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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace AmplifyShaderEditor
{
[Serializable]
public class TemplateNodeParent : ParentNode
{
protected const string ErrorMessageStr = "This node can only be used inside a Template category!";
protected const string DataLabelStr = "Data";
protected const string SubShaderStr = "SubShader";
protected const string PassStr = "Pass";
[SerializeField]
private int m_subShaderIdx = 0;
[SerializeField]
private int m_passIdx = 0;
[SerializeField]
private int m_passLocalArrayIdx = 0;
[SerializeField]
protected bool m_multiPassMode = false;
[SerializeField]
protected string[] m_availableSubshaders;
[SerializeField]
protected string[] m_availablePassesLabels;
[SerializeField]
protected int[] m_availablePassesValues;
[NonSerialized]
protected TemplateMultiPass m_templateMPData = null;
protected bool m_createAllOutputs = true;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
AddOutputPort( WirePortDataType.FLOAT, "Out" );
if( m_createAllOutputs )
{
AddOutputPort( WirePortDataType.FLOAT, "X" );
AddOutputPort( WirePortDataType.FLOAT, "Y" );
AddOutputPort( WirePortDataType.FLOAT, "Z" );
AddOutputPort( WirePortDataType.FLOAT, "W" );
}
m_textLabelWidth = 67;
m_hasLeftDropdown = true;
}
public override void AfterCommonInit()
{
base.AfterCommonInit();
if( PaddingTitleLeft == 0 )
{
PaddingTitleLeft = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin;
if( PaddingTitleRight == 0 )
PaddingTitleRight = Constants.PropertyPickerWidth + Constants.IconsLeftRightMargin;
}
}
protected void ConfigurePorts()
{
switch( m_outputPorts[ 0 ].DataType )
{
default:
{
for( int i = 1; i < 5; i++ )
{
m_outputPorts[ i ].Visible = false;
}
}
break;
case WirePortDataType.FLOAT2:
{
for( int i = 1; i < 5; i++ )
{
m_outputPorts[ i ].Visible = ( i < 3 );
if( m_outputPorts[ i ].Visible )
{
m_outputPorts[ i ].Name = Constants.ChannelNamesVector[ i - 1 ];
}
}
}
break;
case WirePortDataType.FLOAT3:
{
for( int i = 1; i < 5; i++ )
{
m_outputPorts[ i ].Visible = ( i < 4 );
if( m_outputPorts[ i ].Visible )
{
m_outputPorts[ i ].Name = Constants.ChannelNamesVector[ i - 1 ];
}
}
}
break;
case WirePortDataType.FLOAT4:
{
for( int i = 1; i < 5; i++ )
{
m_outputPorts[ i ].Visible = true;
m_outputPorts[ i ].Name = Constants.ChannelNamesVector[ i - 1 ];
}
}
break;
case WirePortDataType.COLOR:
{
for( int i = 1; i < 5; i++ )
{
m_outputPorts[ i ].Visible = true;
m_outputPorts[ i ].Name = Constants.ChannelNamesColor[ i - 1 ];
}
}
break;
}
m_sizeIsDirty = true;
}
protected virtual void OnSubShaderChange() { }
protected virtual void OnPassChange() { }
protected void DrawSubShaderUI()
{
EditorGUI.BeginChangeCheck();
m_subShaderIdx = EditorGUILayoutPopup( SubShaderStr, m_subShaderIdx, m_availableSubshaders );
if( EditorGUI.EndChangeCheck() )
{
//UpdateSubShaderAmount();
UpdatePassAmount();
OnSubShaderChange();
}
}
protected void DrawPassUI()
{
EditorGUI.BeginChangeCheck();
m_passLocalArrayIdx = EditorGUILayoutPopup( PassStr, m_passLocalArrayIdx, m_availablePassesLabels );
if( EditorGUI.EndChangeCheck() )
{
m_passIdx = m_availablePassesValues[ m_passLocalArrayIdx ];
//UpdatePassAmount();
OnPassChange();
}
}
virtual protected void CheckWarningState()
{
if( m_containerGraph.CurrentCanvasMode != NodeAvailability.TemplateShader )
{
ShowTab( NodeMessageType.Error, ErrorMessageStr );
}
else
{
m_showErrorMessage = false;
}
}
protected void FetchMultiPassTemplate( MasterNode masterNode = null )
{
m_multiPassMode = m_containerGraph.MultiPassMasterNodes.NodesList.Count > 0;
if( m_multiPassMode )
{
m_templateMPData = ( ( ( masterNode == null ) ? m_containerGraph.CurrentMasterNode : masterNode ) as TemplateMultiPassMasterNode ).CurrentTemplate;
if( m_templateMPData != null )
{
UpdateSubShaderAmount();
}
}
}
protected void UpdateSubShaderAmount()
{
if( m_templateMPData == null )
m_templateMPData = ( m_containerGraph.CurrentMasterNode as TemplateMultiPassMasterNode ).CurrentTemplate;
if( m_templateMPData != null )
{
int subShaderCount = m_templateMPData.SubShaders.Count;
if( m_availableSubshaders == null || subShaderCount != m_availableSubshaders.Length )
{
m_availableSubshaders = new string[ subShaderCount ];
for( int i = 0; i < subShaderCount; i++ )
{
m_availableSubshaders[ i ] = i.ToString();
}
}
m_subShaderIdx = Mathf.Min( m_subShaderIdx, subShaderCount - 1 );
UpdatePassAmount();
}
}
protected virtual bool ValidatePass( int passIdx ) { return true; }
protected void UpdatePassAmount()
{
if( !m_multiPassMode )
return;
if( m_templateMPData == null )
m_templateMPData = ( m_containerGraph.CurrentMasterNode as TemplateMultiPassMasterNode ).CurrentTemplate;
List<string> passLabels = new List<string>();
List<int> passValues = new List<int>();
int minPassIdx = int.MaxValue;
int passCount = m_templateMPData.SubShaders[ m_subShaderIdx ].Passes.Count;
bool resetPassIdx = true;
for( int i = 0; i < passCount; i++ )
{
if( ValidatePass( i ) )
{
passLabels.Add( i.ToString() );
passValues.Add( i );
minPassIdx = Mathf.Min( minPassIdx, i );
if( m_passIdx == i )
resetPassIdx = false;
}
}
m_availablePassesLabels = passLabels.ToArray();
m_availablePassesValues = passValues.ToArray();
if( resetPassIdx )
m_passIdx = minPassIdx;
RefreshPassLocalArrayIdx();
}
void RefreshPassLocalArrayIdx( )
{
for( int i = 0; i < m_availablePassesValues.Length; i++ )
{
if( m_availablePassesValues[ i ] == m_passIdx )
{
m_passLocalArrayIdx = i;
}
}
}
public override void Destroy()
{
base.Destroy();
m_templateMPData = null;
}
public override void ReadFromString( ref string[] nodeParams )
{
base.ReadFromString( ref nodeParams );
if( UIUtils.CurrentShaderVersion() > TemplatesManager.MPShaderVersion )
{
m_subShaderIdx = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
m_passIdx = Convert.ToInt32( GetCurrentParam( ref nodeParams ) );
}
}
public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
{
base.WriteToString( ref nodeInfo, ref connectionsInfo );
IOUtils.AddFieldValueToString( ref nodeInfo, m_subShaderIdx );
IOUtils.AddFieldValueToString( ref nodeInfo, m_passIdx );
}
public int SubShaderIdx { get { return m_subShaderIdx; } }
public int PassIdx { get { return m_passIdx; } }
}
}
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