示例#1
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            var inputValue  = GetSlotValue(InputSlotId, generationMode);
            var outputValue = GetSlotValue(OutputSlotId, generationMode);

            sb.AppendLine("{0} {1};", FindOutputSlot <MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));

            if (!generationMode.IsPreview())
            {
                sb.TryAppendIndentation();
                sb.Append("{0} _{1}_Flip = {0} ({2}",
                          FindInputSlot <MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
                          GetVariableNameForNode(),
                          Convert.ToInt32(m_RedChannel));
                if (channelCount > 1)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
                }
                if (channelCount > 2)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
                }
                if (channelCount > 3)
                {
                    sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
                }
                sb.Append(");");
                sb.AppendNewLine();
            }

            sb.AppendLine("{0}({1}, _{2}_Flip, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
        }
示例#2
0
 void AppendVtSample(ShaderStringBuilder sb, string propertiesName, string vtInputVariable, string infoVariable, int layerIndex, string outputVariableName)
 {
     sb.TryAppendIndentation();
     sb.Append(outputVariableName); sb.Append(" = ");
     sb.Append("SampleVTLayerWithTextureType(");
     sb.Append(propertiesName); sb.Append(", ");
     sb.Append(vtInputVariable); sb.Append(", ");
     sb.Append(infoVariable); sb.Append(", ");
     sb.Append(layerIndex.ToString()); sb.Append(");");
     sb.AppendNewLine();
 }
示例#3
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            var outputGraphPrecision = asset?.outputGraphPrecision ?? GraphPrecision.Single;
            var outputPrecision      = outputGraphPrecision.ToConcrete(concretePrecision);

            if (asset == null || hasError)
            {
                var outputSlots = new List <MaterialSlot>();
                GetOutputSlots(outputSlots);

                foreach (var slot in outputSlots)
                {
                    sb.AppendLine($"{slot.concreteValueType.ToShaderString(outputPrecision)} {GetVariableNameForSlot(slot.id)} = {slot.GetDefaultValue(GenerationMode.ForReals)};");
                }

                return;
            }

            var inputVariableName = $"_{GetVariableNameForNode()}";

            GenerationUtils.GenerateSurfaceInputTransferCode(sb, asset.requirements, asset.inputStructName, inputVariableName);

            // declare output variables
            foreach (var outSlot in asset.outputs)
            {
                sb.AppendLine("{0} {1};", outSlot.concreteValueType.ToShaderString(outputPrecision), GetVariableNameForSlot(outSlot.id));
            }

            var arguments = new List <string>();

            foreach (AbstractShaderProperty prop in asset.inputs)
            {
                // setup the property concrete precision (fallback to node concrete precision when it's switchable)
                prop.SetupConcretePrecision(this.concretePrecision);
                var inSlotId = m_PropertyIds[m_PropertyGuids.IndexOf(prop.guid.ToString())];
                arguments.Add(GetSlotValue(inSlotId, generationMode, prop.concretePrecision));

                if (prop.isConnectionTestable)
                {
                    arguments.Add(IsSlotConnected(inSlotId) ? "true" : "false");
                }
            }

            var dropdowns = asset.dropdowns;

            foreach (var dropdown in dropdowns)
            {
                var name = GetDropdownEntryName(dropdown.referenceName);
                if (dropdown.ContainsEntry(name))
                {
                    arguments.Add(dropdown.IndexOfName(name).ToString());
                }
                else
                {
                    arguments.Add(dropdown.value.ToString());
                }
            }

            // pass surface inputs through
            arguments.Add(inputVariableName);

            foreach (var outSlot in asset.outputs)
            {
                arguments.Add(GetVariableNameForSlot(outSlot.id));
            }

            foreach (var feedbackSlot in asset.vtFeedbackVariables)
            {
                string feedbackVar = GetVariableNameForNode() + "_" + feedbackSlot;
                sb.AppendLine("{0} {1};", ConcreteSlotValueType.Vector4.ToShaderString(ConcretePrecision.Single), feedbackVar);
                arguments.Add(feedbackVar);
            }

            sb.TryAppendIndentation();
            sb.Append(asset.functionName);
            sb.Append("(");
            bool firstArg = true;

            foreach (var arg in arguments)
            {
                if (!firstArg)
                {
                    sb.Append(", ");
                }
                firstArg = false;
                sb.Append(arg);
            }
            sb.Append(");");
            sb.AppendNewLine();
        }
示例#4
0
        public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
        {
            bool success = false;

            if (IsSlotConnected(VirtualTextureInputId))
            {
                var vtProperty = GetSlotProperty(VirtualTextureInputId) as VirtualTextureShaderProperty;
                if (vtProperty != null)
                {
                    var layerOutputVariables = new List <string>();
                    int layerCount           = vtProperty.value.layers.Count;
                    for (int i = 0; i < layerCount; i++)
                    {
                        if (IsSlotConnected(OutputSlotIds[i]))
                        {
                            // declare output variables up front
                            string layerOutputVariable = GetVariableNameForSlot(OutputSlotIds[i]);
                            sb.AppendLine("$precision4 " + layerOutputVariable + ";");
                            layerOutputVariables.Add(layerOutputVariable);
                        }
                    }

                    if (layerOutputVariables.Count > 0)
                    {
                        // assign feedback variable
                        sb.TryAppendIndentation();
                        if (!noFeedback)
                        {
                            sb.Append("float4 ");
                            sb.Append(GetFeedbackVariableName());
                            sb.Append(" = ");
                        }
                        sb.Append(GetFunctionName(out var unused));
                        sb.Append("(");
                        sb.Append(GetSlotValue(UVInputId, generationMode));
                        switch (lodCalculation)
                        {
                        case LodCalculation.VtLevel_Lod:
                        case LodCalculation.VtLevel_Bias:
                            sb.Append(", ");
                            sb.Append((lodCalculation == LodCalculation.VtLevel_Lod) ? GetSlotValue(LODInputId, generationMode) : GetSlotValue(BiasInputId, generationMode));
                            break;

                        case LodCalculation.VtLevel_Derivatives:
                            sb.Append(", ");
                            sb.Append(GetSlotValue(DxInputId, generationMode));
                            sb.Append(", ");
                            sb.Append(GetSlotValue(DyInputId, generationMode));
                            break;
                        }
                        sb.Append(", ");
                        sb.Append(vtProperty.referenceName);
                        foreach (string layerOutputVariable in layerOutputVariables)
                        {
                            sb.Append(", ");
                            sb.Append(layerOutputVariable);
                        }
                        sb.Append(");");
                        sb.AppendNewLine();
                        success = true;
                    }
                }
            }


            if (!success)
            {
                // set all outputs to zero
                for (int i = 0; i < kMaxLayers; i++)
                {
                    if (IsSlotConnected(OutputSlotIds[i]))
                    {
                        // declare output variables up front
                        string layerOutputVariable = GetVariableNameForSlot(OutputSlotIds[i]);
                        sb.AppendLine("$precision4 " + layerOutputVariable + " = 0;");
                    }
                }
                // TODO: should really just disable feedback in this case (need different feedback interface to do this)
                sb.AppendLine("$precision4 " + GetFeedbackVariableName() + " = 1;");
            }
        }
示例#5
0
        public static void GetKeywordPermutationDeclarations(ShaderStringBuilder sb, List <List <KeyValuePair <ShaderKeyword, int> > > permutations)
        {
            if (permutations.Count == 0)
            {
                return;
            }

            for (int p = 0; p < permutations.Count; p++)
            {
                // ShaderStringBuilder.Append doesnt apply indentation
                sb.TryAppendIndentation();

                // Append correct if
                bool isLast = false;
                if (p == 0)
                {
                    sb.Append("#if ");
                }
                else if (p == permutations.Count - 1)
                {
                    sb.Append("#else");
                    isLast = true;
                }
                else
                {
                    sb.Append("#elif ");
                }

                // Last permutation is always #else
                if (!isLast)
                {
                    // Track whether && is required
                    bool appendAnd = false;

                    // Iterate all keywords that are part of the permutation
                    for (int i = 0; i < permutations[p].Count; i++)
                    {
                        // When previous keyword was inserted subsequent requires &&
                        string and = appendAnd ? " && " : string.Empty;

                        switch (permutations[p][i].Key.keywordType)
                        {
                        case KeywordType.Enum:
                        {
                            sb.Append($"{and}defined({permutations[p][i].Key.referenceName}_{permutations[p][i].Key.entries[permutations[p][i].Value].referenceName})");
                            appendAnd = true;
                            break;
                        }

                        case KeywordType.Boolean:
                        {
                            // HLSL does not support a !value predicate
                            if (permutations[p][i].Value != 0)
                            {
                                continue;
                            }

                            sb.Append($"{and}defined({permutations[p][i].Key.referenceName})");
                            appendAnd = true;
                            break;
                        }

                        default:
                            throw new ArgumentOutOfRangeException();
                        }
                    }
                }
                sb.AppendNewLine();

                // Define the matching permutation keyword
                sb.IncreaseIndent();
                sb.AppendLine($"#define KEYWORD_PERMUTATION_{p}");
                sb.DecreaseIndent();
            }

            // End statement
            sb.AppendLine("#endif");
        }