コード例 #1
0
ファイル: SubTarget.cs プロジェクト: Kideya/Brawlgame
 public abstract void GetActiveBlocks(ref TargetActiveBlockContext context);
コード例 #2
0
        // TODO: Fix this
        static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph)
        {
            var target = graph.activeTargets.FirstOrDefault(x => x is VFXTarget) as VFXTarget;

            if (target == null)
            {
                return(null);
            }

            var nl     = Environment.NewLine;
            var indent = new string(' ', 4);
            var asset  = ScriptableObject.CreateInstance <ShaderGraphVfxAsset>();
            var result = asset.compilationResult = new GraphCompilationResult();
            var mode   = GenerationMode.ForReals;

            asset.lit           = target.lit;
            asset.alphaClipping = target.alphaTest;

            var assetGuid = graph.assetGuid;
            var assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
            var hlslName  = NodeUtils.GetHLSLSafeName(Path.GetFileNameWithoutExtension(assetPath));

            var ports = new List <MaterialSlot>();
            var nodes = new List <AbstractMaterialNode>();

            foreach (var vertexBlock in graph.vertexContext.blocks)
            {
                vertexBlock.value.GetInputSlots(ports);
                NodeUtils.DepthFirstCollectNodesFromNode(nodes, vertexBlock);
            }

            foreach (var fragmentBlock in graph.fragmentContext.blocks)
            {
                fragmentBlock.value.GetInputSlots(ports);
                NodeUtils.DepthFirstCollectNodesFromNode(nodes, fragmentBlock);
            }

            //Remove inactive blocks from generation
            {
                var tmpCtx = new TargetActiveBlockContext(new List <BlockFieldDescriptor>(), null);
                target.GetActiveBlocks(ref tmpCtx);
                ports.RemoveAll(materialSlot =>
                {
                    return(!tmpCtx.activeBlocks.Any(o => materialSlot.RawDisplayName() == o.displayName));
                });
            }

            var bodySb   = new ShaderStringBuilder(1);
            var registry = new FunctionRegistry(new ShaderStringBuilder(), true);

            foreach (var properties in graph.properties)
            {
                properties.ValidateConcretePrecision(graph.concretePrecision);
            }

            foreach (var node in nodes)
            {
                if (node is IGeneratesBodyCode bodyGenerator)
                {
                    bodySb.currentNode = node;
                    bodyGenerator.GenerateNodeCode(bodySb, mode);
                    bodySb.ReplaceInCurrentMapping(PrecisionUtil.Token, node.concretePrecision.ToShaderString());
                }

                if (node is IGeneratesFunction generatesFunction)
                {
                    registry.builder.currentNode = node;
                    generatesFunction.GenerateNodeFunction(registry, mode);
                }
            }
            bodySb.currentNode = null;

            var portNodeSets = new HashSet <AbstractMaterialNode> [ports.Count];

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port    = ports[portIndex];
                var nodeSet = new HashSet <AbstractMaterialNode>();
                NodeUtils.CollectNodeSet(nodeSet, port);
                portNodeSets[portIndex] = nodeSet;
            }

            var portPropertySets = new HashSet <string> [ports.Count];

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portPropertySets[portIndex] = new HashSet <string>();
            }

            foreach (var node in nodes)
            {
                if (!(node is PropertyNode propertyNode))
                {
                    continue;
                }

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    if (portNodeSet.Contains(node))
                    {
                        portPropertySets[portIndex].Add(propertyNode.property.objectId);
                    }
                }
            }

            var shaderProperties = new PropertyCollector();

            foreach (var node in nodes)
            {
                node.CollectShaderProperties(shaderProperties, GenerationMode.ForReals);
            }

            asset.SetTextureInfos(shaderProperties.GetConfiguredTexutres());

            var codeSnippets      = new List <string>();
            var portCodeIndices   = new List <int> [ports.Count];
            var sharedCodeIndices = new List <int>();

            for (var i = 0; i < portCodeIndices.Length; i++)
            {
                portCodeIndices[i] = new List <int>();
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"#include \"Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl\"{nl}");

            for (var registryIndex = 0; registryIndex < registry.names.Count; registryIndex++)
            {
                var name      = registry.names[registryIndex];
                var source    = registry.sources[name];
                var precision = source.nodes.First().concretePrecision;

                var hasPrecisionMismatch = false;
                var nodeNames            = new HashSet <string>();
                foreach (var node in source.nodes)
                {
                    nodeNames.Add(node.name);
                    if (node.concretePrecision != precision)
                    {
                        hasPrecisionMismatch = true;
                        break;
                    }
                }

                if (hasPrecisionMismatch)
                {
                    var message = new StringBuilder($"Precision mismatch for function {name}:");
                    foreach (var node in source.nodes)
                    {
                        message.AppendLine($"{node.name} ({node.objectId}): {node.concretePrecision}");
                    }
                    throw new InvalidOperationException(message.ToString());
                }

                var code = source.code.Replace(PrecisionUtil.Token, precision.ToShaderString());
                code = $"// Node: {string.Join(", ", nodeNames)}{nl}{code}";
                var codeIndex = codeSnippets.Count;
                codeSnippets.Add(code + nl);
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    foreach (var node in source.nodes)
                    {
                        if (portNodeSet.Contains(node))
                        {
                            portCodeIndices[portIndex].Add(codeIndex);
                            break;
                        }
                    }
                }
            }

            foreach (var property in graph.properties)
            {
                if (property.isExposable && property.generatePropertyBlock)
                {
                    continue;
                }

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portPropertySet = portPropertySets[portIndex];
                    if (portPropertySet.Contains(property.objectId))
                    {
                        portCodeIndices[portIndex].Add(codeSnippets.Count);
                    }
                }

                ShaderStringBuilder builder = new ShaderStringBuilder();
                property.ForeachHLSLProperty(h => h.AppendTo(builder));

                codeSnippets.Add($"// Property: {property.displayName}{nl}{builder.ToCodeBlock()}{nl}{nl}");
            }


            var inputStructName        = $"SG_Input_{assetGuid}";
            var outputStructName       = $"SG_Output_{assetGuid}";
            var evaluationFunctionName = $"SG_Evaluate_{assetGuid}";

            #region Input Struct

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"struct {inputStructName}{nl}{{{nl}");

            #region Requirements

            var portRequirements = new ShaderGraphRequirements[ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var requirementsNodes = portNodeSets[portIndex].ToList();
                requirementsNodes.Add(ports[portIndex].owner);
                portRequirements[portIndex] = ShaderGraphRequirements.FromNodes(requirementsNodes, ports[portIndex].stageCapability);
            }

            var portIndices = new List <int>();
            portIndices.Capacity = ports.Count;

            void AddRequirementsSnippet(Func <ShaderGraphRequirements, bool> predicate, string snippet)
            {
                portIndices.Clear();
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    if (predicate(portRequirements[portIndex]))
                    {
                        portIndices.Add(portIndex);
                    }
                }

                if (portIndices.Count > 0)
                {
                    foreach (var portIndex in portIndices)
                    {
                        portCodeIndices[portIndex].Add(codeSnippets.Count);
                    }

                    codeSnippets.Add($"{indent}{snippet};{nl}");
                }
            }

            void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func <ShaderGraphRequirements, NeededCoordinateSpace> selector)
            {
                foreach (var space in EnumInfo <CoordinateSpace> .values)
                {
                    var neededSpace = space.ToNeededCoordinateSpace();
                    AddRequirementsSnippet(r => (selector(r) & neededSpace) > 0, $"float3 {space.ToVariableName(interpolatorType)}");
                }
            }

            // TODO: Rework requirements system to make this better
            AddCoordinateSpaceSnippets(InterpolatorType.Normal, r => r.requiresNormal);
            AddCoordinateSpaceSnippets(InterpolatorType.Tangent, r => r.requiresTangent);
            AddCoordinateSpaceSnippets(InterpolatorType.BiTangent, r => r.requiresBitangent);
            AddCoordinateSpaceSnippets(InterpolatorType.ViewDirection, r => r.requiresViewDir);
            AddCoordinateSpaceSnippets(InterpolatorType.Position, r => r.requiresPosition);

            AddRequirementsSnippet(r => r.requiresVertexColor, $"float4 {ShaderGeneratorNames.VertexColor}");
            AddRequirementsSnippet(r => r.requiresScreenPosition, $"float4 {ShaderGeneratorNames.ScreenPosition}");
            AddRequirementsSnippet(r => r.requiresFaceSign, $"float4 {ShaderGeneratorNames.FaceSign}");

            foreach (var uvChannel in EnumInfo <UVChannel> .values)
            {
                AddRequirementsSnippet(r => r.requiresMeshUVs.Contains(uvChannel), $"half4 {uvChannel.GetUVName()}");
            }

            AddRequirementsSnippet(r => r.requiresTime, $"float3 {ShaderGeneratorNames.TimeParameters}");

            #endregion

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"}};{nl}{nl}");

            #endregion

            // VFX Code heavily relies on the slotId from the original MasterNodes
            // Since we keep these around for upgrades anyway, for now it is simpler to use them
            // Therefore we remap the output blocks back to the original Ids here
            var originialPortIds = new int[ports.Count];
            for (int i = 0; i < originialPortIds.Length; i++)
            {
                if (!VFXTarget.s_BlockMap.TryGetValue((ports[i].owner as BlockNode).descriptor, out var originalId))
                {
                    continue;
                }

                // In Master Nodes we had a different BaseColor/Color slot id between Unlit/Lit
                // In the stack we use BaseColor for both cases. Catch this here.
                if (asset.lit && originalId == ShaderGraphVfxAsset.ColorSlotId)
                {
                    originalId = ShaderGraphVfxAsset.BaseColorSlotId;
                }

                originialPortIds[i] = originalId;
            }

            #region Output Struct

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"struct {outputStructName}{nl}{{");

            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port = ports[portIndex];
                portCodeIndices[portIndex].Add(codeSnippets.Count);
                codeSnippets.Add($"{nl}{indent}{port.concreteValueType.ToShaderString(graph.concretePrecision)} {port.shaderOutputName}_{originialPortIds[portIndex]};");
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{nl}}};{nl}{nl}");

            #endregion

            #region Graph Function

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{outputStructName} {evaluationFunctionName}({nl}{indent}{inputStructName} IN");

            var inputProperties     = new List <AbstractShaderProperty>();
            var portPropertyIndices = new List <int> [ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                portPropertyIndices[portIndex] = new List <int>();
            }

            foreach (var property in graph.properties)
            {
                if (!property.isExposable || !property.generatePropertyBlock)
                {
                    continue;
                }

                var propertyIndex = inputProperties.Count;
                var codeIndex     = codeSnippets.Count;

                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portPropertySet = portPropertySets[portIndex];
                    if (portPropertySet.Contains(property.objectId))
                    {
                        portCodeIndices[portIndex].Add(codeIndex);
                        portPropertyIndices[portIndex].Add(propertyIndex);
                    }
                }

                inputProperties.Add(property);
                codeSnippets.Add($",{nl}{indent}/* Property: {property.displayName} */ {property.GetPropertyAsArgumentString()}");
            }

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"){nl}{{");

            #region Node Code

            for (var mappingIndex = 0; mappingIndex < bodySb.mappings.Count; mappingIndex++)
            {
                var mapping = bodySb.mappings[mappingIndex];
                var code    = bodySb.ToString(mapping.startIndex, mapping.count);
                if (string.IsNullOrWhiteSpace(code))
                {
                    continue;
                }

                code = $"{nl}{indent}// Node: {mapping.node.name}{nl}{code}";
                var codeIndex = codeSnippets.Count;
                codeSnippets.Add(code);
                for (var portIndex = 0; portIndex < ports.Count; portIndex++)
                {
                    var portNodeSet = portNodeSets[portIndex];
                    if (portNodeSet.Contains(mapping.node))
                    {
                        portCodeIndices[portIndex].Add(codeIndex);
                    }
                }
            }

            #endregion

            #region Output Mapping

            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{nl}{indent}// VFXMasterNode{nl}{indent}{outputStructName} OUT;{nl}");

            // Output mapping
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                var port = ports[portIndex];
                portCodeIndices[portIndex].Add(codeSnippets.Count);
                codeSnippets.Add($"{indent}OUT.{port.shaderOutputName}_{originialPortIds[portIndex]} = {port.owner.GetSlotValue(port.id, GenerationMode.ForReals, graph.concretePrecision)};{nl}");
            }

            #endregion

            // Function end
            sharedCodeIndices.Add(codeSnippets.Count);
            codeSnippets.Add($"{indent}return OUT;{nl}}}{nl}");

            #endregion

            result.codeSnippets      = codeSnippets.ToArray();
            result.sharedCodeIndices = sharedCodeIndices.ToArray();
            result.outputCodeIndices = new IntArray[ports.Count];
            for (var i = 0; i < ports.Count; i++)
            {
                result.outputCodeIndices[i] = portCodeIndices[i].ToArray();
            }

            var outputMetadatas = new OutputMetadata[ports.Count];
            for (int portIndex = 0; portIndex < outputMetadatas.Length; portIndex++)
            {
                outputMetadatas[portIndex] = new OutputMetadata(portIndex, ports[portIndex].shaderOutputName, originialPortIds[portIndex]);
            }

            asset.SetOutputs(outputMetadatas);

            asset.evaluationFunctionName = evaluationFunctionName;
            asset.inputStructName        = inputStructName;
            asset.outputStructName       = outputStructName;
            asset.portRequirements       = portRequirements;
            asset.concretePrecision      = graph.concretePrecision;
            asset.SetProperties(inputProperties);
            asset.outputPropertyIndices = new IntArray[ports.Count];
            for (var portIndex = 0; portIndex < ports.Count; portIndex++)
            {
                asset.outputPropertyIndices[portIndex] = portPropertyIndices[portIndex].ToArray();
            }

            return(asset);
        }
コード例 #3
0
 public override void GetActiveBlocks(ref TargetActiveBlockContext context)
 {
 }