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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.VFX.Operator
{
[VFXHelpURL("Operator-SampleAttributeMap")]
[VFXInfo(category = "Sampling", experimental = true)]
class SampleAttributeMap : VFXOperatorDynamicType
{
override public string name { get { return "Sample Attribute Map"; } }
public class InputProperties
{
[Tooltip("Sets the number of elements in the attribute map.")]
public uint pointCount = 0u;
[Tooltip("Sets the attribute map to sample from.")]
public Texture2D map = null;
[Tooltip("Sets the index of the point to sample.")]
public uint index = 0u;
}
public enum ValidOutputTypes
{
Bool,
Uint,
Int,
Float,
Vector2,
Vector3,
Vector4,
}
[VFXSetting, SerializeField, Tooltip("Specifies how Unity handles the sample when the index is out of the point cache bounds.")]
private VFXOperatorUtility.SequentialAddressingMode mode = VFXOperatorUtility.SequentialAddressingMode.Wrap;
protected override IEnumerable<VFXPropertyWithValue> outputProperties
{
get
{
yield return new VFXPropertyWithValue(new VFXProperty(GetOperandType(), "sample", new TooltipAttribute("Outputs a sample of the point cache field at an index.")));
}
}
public override sealed IEnumerable<int> staticSlotIndex
{
get
{
yield return 0;
}
}
public override IEnumerable<Type> validTypes => new[]
{
typeof(bool),
typeof(float),
typeof(uint),
typeof(int),
typeof(Vector2),
typeof(Vector3),
typeof(Vector4),
};
protected override Type defaultValueType => typeof(Vector3);
protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
{
VFXExpression height = new VFXExpressionTextureHeight(inputExpression[1]);
VFXExpression width = new VFXExpressionTextureWidth(inputExpression[1]);
VFXExpression u_index = VFXOperatorUtility.ApplyAddressingMode(inputExpression[2], new VFXExpressionMin(height * width, inputExpression[0]), mode);
VFXExpression y = u_index / width;
VFXExpression x = u_index - (y * width);
Type outputType = GetOperandType();
var type = typeof(VFXExpressionSampleAttributeMap<>).MakeGenericType(outputType);
var outputExpr = Activator.CreateInstance(type, new object[] { inputExpression[1], x, y });
return new[] { (VFXExpression)outputExpr };
}
}
}