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#include "UnityPrefix.h"
#include "UnityPropertySheet.h"
#include "External/shaderlab/Library/shaderlab.h"
#include "External/shaderlab/Library/properties.h"
#include "External/shaderlab/Library/texenv.h"
#include "External/shaderlab/Library/SLParserData.h"
#include "Runtime/Math/ColorSpaceConversion.h"
UnityPropertySheet::UnityTexEnv::UnityTexEnv()
{
m_Scale = Vector2f(1,1);
m_Offset = Vector2f(0,0);
m_Texture = 0;
}
#if UNITY_EDITOR
void UnityPropertySheet::CullUnusedProperties (const ShaderLab::ParserShader* source)
{
if (!source)
return;
TexEnvMap::iterator curTex = m_TexEnvs.begin();
TexEnvMap::iterator texEnd = m_TexEnvs.end();
while (curTex != texEnd)
{
const char* propName = curTex->first.GetName();
bool propFound = false;
for (unsigned i = 0; i < source->m_PropInfo.m_Props.size(); ++i)
{
const ShaderLab::ParserProperty& srcProp = source->m_PropInfo.m_Props[i];
if(srcProp.m_Type == ShaderLab::ParserProperty::kTexture
&& ::strcmp( srcProp.m_Name.c_str(), propName ) == 0
)
{
propFound = true;
break;
}
}
if (propFound)
++curTex;
else
m_TexEnvs.erase(curTex++);
}
}
#endif
void UnityPropertySheet::AssignDefinedPropertiesTo (ShaderLab::PropertySheet &target)
{
for (ShaderLab::PropertySheet::Floats::iterator i = target.GetFloatsMap().begin(); i != target.GetFloatsMap().end(); i++)
{
FloatMap::iterator j = m_Floats.find(i->first);
if (j != m_Floats.end())
{
i->second = j->second;
}
}
for (ShaderLab::PropertySheet::Vectors::iterator i = target.GetVectorMap().begin(); i != target.GetVectorMap().end(); i++)
{
ColorMap::iterator j = m_Colors.find(i->first);
if (j != m_Colors.end())
{
if (target.GetColorTag(i->first))
target.SetVector (i->first, GammaToActiveColorSpace(j->second).GetPtr());
else
target.SetVector (i->first, j->second.GetPtr());
}
}
for (ShaderLab::PropertySheet::TexEnvs::iterator i = target.GetTexEnvsMap().begin(); i != target.GetTexEnvsMap().end(); i++)
{
TexEnvMap::iterator j = m_TexEnvs.find(i->first);
if (j != m_TexEnvs.end())
{
target.SetTextureWithPlacement( i->first, j->second.m_Texture, j->second.m_Scale, j->second.m_Offset );
}
}
}
bool UnityPropertySheet::AddNewShaderlabProps (const ShaderLab::PropertySheet &source)
{
bool addedAny = false;
for (ShaderLab::PropertySheet::Floats::const_iterator i = source.GetFloatsMap().begin(); i != source.GetFloatsMap().end(); i++)
{
if (m_Floats.insert( std::make_pair(i->first, i->second) ).second)
addedAny = true;
}
for (ShaderLab::PropertySheet::Vectors::const_iterator i = source.GetVectorMap().begin(); i != source.GetVectorMap().end(); i++)
{
// skip texture _ST & _TexelSize properties
bool isTextureProp = false;
for (ShaderLab::PropertySheet::TexEnvs::const_iterator j = source.GetTexEnvsMap().begin(); j != source.GetTexEnvsMap().end(); ++j)
{
if (j->second.scaleOffsetValue == &i->second || j->second.texelSizeValue == &i->second)
{
isTextureProp = true;
break;
}
}
if (isTextureProp)
continue;
if (m_Colors.insert( std::make_pair(i->first, ColorRGBAf(i->second.x, i->second.y, i->second.z, i->second.w)) ).second)
addedAny = true;
}
for (ShaderLab::PropertySheet::TexEnvs::const_iterator i = source.GetTexEnvsMap().begin(); i != source.GetTexEnvsMap().end(); i++)
{
if (m_TexEnvs.find (i->first) == m_TexEnvs.end())
{
UnityTexEnv ut;
const Matrix4x4f& mat = i->second.texEnv->GetMatrix();
ut.m_Scale.Set( mat.Get(0,0), mat.Get(1,1) );
Vector3f pos = mat.GetPosition();
ut.m_Offset = Vector2f (pos.x, pos.y);
m_TexEnvs [i->first] = ut;
addedAny = true;
}
}
return addedAny;
}
void UnityPropertySheet::AddNewSerializedProps (const UnityPropertySheet &source)
{
for (UnityPropertySheet::FloatMap::const_iterator i = source.m_Floats.begin(); i != source.m_Floats.end(); i++)
{
if (m_Floats.find (i->first) == m_Floats.end())
m_Floats [i->first] = i->second;
}
for (UnityPropertySheet::ColorMap::const_iterator i = source.m_Colors.begin(); i != source.m_Colors.end(); i++)
{
if (m_Colors.find (i->first) == m_Colors.end())
m_Colors [i->first] = i->second;
}
for (UnityPropertySheet::TexEnvMap::const_iterator i = source.m_TexEnvs.begin(); i != source.m_TexEnvs.end(); i++)
{
if (m_TexEnvs.find (i->first) == m_TexEnvs.end())
m_TexEnvs [i->first] = i->second;
}
}
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