Files
FlaxEngine/Source/Engine/Visject/ShaderGraphValue.cpp
2021-01-02 14:28:49 +01:00

329 lines
9.5 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "ShaderGraphValue.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Vector4.h"
#include "Engine/Core/Types/StringView.h"
const Char* ShaderGraphValue::_subs[] =
{
TEXT(".x"),
TEXT(".y"),
TEXT(".z"),
TEXT(".w")
};
const ShaderGraphValue ShaderGraphValue::Zero(VariantType::Types::Float, TEXT("0.0"));
const ShaderGraphValue ShaderGraphValue::Half(VariantType::Types::Float, TEXT("0.5"));
const ShaderGraphValue ShaderGraphValue::One(VariantType::Types::Float, TEXT("1.0"));
const ShaderGraphValue ShaderGraphValue::True(VariantType::Types::Bool, TEXT("true"));
const ShaderGraphValue ShaderGraphValue::False(VariantType::Types::Bool, TEXT("false"));
ShaderGraphValue::ShaderGraphValue(const Variant& v)
{
switch (v.Type.Type)
{
case VariantType::Bool:
Type = VariantType::Types::Bool;
Value = v.AsBool ? TEXT('1') : TEXT('0');
break;
case VariantType::Int:
Type = VariantType::Types::Int;
Value = StringUtils::ToString(v.AsInt);
break;
case VariantType::Uint:
Type = VariantType::Types::Uint;
Value = StringUtils::ToString(v.AsUint);
break;
case VariantType::Float:
Type = VariantType::Types::Float;
Value = String::Format(TEXT("{0}"), v.AsFloat);
break;
case VariantType::Vector2:
Type = VariantType::Types::Vector2;
Value = String::Format(TEXT("float2({0}, {1})"), (*(Vector2*)v.AsData).X, (*(Vector2*)v.AsData).Y);
break;
case VariantType::Vector3:
Type = VariantType::Types::Vector3;
Value = String::Format(TEXT("float3({0}, {1}, {2})"), (*(Vector3*)v.AsData).X, (*(Vector3*)v.AsData).Y, (*(Vector3*)v.AsData).Z);
break;
case VariantType::Vector4:
case VariantType::Color:
Type = VariantType::Types::Vector4;
Value = String::Format(TEXT("float4({0}, {1}, {2}, {3})"), (*(Vector4*)v.AsData).X, (*(Vector4*)v.AsData).Y, (*(Vector4*)v.AsData).Z, (*(Vector4*)v.AsData).W);
break;
case VariantType::String:
Type = VariantType::Types::String;
Value = (StringView)v;
break;
default:
Type = VariantType::Types::Null;
break;
}
}
bool ShaderGraphValue::IsZero() const
{
switch (Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
case VariantType::Types::Float:
return Value == TEXT("0") || Value == TEXT("0.0");
default:
return false;
}
}
bool ShaderGraphValue::IsOne() const
{
switch (Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
case VariantType::Types::Float:
return Value == TEXT("1") || Value == TEXT("1.0");
default:
return false;
}
}
ShaderGraphValue ShaderGraphValue::InitForZero(VariantType::Types type)
{
const Char* v;
switch (type)
{
case VariantType::Types::Float:
v = TEXT("0.0");
break;
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
v = TEXT("0");
break;
case VariantType::Types::Vector2:
v = TEXT("float2(0, 0)");
break;
case VariantType::Types::Vector3:
v = TEXT("float3(0, 0, 0)");
break;
case VariantType::Types::Vector4:
case VariantType::Types::Color:
v = TEXT("float4(0, 0, 0, 0)");
break;
case VariantType::Types::Void:
v = TEXT("((Material)0)");
break;
default:
CRASH;
v = nullptr;
}
return ShaderGraphValue(type, String(v));
}
ShaderGraphValue ShaderGraphValue::InitForHalf(VariantType::Types type)
{
const Char* v;
switch (type)
{
case VariantType::Types::Float:
v = TEXT("0.5");
break;
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
v = TEXT("0");
break;
case VariantType::Types::Vector2:
v = TEXT("float2(0.5, 0.5)");
break;
case VariantType::Types::Vector3:
v = TEXT("float3(0.5, 0.5, 0.5)");
break;
case VariantType::Types::Vector4:
case VariantType::Types::Color:
v = TEXT("float4(0.5, 0.5, 0.5, 0.5)");
break;
default:
CRASH;
v = nullptr;
}
return ShaderGraphValue(type, String(v));
}
ShaderGraphValue ShaderGraphValue::InitForOne(VariantType::Types type)
{
const Char* v;
switch (type)
{
case VariantType::Types::Float:
v = TEXT("1.0");
break;
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
v = TEXT("1");
break;
case VariantType::Types::Vector2:
v = TEXT("float2(1, 1)");
break;
case VariantType::Types::Vector3:
v = TEXT("float3(1, 1, 1)");
break;
case VariantType::Types::Vector4:
case VariantType::Types::Color:
v = TEXT("float4(1, 1, 1, 1)");
break;
default:
CRASH;
v = nullptr;
}
return ShaderGraphValue(type, String(v));
}
ShaderGraphValue ShaderGraphValue::Cast(const ShaderGraphValue& v, VariantType::Types to)
{
// If they are the same types or input value is empty, then just return value
if (v.Type == to || v.Value.IsEmpty())
{
return v;
}
// Select format string
const Char* format = nullptr;
switch (to)
{
case VariantType::Types::Bool:
switch (v.Type)
{
case VariantType::Types::Int:
case VariantType::Types::Uint:
case VariantType::Types::Float:
format = TEXT("((bool){0})");
break;
case VariantType::Types::Vector2:
case VariantType::Types::Vector3:
case VariantType::Types::Vector4:
case VariantType::Types::Color:
format = TEXT("((bool){0}.x)");
break;
}
break;
case VariantType::Types::Int:
switch (v.Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Uint:
case VariantType::Types::Float:
format = TEXT("((int){0})");
break;
case VariantType::Types::Vector2:
case VariantType::Types::Vector3:
case VariantType::Types::Vector4:
case VariantType::Types::Color:
format = TEXT("((int){0}.x)");
break;
}
break;
case VariantType::Types::Uint:
switch (v.Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Float:
format = TEXT("((uint){0})");
break;
case VariantType::Types::Vector2:
case VariantType::Types::Vector3:
case VariantType::Types::Vector4:
case VariantType::Types::Color:
format = TEXT("((uint){0}.x)");
break;
}
break;
case VariantType::Types::Float:
switch (v.Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
format = TEXT("((float){0})");
break;
case VariantType::Types::Vector2:
case VariantType::Types::Vector3:
case VariantType::Types::Vector4:
case VariantType::Types::Color:
format = TEXT("((float){0}.x)");
break;
}
break;
case VariantType::Types::Vector2:
switch (v.Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
case VariantType::Types::Float:
format = TEXT("float2({0}, {0})");
break;
case VariantType::Types::Vector3:
case VariantType::Types::Vector4:
case VariantType::Types::Color:
format = TEXT("{0}.xy");
break;
}
break;
case VariantType::Types::Vector3:
switch (v.Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
case VariantType::Types::Float:
format = TEXT("float3({0}, {0}, {0})");
break;
case VariantType::Types::Vector2:
format = TEXT("float3({0}.xy, 0)");
break;
case VariantType::Types::Vector4:
case VariantType::Types::Color:
format = TEXT("{0}.xyz");
break;
}
break;
case VariantType::Types::Vector4:
case VariantType::Types::Color:
switch (v.Type)
{
case VariantType::Types::Bool:
case VariantType::Types::Int:
case VariantType::Types::Uint:
case VariantType::Types::Float:
format = TEXT("float4({0}, {0}, {0}, {0})");
break;
case VariantType::Types::Vector2:
format = TEXT("float4({0}.xy, 0, 0)");
break;
case VariantType::Types::Vector3:
format = TEXT("float4({0}.xyz, 0)");
break;
case VariantType::Types::Color:
case VariantType::Types::Vector4:
format = TEXT("{0}");
break;
}
break;
}
if (format == nullptr)
{
LOG(Error, "Failed to cast shader graph value of type {0} to {1}", VariantType(v.Type), VariantType(to));
return Zero;
}
return ShaderGraphValue(to, String::Format(format, v.Value));
}