ? materialGraph.properties.FirstOrDefault(p => p == fromPropertyNode.property)
                    : null;

                AbstractShaderProperty prop;
                switch (fromSlot.concreteValueType)
                {
                case ConcreteSlotValueType.Texture2D:
                    prop = new Texture2DShaderProperty();
                    break;

                case ConcreteSlotValueType.Texture2DArray:
                    prop = new Texture2DArrayShaderProperty();
                    break;

                case ConcreteSlotValueType.Texture3D:
                    prop = new Texture3DShaderProperty();
                    break;

                case ConcreteSlotValueType.Cubemap:
                    prop = new CubemapShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector4:
                    prop = new Vector4ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector3:
                    prop = new Vector3ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector2:
                    prop = new Vector2ShaderProperty();
                    break;

                case ConcreteSlotValueType.Vector1:
                    prop = new Vector1ShaderProperty();
                    break;

                case ConcreteSlotValueType.Boolean:
                    prop = new BooleanShaderProperty();
                    break;

                case ConcreteSlotValueType.Matrix2:
                    prop = new Matrix2ShaderProperty();
                    break;

                case ConcreteSlotValueType.Matrix3:
                    prop = new Matrix3ShaderProperty();
                    break;

                case ConcreteSlotValueType.Matrix4:
                    prop = new Matrix4ShaderProperty();
                    break;

                case ConcreteSlotValueType.SamplerState:
                    prop = new SamplerStateShaderProperty();
                    break;

                case ConcreteSlotValueType.Gradient:
                    prop = new GradientShaderProperty();
                    break;

                case ConcreteSlotValueType.VirtualTexture:
                    prop = new VirtualTextureShaderProperty()
                    {
                        // also copy the VT settings over from the original property (if there is one)
                        value = (fromProperty as VirtualTextureShaderProperty)?.value ?? new SerializableVirtualTexture()
                    };
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }

                prop.displayName = fromProperty != null
                    ? fromProperty.displayName
                    : fromSlot.concreteValueType.ToString();
                prop.displayName = GraphUtil.SanitizeName(subGraph.addedInputs.Select(p => p.displayName), "{0} ({1})",
                                                          prop.displayName);

                subGraph.AddGraphInput(prop);
                var propNode = new PropertyNode();
                {
                    var drawState = propNode.drawState;
                    drawState.position = new Rect(new Vector2(bounds.xMin - 300f, 0f) + propPos,
                                                  drawState.position.size);
                    propPos           += new Vector2(0, height);
                    propNode.drawState = drawState;
                }
                subGraph.AddNode(propNode);
                propNode.property = prop;

                foreach (var edge in group.edges)
                {
                    subGraph.Connect(
                        new SlotReference(propNode, PropertyNode.OutputSlotId),
                        edge.inputSlot);
                    externalInputNeedingConnection.Add(new KeyValuePair <IEdge, AbstractShaderProperty>(edge, prop));
                }
            }

            var uniqueOutgoingEdges = externalInputSlots.GroupBy(
                edge => edge.outputSlot,
                edge => edge,
                (key, edges) => new { slot = key, edges = edges.ToList() });

            var externalOutputsNeedingConnection = new List <KeyValuePair <IEdge, IEdge> >();

            foreach (var group in uniqueOutgoingEdges)
            {
                var outputNode = subGraph.outputNode as SubGraphOutputNode;

                AbstractMaterialNode node = group.edges[0].outputSlot.node;
                MaterialSlot         slot = node.FindSlot <MaterialSlot>(group.edges[0].outputSlot.slotId);
                var slotId = outputNode.AddSlot(slot.concreteValueType);

                var inputSlotRef = new SlotReference(outputNode, slotId);

                foreach (var edge in group.edges)
                {
                    var newEdge = subGraph.Connect(edge.outputSlot, inputSlotRef);
                    externalOutputsNeedingConnection.Add(new KeyValuePair <IEdge, IEdge>(edge, newEdge));
                }
            }

            if (FileUtilities.WriteShaderGraphToDisk(path, subGraph))
            {
                AssetDatabase.ImportAsset(path);
            }

            // Store path for next time
            if (!pathToOriginSG.Equals(Path.GetDirectoryName(path)))
            {
                SessionState.SetString(k_PrevSubGraphPathKey, Path.GetDirectoryName(path));
            }
            else
            {
                // Or continue to make it so that next time it will open up in the converted-from SG's directory
                SessionState.EraseString(k_PrevSubGraphPathKey);
            }

            var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(SubGraphAsset)) as SubGraphAsset;

            if (loadedSubGraph == null)
            {
                return;
            }

            var subGraphNode = new SubGraphNode();
            var ds           = subGraphNode.drawState;

            ds.position            = new Rect(middle - new Vector2(100f, 150f), Vector2.zero);
            subGraphNode.drawState = ds;

            // Add the subgraph into the group if the nodes was all in the same group group
            var firstNode = copyPasteGraph.GetNodes <AbstractMaterialNode>().FirstOrDefault();

            if (firstNode != null && copyPasteGraph.GetNodes <AbstractMaterialNode>().All(x => x.group == firstNode.group))
            {
                subGraphNode.group = firstNode.group;
            }

            subGraphNode.asset = loadedSubGraph;
            graphObject.graph.AddNode(subGraphNode);

            foreach (var edgeMap in externalInputNeedingConnection)
            {
                graphObject.graph.Connect(edgeMap.Key.outputSlot, new SlotReference(subGraphNode, edgeMap.Value.guid.GetHashCode()));
            }

            foreach (var edgeMap in externalOutputsNeedingConnection)
            {
                graphObject.graph.Connect(new SlotReference(subGraphNode, edgeMap.Value.inputSlot.slotId), edgeMap.Key.inputSlot);
            }

            graphObject.graph.RemoveElements(
                graphView.selection.OfType <IShaderNodeView>().Select(x => x.node).Where(x => x.allowedInSubGraph).ToArray(),
                new IEdge[] {},
                new GroupData[] {},
                graphView.selection.OfType <StickyNote>().Select(x => x.userData).ToArray());
            graphObject.graph.ValidateGraph();
        }
        void CreateNode(Object obj, Vector2 nodePosition)
        {
            var texture2D = obj as Texture2D;

            if (texture2D != null)
            {
                m_Graph.owner.RegisterCompleteObjectUndo("Drag Texture");

                bool isNormalMap = false;
                if (EditorUtility.IsPersistent(texture2D) &&
                    !string.IsNullOrEmpty(AssetDatabase.GetAssetPath(texture2D)))
                {
                    var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture2D)) as TextureImporter;
                    if (importer != null)
                    {
                        isNormalMap = importer.textureType == TextureImporterType.NormalMap;
                    }
                }

                var node = new SampleTexture2DNode();
                if (isNormalMap)
                {
                    node.textureType = TextureType.Normal;
                }

                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                m_Graph.AddNode(node);
                var inputslot = node.FindSlot <Texture2DInputMaterialSlot>(SampleTexture2DNode.TextureInputId);
                if (inputslot != null)
                {
                    inputslot.texture = texture2D;
                }
            }

            var cubemap = obj as Cubemap;

            if (cubemap != null)
            {
                m_Graph.owner.RegisterCompleteObjectUndo("Drag Cubemap");
                var property = new CubemapShaderProperty {
                    displayName = cubemap.name, value = { cubemap = cubemap }
                };
                m_Graph.AddShaderProperty(property);
                var node      = new SampleCubemapNode();
                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                m_Graph.AddNode(node);
                var inputslot = node.FindSlot <CubemapInputMaterialSlot>(SampleCubemapNode.CubemapInputId);
                if (inputslot != null)
                {
                    inputslot.cubemap = cubemap;
                }
            }

            var subGraphAsset = obj as MaterialSubGraphAsset;

            if (subGraphAsset != null)
            {
                m_Graph.owner.RegisterCompleteObjectUndo("Drag Sub-Graph");
                var node      = new SubGraphNode();
                var drawState = node.drawState;
                drawState.position = new Rect(nodePosition, drawState.position.size);
                node.drawState     = drawState;
                node.subGraphAsset = subGraphAsset;
                m_Graph.AddNode(node);
            }
        }