using System.Text.Json.Serialization;
namespace Editor.ShaderGraph;
///
/// Defines an input for a subgraph with detailed configuration options
///
[Title( "Subgraph Input" ), Category( "Subgraph" ), Icon( "input" )]
public sealed class SubgraphInput : ShaderNode, IErroringNode
{
[Hide]
public override string Title => string.IsNullOrWhiteSpace( InputName ) ?
$"Subgraph Input" :
$"{InputName} ({InputType})";
///
/// The name of the input parameter
///
[KeyProperty]
public string InputName { get; set; } = "";
///
/// Description of what this input does
///
[TextArea]
public string InputDescription { get; set; } = "";
///
/// The type of the input parameter
///
public InputType InputType { get; set; } = InputType.Float;
///
/// Default value for float inputs
///
[ShowIf( nameof( InputType ), InputType.Float )]
public float DefaultFloat { get; set; } = 0.0f;
///
/// Default value for float2 inputs
///
[ShowIf( nameof( InputType ), InputType.Float2 )]
public Vector2 DefaultFloat2 { get; set; } = Vector2.Zero;
///
/// Default value for float3 inputs
///
[ShowIf( nameof( InputType ), InputType.Float3 )]
public Vector3 DefaultFloat3 { get; set; } = Vector3.Zero;
///
/// Default value for color inputs
///
[ShowIf( nameof( InputType ), InputType.Color )]
public Color DefaultColor { get; set; } = Color.White;
///
/// Whether this input is required (must have a connection in order to compile)
///
public bool IsRequired { get; set; } = false;
///
/// The order of this input port on the subgraph node
///
[Title( "Order" )]
public int PortOrder { get; set; } = 0;
///
/// Preview input for testing values in subgraphs
///
[Input( typeof( object ) ), Title( "Preview" ), Hide]
public NodeInput PreviewInput { get; set; }
///
/// Output for the input value
///
[Output( typeof( float ) ), Title( "Value" ), Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
// In subgraphs, check if preview input is connected
if ( compiler.Graph.IsSubgraph && PreviewInput.IsValid )
{
return compiler.Result( PreviewInput );
}
// Use the appropriate default value based on input type
var outputValue = GetOutputValue();
// If we're in a subgraph context, just return the value directly
if ( compiler.Graph.IsSubgraph )
{
return compiler.ResultValue( outputValue );
}
// For normal graphs, use ResultParameter to create a material parameter
return compiler.ResultParameter( InputName, outputValue, default, default, false, IsRequired, new() );
};
[JsonIgnore, Hide]
public override Color PrimaryColor => Color.Lerp( Theme.Green, Theme.Blue, 0.5f );
public SubgraphInput()
{
}
private object GetOutputValue()
{
return InputType switch
{
InputType.Float => DefaultFloat,
InputType.Float2 => DefaultFloat2,
InputType.Float3 => DefaultFloat3,
InputType.Color => DefaultColor,
_ => DefaultFloat
};
}
public object GetValue()
{
return GetOutputValue();
}
public List GetErrors()
{
var errors = new List();
if ( string.IsNullOrWhiteSpace( InputName ) )
{
errors.Add( "Input name cannot be empty" );
}
// Check for duplicate names in the same subgraph
if ( Graph is ShaderGraph shaderGraph && shaderGraph.IsSubgraph )
{
foreach ( var node in Graph.Nodes )
{
if ( node == this ) continue;
if ( node is SubgraphInput otherInput && otherInput.InputName == InputName )
{
errors.Add( $"Duplicate input name \"{InputName}\"" );
break;
}
}
}
return errors;
}
}
///
/// Available input types for subgraph inputs
///
public enum InputType
{
[Title( "Float" ), Icon( "looks_one" )]
Float,
[Title( "Float2" ), Icon( "looks_two" )]
Float2,
[Title( "Float3" ), Icon( "looks_3" )]
Float3,
[Title( "Color" ), Icon( "palette" )]
Color
}