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diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/LogicalOperators/TFHCIf.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/LogicalOperators/TFHCIf.cs
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+// Amplify Shader Editor - Visual Shader Editing Tool
+// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
+//
+// Custom Node If
+// Donated by The Four Headed Cat - @fourheadedcat
+
+using UnityEngine;
+using System;
+
+namespace AmplifyShaderEditor
+{
+ [Serializable]
+ [NodeAttributes( "If [Community]", "Logical Operators", "Compare A with B. If A is greater than B output the value of A > B port. If A is equal to B output the value of A == B port. If A is lower than B output the value of A < B port. Equal Threshold parameter will be used to check A == B adding and subtracting this value to A.", null, KeyCode.None, true, false, null, null, "The Four Headed Cat - @fourheadedcat" )]
+ public sealed class TFHCIf : ParentNode
+ {
+ private WirePortDataType m_inputMainDataType = WirePortDataType.FLOAT;
+ private WirePortDataType m_outputMainDataType = WirePortDataType.FLOAT;
+
+ protected override void CommonInit( int uniqueId )
+ {
+ base.CommonInit( uniqueId );
+ AddInputPort( WirePortDataType.FLOAT, false, "A" );
+ AddInputPort( WirePortDataType.FLOAT, false, "B" );
+ AddInputPort( WirePortDataType.FLOAT, false, "A > B" );
+ AddInputPort( WirePortDataType.FLOAT, false, "A == B" );
+ AddInputPort( WirePortDataType.FLOAT, false, "A < B" );
+ AddInputPort( WirePortDataType.FLOAT, false, "Equal Threshold" );
+ AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
+ m_textLabelWidth = 110;
+ m_useInternalPortData = true;
+ m_previewShaderGUID = "5c7bc7e3cab81da499e4864ace0d86c5";
+ }
+
+ public override void OnConnectedOutputNodeChanges( int inputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
+ {
+ base.OnConnectedOutputNodeChanges( inputPortId, otherNodeId, otherPortId, name, type );
+ UpdateConnection( inputPortId );
+ }
+
+ public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
+ {
+ base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );
+ UpdateConnection( portId );
+ }
+
+ public override void OnInputPortDisconnected( int portId )
+ {
+ UpdateConnection( portId );
+ }
+
+ void TestMainInputDataType()
+ {
+ WirePortDataType newType = WirePortDataType.FLOAT;
+ if( m_inputPorts[ 0 ].IsConnected && UIUtils.GetPriority( m_inputPorts[ 0 ].DataType ) > UIUtils.GetPriority( newType ) )
+ {
+ newType = m_inputPorts[ 0 ].DataType;
+ }
+
+ if( m_inputPorts[ 1 ].IsConnected && ( UIUtils.GetPriority( m_inputPorts[ 1 ].DataType ) > UIUtils.GetPriority( newType ) ) )
+ {
+ newType = m_inputPorts[ 1 ].DataType;
+ }
+
+ if( m_inputPorts[ 5 ].IsConnected && ( UIUtils.GetPriority( m_inputPorts[ 5 ].DataType ) > UIUtils.GetPriority( newType ) ) )
+ {
+ newType = m_inputPorts[ 5 ].DataType;
+ }
+
+ m_inputMainDataType = newType;
+ }
+
+ void TestMainOutputDataType()
+ {
+ WirePortDataType newType = WirePortDataType.FLOAT;
+ for( int i = 2; i < 5; i++ )
+ {
+ if( m_inputPorts[ i ].IsConnected && ( UIUtils.GetPriority( m_inputPorts[ i ].DataType ) > UIUtils.GetPriority( newType ) ) )
+ {
+ newType = m_inputPorts[ i ].DataType;
+ }
+ }
+
+ if( newType != m_outputMainDataType )
+ {
+ m_outputMainDataType = newType;
+ m_outputPorts[ 0 ].ChangeType( m_outputMainDataType, false );
+ }
+ }
+
+ public void UpdateConnection( int portId )
+ {
+ m_inputPorts[ portId ].MatchPortToConnection();
+ switch( portId )
+ {
+ case 0:
+ case 1:
+ case 5:
+ {
+ TestMainInputDataType();
+ }
+ break;
+ case 2:
+ case 3:
+ case 4:
+ {
+ TestMainOutputDataType();
+ }
+ break;
+ }
+ }
+
+ public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
+ {
+ string a = m_inputPorts[ 0 ].GenerateShaderForOutput( ref dataCollector, m_inputMainDataType, ignoreLocalvar, true );
+ string b = m_inputPorts[ 1 ].GenerateShaderForOutput( ref dataCollector, m_inputMainDataType, ignoreLocalvar, true );
+ string r1 = m_inputPorts[ 2 ].GenerateShaderForOutput( ref dataCollector, m_outputMainDataType, ignoreLocalvar, true );
+ string r2 = m_inputPorts[ 3 ].GenerateShaderForOutput( ref dataCollector, m_outputMainDataType, ignoreLocalvar, true );
+ string r3 = m_inputPorts[ 4 ].GenerateShaderForOutput( ref dataCollector, m_outputMainDataType, ignoreLocalvar, true );
+ string tr = m_inputPorts[ 5 ].GenerateShaderForOutput( ref dataCollector, m_inputMainDataType, ignoreLocalvar, true );
+
+ // No Equal Threshold parameter
+ //(a > b ? r1 : a == b ? r2 : r3 )
+ //string strout = " ( " + a + " > " + b + " ? " + r1 + " : " + a + " == " + b + " ? " + r2 + " : " + r3 + " ) ";
+
+ // With Equal Threshold parameter
+ // ( a - tr > b ? r1 : a - tr <= b && a + tr >= b ? r2 : r3 )
+ string strout = " ( " + a + " - " + tr + " > " + b + " ? " + r1 + " : " + a + " - " + tr + " <= " + b + " && " + a + " + " + tr + " >= " + b + " ? " + r2 + " : " + r3 + " ) ";
+
+ //Debug.Log( strout );
+ return CreateOutputLocalVariable( 0, strout, ref dataCollector );
+ }
+ }
+}