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path: root/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.cs
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Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.cs')
-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.cs180
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diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.cs b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.cs
new file mode 100644
index 00000000..2ef31bf2
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/Misc/WeightedAvgNode.cs
@@ -0,0 +1,180 @@
+// Amplify Shader Editor - Visual Shader Editing Tool
+// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
+
+using UnityEngine;
+using System;
+using UnityEditor;
+namespace AmplifyShaderEditor
+{
+ [Serializable]
+
+ public class WeightedAvgNode : ParentNode
+ {
+ protected string[] AmountsStr = { "Layer 1", "Layer 2", "Layer 3", "Layer 4" };
+
+ [SerializeField]
+ protected int m_minimumSize = 1;
+
+ [SerializeField]
+ protected WirePortDataType m_mainDataType = WirePortDataType.FLOAT;
+
+ [SerializeField]
+ protected string[] m_inputData;
+ [SerializeField]
+ protected int m_activeCount = 0;
+
+ protected override void CommonInit( int uniqueId )
+ {
+ base.CommonInit( uniqueId );
+ AddInputPort( WirePortDataType.FLOAT, false, "Weights" );
+ AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 0 ] );
+ AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 1 ] );
+ AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 2 ] );
+ AddInputPort( WirePortDataType.FLOAT, false, AmountsStr[ 3 ] );
+ AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
+
+ for( int i = 0; i < m_inputPorts.Count; i++ )
+ {
+ m_inputPorts[ i ].AddPortForbiddenTypes( WirePortDataType.FLOAT3x3,
+ WirePortDataType.FLOAT4x4,
+ WirePortDataType.SAMPLER1D,
+ WirePortDataType.SAMPLER2D,
+ WirePortDataType.SAMPLER3D,
+ WirePortDataType.SAMPLERCUBE );
+ }
+ UpdateConnection( 0 );
+ m_useInternalPortData = true;
+ }
+
+ 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 );
+ }
+
+ void UpdateInputPorts( int activePorts )
+ {
+ int idx = 1;
+ for ( ; idx < m_minimumSize + activePorts; idx++ )
+ {
+ m_inputPorts[ idx ].Visible = true;
+ }
+
+ m_activeCount = idx - 1;
+
+ for ( ; idx < m_inputPorts.Count; idx++ )
+ {
+ m_inputPorts[ idx ].Visible = false;
+ }
+ }
+
+ protected void UpdateConnection( int portId )
+ {
+ if ( portId == 0 )
+ {
+ if( m_inputPorts[ portId ].IsConnected )
+ m_inputPorts[ portId ].MatchPortToConnection();
+
+ switch ( m_inputPorts[ 0 ].DataType )
+ {
+ case WirePortDataType.INT:
+ case WirePortDataType.FLOAT:
+ {
+ UpdateInputPorts( 1 );
+ m_previewMaterialPassId = 0;
+ }
+ break;
+ case WirePortDataType.FLOAT2:
+ {
+ UpdateInputPorts( 2 );
+ m_previewMaterialPassId = 1;
+ }
+ break;
+ case WirePortDataType.FLOAT3:
+ {
+ UpdateInputPorts( 3 );
+ m_previewMaterialPassId = 2;
+ }
+ break;
+ case WirePortDataType.COLOR:
+ case WirePortDataType.FLOAT4:
+ {
+ UpdateInputPorts( 4 );
+ m_previewMaterialPassId = 3;
+ }
+ break;
+ case WirePortDataType.OBJECT:
+ case WirePortDataType.FLOAT3x3:
+ case WirePortDataType.FLOAT4x4:
+ {
+ for ( int i = 1; i < m_inputPorts.Count; i++ )
+ {
+ m_inputPorts[ i ].Visible = false;
+ }
+ m_activeCount = 0;
+ }
+ break;
+ }
+ }
+ //else
+ //{
+ // SetMainOutputType();
+ //}
+
+ SetMainOutputType();
+ m_sizeIsDirty = true;
+ }
+
+ protected void SetMainOutputType()
+ {
+ m_mainDataType = WirePortDataType.OBJECT;
+ int count = m_inputPorts.Count;
+ for ( int i = 1; i < count; i++ )
+ {
+ if ( m_inputPorts[ i ].Visible )
+ {
+ WirePortDataType portType = m_inputPorts[ i ].IsConnected ? m_inputPorts[ i ].ConnectionType() : WirePortDataType.FLOAT;
+ if ( m_mainDataType != portType &&
+ UIUtils.GetPriority( portType ) > UIUtils.GetPriority( m_mainDataType ) )
+ {
+ m_mainDataType = portType;
+ }
+ }
+ }
+
+ for( int i = 1; i < count; i++ )
+ {
+ if( m_inputPorts[ i ].Visible )
+ {
+ m_inputPorts[ i ].ChangeType( m_mainDataType, false );
+ }
+ }
+
+ m_outputPorts[ 0 ].ChangeType( m_mainDataType, false );
+ }
+
+ protected void GetInputData( ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
+ {
+ m_inputData[ 0 ] = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
+ for ( int i = 1; i < m_inputPorts.Count; i++ )
+ {
+ if ( m_inputPorts[ i ].Visible )
+ {
+ m_inputData[ i ] = m_inputPorts[ i ].GeneratePortInstructions( ref dataCollector );
+ }
+ }
+ }
+
+ public override void ReadInputDataFromString( ref string[] nodeParams )
+ {
+ base.ReadInputDataFromString( ref nodeParams );
+ UpdateConnection( 0 );
+ }
+ }
+}