Files
sbox-public/game/editor/ShaderGraph/Code/Nodes/Transform.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

554 lines
16 KiB
C#

namespace Editor.ShaderGraph.Nodes;
public enum BlendNodeMode
{
Mix,
Darken,
Multiply,
ColorBurn,
LinearBurn,
Lighten,
Screen,
ColorDodge,
LinearDodge,
Overlay,
SoftLight,
HardLight,
VividLight,
LinearLight,
HardMix,
Difference,
Exclusion,
Subtract,
Divide,
Add,
}
/// <summary>
/// Normalize a vector to have a length of 1 unit
/// </summary>
[Title( "Normalize" ), Category( "Transform" ), Icon( "arrow_forward" )]
public sealed class Normalize : Unary
{
[Hide]
protected override string Op => "normalize";
}
public enum NormalSpace
{
Tangent,
Object,
World,
}
public enum OutputNormalSpace
{
Tangent,
World
}
/// <summary>
/// Transforms a normal from tangent or object space into world space
/// </summary>
[Title( "Transform Normal" ), Category( "Transform" ), Icon( "shortcut" )]
public sealed class TransformNormal : ShaderNode
{
/// <summary>
/// Normal input. No input specified will output vertex normal in world space
/// </summary>
[Input]
[Hide]
public NodeInput Input { get; set; }
/// <summary>
/// Space of the input normal, tangent or object.
/// </summary>
public NormalSpace InputSpace { get; set; } = NormalSpace.Tangent;
/// <summary>
/// Should we output in world space or tangent space.
/// </summary>
public OutputNormalSpace OutputSpace { get; set; } = OutputNormalSpace.Tangent;
/// <summary>
/// Scale and shifts input value to ( -1, 1 ) range
/// </summary>
public bool DecodeNormal { get; set; } = true;
[Output]
[Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var result = compiler.Result( Input );
if ( !result.IsValid )
{
// No input, just return the vertex normal in worldspace or a default tangent space output.
return OutputSpace == OutputNormalSpace.World ? new NodeResult( 3, "i.vNormalWs.xyz" ) : new NodeResult( 3, "float3( 0, 0, 1 )" );
}
// Cast the result to a float3
var resultCast = result.Cast( 3 );
string inputNormal;
if ( compiler.IsPreview )
{
// Because this is in preview mode, we can afford to use a dynamic branch for the decode normal option
inputNormal = $"{compiler.ResultValue( DecodeNormal )} ? DecodeNormal( {resultCast} ) : {resultCast}";
}
else
{
// Decode normal if it's enabled, otherwise just use it as is
inputNormal = DecodeNormal ? $"DecodeNormal( {resultCast} )" : resultCast;
}
if ( InputSpace == NormalSpace.Object )
{
inputNormal = compiler.ResultFunction( "Vec3OsToTs", inputNormal,
"i.vNormalOs.xyz",
"i.vTangentUOs_flTangentVSign.xyz",
"cross( i.vNormalOs.xyz, i.vTangentUOs_flTangentVSign.xyz ) * i.vTangentUOs_flTangentVSign.w" );
}
else if ( InputSpace == NormalSpace.World )
{
inputNormal = $"Vec3WsToTs( {inputNormal}, i.vNormalWs, i.vTangentUWs, i.vTangentVWs )";
}
return OutputSpace == OutputNormalSpace.World ? new NodeResult( 3, $"TransformNormal( {inputNormal}, i.vNormalWs, i.vTangentUWs, i.vTangentVWs )" ) : new NodeResult( 3, $"{inputNormal}" );
};
}
/// <summary>
/// Translate, rotate and scale a <see cref="Vector3"/>.
/// </summary>
[Title( "Apply TRS" ), Category( "Transform" ), Icon( "3d_rotation" )]
public sealed class ApplyTrs : ShaderNode
{
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput Vector { get; set; }
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput Translation { get; set; }
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput Rotation { get; set; }
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput Scale { get; set; }
[InputDefault( nameof( Vector ) )]
public Vector3 DefaultVector { get; set; } = Vector3.Zero;
[InputDefault( nameof( Translation ) )]
public Vector3 DefaultTranslation { get; set; } = Vector3.Zero;
[InputDefault( nameof( Rotation ) )]
public Rotation DefaultRotation { get; set; } = global::Rotation.Identity;
[InputDefault( nameof( Scale ) )]
public Vector3 DefaultScale { get; set; } = Vector3.One;
[Output]
[Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var vector = compiler.Result( Vector );
if ( !vector.IsValid() )
{
vector = compiler.ResultValue( DefaultVector );
}
// Only use DefaultXYZ if a non-default value is specified, so we can skip some matrix multiplications
var translation = DefaultTranslation == Vector3.Zero ? compiler.Result( Translation ) : compiler.ResultOrDefault( Translation, DefaultTranslation );
var scale = DefaultScale == Vector3.One ? compiler.Result( Scale ) : compiler.ResultOrDefault( Scale, DefaultScale );
NodeResult rotation;
if ( compiler.Result( Rotation ) is { IsValid: true } rotationResult )
{
rotation = new NodeResult( 4, compiler.ResultFunction( "Quaternion_FromAngles", rotationResult.Code ) );
}
else
{
rotation = compiler.ResultValue( new Vector4( DefaultRotation.x, DefaultRotation.y, DefaultRotation.z, DefaultRotation.w ) );
}
string matrix = null;
if ( scale.IsValid ) ApplyMatrix( ref matrix, compiler.ResultFunction( "Matrix_FromScale", scale.Code ) );
if ( rotation.IsValid ) ApplyMatrix( ref matrix, compiler.ResultFunction( "Matrix_FromQuaternion", rotation.Code ) );
if ( translation.IsValid ) ApplyMatrix( ref matrix, compiler.ResultFunction( "Matrix_FromTranslation", translation.Code ) );
return matrix is null ? vector : new NodeResult( 3, $"mul( {matrix}, float4( {vector.Code}, 1.0 ) ).xyz" );
};
private static void ApplyMatrix( ref string lhs, string rhs )
{
lhs = lhs is null ? rhs : $"mul( {lhs}, {rhs} )";
}
}
/// <summary>
/// Convert from Cartesian coordinates to polar coordinates.
/// </summary>
[Title( "Polar Coordinates" ), Category( "Transform" ), Icon( "explore" )]
public sealed class PolarCoordinates : ShaderNode
{
[Input( typeof( Vector2 ) )]
[Hide]
public NodeInput Coords { get; set; }
[Input( typeof( Vector2 ) )]
[Hide]
public NodeInput Center { get; set; }
[Input( typeof( float ) )]
[Hide]
public NodeInput RadialScale { get; set; }
[Input( typeof( float ) )]
[Hide]
public NodeInput LengthScale { get; set; }
[InputDefault( nameof( Center ) )]
public Vector2 DefaultCenter { get; set; } = 0.5f;
[InputDefault( nameof( RadialScale ) )]
public float DefaultRadialScale { get; set; } = 1.0f;
[InputDefault( nameof( LengthScale ) )]
public float DefaultLengthScale { get; set; } = 1.0f;
[Output]
[Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var coords = compiler.Result( Coords );
var center = compiler.ResultOrDefault( Center, DefaultCenter );
var radialScale = compiler.ResultOrDefault( RadialScale, DefaultRadialScale );
var lengthScale = compiler.ResultOrDefault( LengthScale, DefaultLengthScale );
return new NodeResult( 2, $"PolarCoordinates( ( {(coords.IsValid ? coords : "i.vTextureCoords.xy")} ) - ( {(center.IsValid ? center : "0.0f")} ), {(radialScale.IsValid ? radialScale : "1.0f")}, {(lengthScale.IsValid ? lengthScale : "1.0f")} )" );
};
}
/// <summary>
/// Tile or shift your texture coordinates. Tile works by scaling the texture up
/// and down. Offset works by adding or subtracting from the texture coordinates
/// </summary>
[Title( "Tile And Offset" ), Category( "Transform" ), Icon( "grid_view" )]
public sealed class TileAndOffset : ShaderNode
{
[Input( typeof( Vector2 ) )]
[Hide]
public NodeInput Coords { get; set; }
[Input( typeof( Vector2 ) )]
[Hide]
public NodeInput Tile { get; set; }
[Input( typeof( Vector2 ) )]
[Hide]
public NodeInput Offset { get; set; }
[InputDefault( nameof( Tile ) )]
public Vector2 DefaultTile { get; set; } = 1.0f;
[InputDefault( nameof( Offset ) )]
public Vector2 DefaultOffset { get; set; } = 0.0f;
public bool WrapTo01 { get; set; } = false;
[Output( typeof( Vector2 ) ), Title( "Coords" )]
[Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var coords = compiler.Result( Coords );
var tile = compiler.ResultOrDefault( Tile, DefaultTile );
var offset = compiler.ResultOrDefault( Offset, DefaultOffset );
var resultCode = $"TileAndOffsetUv( {(coords.IsValid ? coords.Cast( 2 ) : "i.vTextureCoords.xy")}," +
$" {(tile.IsValid ? tile.Cast( 2 ) : "1.0f")}," +
$" {(offset.IsValid ? offset.Cast( 2 ) : "0.0f")} )";
if ( compiler.IsPreview )
{
resultCode = $"{compiler.ResultValue( WrapTo01 )} ? frac( {resultCode} ) : {resultCode}";
}
else if ( WrapTo01 )
{
resultCode = $"frac( {resultCode} )";
}
return new NodeResult( 2, resultCode );
};
}
/// <summary>
/// Blend two colors or textures together using various different blending modes
/// </summary>
[Title( "Blend" ), Category( "Transform" ), Icon( "blender" )]
public sealed class Blend : ShaderNode
{
[Input( typeof( Color ) )]
[Hide]
public NodeInput A { get; set; }
[Input( typeof( Color ) )]
[Hide]
public NodeInput B { get; set; }
[Input( typeof( float ) ), Title( "Fraction" )]
[Hide, Editor( nameof( Fraction ) )]
public NodeInput C { get; set; }
[InputDefault( nameof( A ) )]
public Color DefaultA { get; set; } = Color.Black;
[InputDefault( nameof( B ) )]
public Color DefaultB { get; set; } = Color.White;
[InputDefault( nameof( C ) ), MinMax( 0, 1 )]
public float Fraction { get; set; } = 0.5f;
public BlendNodeMode BlendMode { get; set; } = BlendNodeMode.Mix;
/// <summary>
/// Clamp result between 0 and 1
/// </summary>
public bool Clamp { get; set; } = true;
[Output]
[Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var resultA = compiler.Result( A );
var resultB = compiler.Result( B );
var results = compiler.Result( A, B );
var fraction = compiler.Result( C );
var fractionType = fraction.IsValid && fraction.Components > 1 ? Math.Max( results.Item1.Components, results.Item2.Components ) : 1;
string fractionStr = $"{(fraction.IsValid ? fraction.Cast( fractionType ) : compiler.ResultValue( Fraction ))}";
string aStr = resultA.IsValid ? results.Item1.ToString() : compiler.ResultValue( DefaultA ).ToString();
string bStr = resultB.IsValid ? results.Item2.ToString() : compiler.ResultValue( DefaultB ).ToString();
string returnCall = string.Empty;
switch ( BlendMode )
{
case BlendNodeMode.Mix:
returnCall = $"lerp( {aStr}, {bStr}, {fractionStr} )";
break;
case BlendNodeMode.Darken:
returnCall = $"min( {aStr}, {bStr} )";
break;
case BlendNodeMode.Multiply:
returnCall = $"{aStr}*{bStr}";
break;
case BlendNodeMode.Lighten:
returnCall = $"max( {aStr}, {bStr} )";
break;
case BlendNodeMode.Screen:
returnCall = $"({aStr}) + ({bStr}) - ({aStr}) * ({bStr})";
break;
case BlendNodeMode.Difference:
returnCall = $"abs( ({aStr}) - ({bStr}) )";
break;
case BlendNodeMode.Exclusion:
returnCall = $"({aStr}) + ({bStr}) - 2.0f * ({aStr}) * ({bStr})";
break;
case BlendNodeMode.Subtract:
returnCall = $"max( 0.0f, ({aStr}) - ({bStr}) )";
break;
case BlendNodeMode.Add:
returnCall = $"min( 1.0f, ({aStr}) + ({bStr}) )";
break;
case BlendNodeMode.ColorBurn:
returnCall = compiler.ResultFunction( "ColorBurn_blend", aStr, bStr );
break;
case BlendNodeMode.LinearBurn:
returnCall = compiler.ResultFunction( "LinearBurn_blend", aStr, bStr );
break;
case BlendNodeMode.ColorDodge:
returnCall = compiler.ResultFunction( "ColorDodge_blend", aStr, bStr );
break;
case BlendNodeMode.LinearDodge:
returnCall = compiler.ResultFunction( "LinearDodge_blend", aStr, bStr );
break;
case BlendNodeMode.Overlay:
returnCall = compiler.ResultFunction( "Overlay_blend", aStr, bStr );
break;
case BlendNodeMode.SoftLight:
returnCall = compiler.ResultFunction( "SoftLight_blend", aStr, bStr );
break;
case BlendNodeMode.HardLight:
returnCall = compiler.ResultFunction( "HardLight_blend", aStr, bStr );
break;
case BlendNodeMode.VividLight:
returnCall = compiler.ResultFunction( "VividLight_blend", aStr, bStr );
break;
case BlendNodeMode.LinearLight:
returnCall = compiler.ResultFunction( "LinearLight_blend", aStr, bStr );
break;
case BlendNodeMode.HardMix:
returnCall = compiler.ResultFunction( "HardMix_blend", aStr, bStr );
break;
case BlendNodeMode.Divide:
returnCall = compiler.ResultFunction( "Divide_blend", aStr, bStr );
break;
}
if ( BlendMode != BlendNodeMode.Mix )
returnCall = $"lerp( {aStr}, {returnCall}, {fractionStr} )";
if ( Clamp )
returnCall = $"saturate( {returnCall} )";
return new NodeResult( results.Item1.Components, returnCall );
};
}
/// <summary>
/// Blends two normal maps together, normalizing to return an appropriate normal.
/// </summary>
[Title( "Normal Blend" ), Category( "Transform" ), Icon( "gradient" )]
public sealed class NormalBlend : ShaderNode
{
[Hide]
public static string NormalBlendVector => @"
float3 NormalBlendVector( float3 a, float3 b)
{
return normalize( float3( a.xy + b.xy, a.z * b.z ) );
}
";
[Hide]
public static string ReorientedNormalBlendVector => @"
float3 ReorientedNormalBlendVector( float3 a, float3 b )
{
float3 t = a.xyz + float3( 0.0, 0.0, 1.0 );
float3 u = b.xyz * float3( -1.0, -1.0, 1.0 );
return ( t / t.z ) * dot( t, u ) - u;
}
";
public enum BlendMode
{
Default,
Reoriented
}
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput A { get; set; }
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput B { get; set; }
public BlendMode Mode { get; set; } = BlendMode.Default;
[Hide]
[Output( typeof( Vector3 ) )]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var a = compiler.Result( A );
var b = compiler.Result( B );
string func = compiler.RegisterFunction( NormalBlendVector );
if ( Mode == BlendMode.Reoriented )
{
func = compiler.RegisterFunction( ReorientedNormalBlendVector );
}
string funcResult = compiler.ResultFunction( func,
$"{(a.IsValid ? a.Cast( 3 ) : "1.0")}",
$"{(b.IsValid ? b.Cast( 3 ) : "1.0")}"
);
return new NodeResult( NodeResultType.Vector3, $"{funcResult}" );
};
}
/// <summary>
/// Blends two normal maps together, normalizing to return an appropriate normal.
/// </summary>
[Title( "Reflection" ), Category( "Transform" ), Icon( "network_ping" )]
public sealed class Reflection : ShaderNode
{
[Hide]
public static string ReflectVector => @"
float3 ReflectVector( float3 a, float3 b)
{
return reflect( a, b );
}
";
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput A { get; set; }
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput B { get; set; }
[InputDefault( nameof( A ) )]
public Vector3 DefaultA { get; set; } = Vector3.Zero;
[InputDefault( nameof( B ) )]
public Vector3 DefaultB { get; set; } = Vector3.One;
[Hide]
[Output( typeof( Vector3 ) )]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
var a = compiler.Result( A );
var b = compiler.Result( B );
string func = compiler.RegisterFunction( ReflectVector );
string funcResult = compiler.ResultFunction( func,
$"{(a.IsValid ? a.Cast( 3 ) : "1.0")}",
$"{(b.IsValid ? b.Cast( 3 ) : "1.0")}"
);
return new NodeResult( NodeResultType.Vector3, $"{funcResult}" );
};
}
[Title( "RGB to HSV" ), Category( "Transform" ), Icon( "invert_colors" )]
public sealed class RGBtoHSV : ShaderNode
{
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput In { get; set; }
[Output( typeof( Vector3 ) )]
[Hide]
public NodeResult.Func Out => ( GraphCompiler compiler ) =>
{
return new NodeResult( 3, compiler.ResultFunction( "RGB2HSV", $"{compiler.ResultOrDefault( In, Vector3.One )}" ) );
};
}
[Title( "HSV to RGB" ), Category( "Transform" ), Icon( "invert_colors" )]
public sealed class HSVtoRGB : ShaderNode
{
[Input( typeof( Vector3 ) )]
[Hide]
public NodeInput In { get; set; }
[Output( typeof( Vector3 ) )]
[Hide]
public NodeResult.Func Out => ( GraphCompiler compiler ) =>
{
return new NodeResult( 3, compiler.ResultFunction( "HSV2RGB", $"{compiler.ResultOrDefault( In, Vector3.One )}" ) );
};
}