mirror of
https://github.com/Eragon-Brisingr/UShaderLab.git
synced 2026-09-18 16:24:35 +00:00
Change usl grammar same like as hlsl
This commit is contained in:
285
Source/UShaderLabEditor/Private/ShaderLabIDEPrepare.cpp
Normal file
285
Source/UShaderLabEditor/Private/ShaderLabIDEPrepare.cpp
Normal file
@@ -0,0 +1,285 @@
|
||||
// Copyright FlecsProj. All Rights Reserved.
|
||||
//
|
||||
// `ShaderLab.IDE.Prepare` console command — generates the IDE authoring assets so a `.usl` file
|
||||
// (which is plain HLSL plus SL_* annotation macros) gets full member/function/include completion
|
||||
// from Rider's UE shader support or VSCode + HLSL Tools. It writes, all from a single source of truth:
|
||||
// 1. <Plugin>/Shaders/ShaderLab.ush — umbrella header: DSL macros + structs + `namespace UE`
|
||||
// intrinsic stubs generated from FShaderLabIntrinsicRegistry.
|
||||
// 2. <Project>/shadertoolsconfig.json — HLSL Tools virtual-directory mappings, dumped from
|
||||
// AllShaderSourceDirectoryMappings() (the same table the
|
||||
// runtime registers). Machine-specific → gitignored.
|
||||
// 3. <Project>/.vscode/settings.json — merges *.usl/*.usf/*.ush -> hlsl into files.associations
|
||||
// (non-destructive: existing keys are preserved).
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "Dom/JsonObject.h"
|
||||
#include "HAL/IConsoleManager.h"
|
||||
#include "Interfaces/IPluginManager.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Misc/Paths.h"
|
||||
#include "Serialization/JsonReader.h"
|
||||
#include "Serialization/JsonSerializer.h"
|
||||
#include "Serialization/JsonWriter.h"
|
||||
#include "ShaderCore.h"
|
||||
#include "ShaderLabIntrinsicRegistry.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogShaderLabIDE, Log, All);
|
||||
|
||||
namespace ShaderLabIDEPrepare_Private
|
||||
{
|
||||
// Strip line and block comments (string-aware) so JSONC settings.json parses as JSON.
|
||||
static FString StripJsonComments(const FString& In)
|
||||
{
|
||||
FString Out;
|
||||
Out.Reserve(In.Len());
|
||||
const int32 N = In.Len();
|
||||
for (int32 i = 0; i < N;)
|
||||
{
|
||||
const TCHAR C = In[i];
|
||||
if (C == TEXT('"'))
|
||||
{
|
||||
Out.AppendChar(C);
|
||||
++i;
|
||||
while (i < N)
|
||||
{
|
||||
const TCHAR D = In[i];
|
||||
Out.AppendChar(D);
|
||||
++i;
|
||||
if (D == TEXT('\\') && i < N) { Out.AppendChar(In[i]); ++i; }
|
||||
else if (D == TEXT('"')) { break; }
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (C == TEXT('/') && i + 1 < N && In[i + 1] == TEXT('/'))
|
||||
{
|
||||
while (i < N && In[i] != TEXT('\n')) { ++i; }
|
||||
continue;
|
||||
}
|
||||
if (C == TEXT('/') && i + 1 < N && In[i + 1] == TEXT('*'))
|
||||
{
|
||||
i += 2;
|
||||
while (i + 1 < N && !(In[i] == TEXT('*') && In[i + 1] == TEXT('/'))) { ++i; }
|
||||
i += 2;
|
||||
continue;
|
||||
}
|
||||
Out.AppendChar(C);
|
||||
++i;
|
||||
}
|
||||
return Out;
|
||||
}
|
||||
|
||||
// Remove trailing commas before `}`/`]` (string-aware) so VSCode-style JSONC parses as strict JSON.
|
||||
static FString StripTrailingCommas(const FString& In)
|
||||
{
|
||||
FString Out;
|
||||
Out.Reserve(In.Len());
|
||||
const int32 N = In.Len();
|
||||
for (int32 i = 0; i < N; ++i)
|
||||
{
|
||||
const TCHAR C = In[i];
|
||||
if (C == TEXT('"'))
|
||||
{
|
||||
Out.AppendChar(C);
|
||||
for (++i; i < N; ++i)
|
||||
{
|
||||
const TCHAR D = In[i];
|
||||
Out.AppendChar(D);
|
||||
if (D == TEXT('\\') && i + 1 < N) { Out.AppendChar(In[++i]); }
|
||||
else if (D == TEXT('"')) { break; }
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (C == TEXT(','))
|
||||
{
|
||||
int32 j = i + 1;
|
||||
while (j < N && FChar::IsWhitespace(In[j])) { ++j; }
|
||||
if (j < N && (In[j] == TEXT('}') || In[j] == TEXT(']')))
|
||||
{
|
||||
continue; // drop the trailing comma
|
||||
}
|
||||
}
|
||||
Out.AppendChar(C);
|
||||
}
|
||||
return Out;
|
||||
}
|
||||
|
||||
/** Build the `namespace UE { ... }` block of stub declarations from the registry (sorted, deterministic). */
|
||||
static FString GenerateIntrinsicNamespace()
|
||||
{
|
||||
TArray<FShaderLabIntrinsicDesc> Descs;
|
||||
FShaderLabIntrinsicRegistry::Get().ForEach([&Descs](const FShaderLabIntrinsicDesc& D) { Descs.Add(D); });
|
||||
Descs.Sort([](const FShaderLabIntrinsicDesc& A, const FShaderLabIntrinsicDesc& B)
|
||||
{
|
||||
return A.Name.LexicalLess(B.Name);
|
||||
});
|
||||
|
||||
FString Body;
|
||||
Body += TEXT("namespace UE\n{\n");
|
||||
for (const FShaderLabIntrinsicDesc& D : Descs)
|
||||
{
|
||||
if (!D.Doc.IsEmpty())
|
||||
{
|
||||
Body += FString::Printf(TEXT("\t// %s\n"), *D.Doc);
|
||||
}
|
||||
FString Params;
|
||||
for (int32 i = 0; i < D.Params.Num(); ++i)
|
||||
{
|
||||
const FShaderLabIntrinsicParam& P = D.Params[i];
|
||||
if (i > 0) { Params += TEXT(", "); }
|
||||
Params += FString::Printf(TEXT("%s %s"), *P.Type, *P.Name);
|
||||
if (!P.DefaultLiteral.IsEmpty()) { Params += FString::Printf(TEXT(" = %s"), *P.DefaultLiteral); }
|
||||
}
|
||||
// Stub body returns a zero of the return type; this is authoring-only and never compiled
|
||||
// (the graph builder rewrites UE:: calls into material-expression inputs before compile).
|
||||
Body += FString::Printf(TEXT("\t%s %s(%s) { return (%s)0; }\n"),
|
||||
*D.ReturnType, *D.Name.ToString(), *Params, *D.ReturnType);
|
||||
}
|
||||
Body += TEXT("}\n");
|
||||
return Body;
|
||||
}
|
||||
|
||||
static bool WriteIfChanged(const FString& Path, const FString& Content)
|
||||
{
|
||||
FString Existing;
|
||||
if (FFileHelper::LoadFileToString(Existing, *Path) && Existing.Equals(Content, ESearchCase::CaseSensitive))
|
||||
{
|
||||
UE_LOG(LogShaderLabIDE, Log, TEXT(" unchanged: %s"), *Path);
|
||||
return true;
|
||||
}
|
||||
// UTF-8 (no BOM) so HLSL Tools / Rider and JSON parsers read the generated files reliably
|
||||
// (FFileHelper defaults to UTF-16, which not every shader/JSON tool handles).
|
||||
if (!FFileHelper::SaveStringToFile(Content, *Path, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM))
|
||||
{
|
||||
UE_LOG(LogShaderLabIDE, Error, TEXT(" FAILED to write: %s"), *Path);
|
||||
return false;
|
||||
}
|
||||
UE_LOG(LogShaderLabIDE, Log, TEXT(" wrote: %s"), *Path);
|
||||
return true;
|
||||
}
|
||||
|
||||
static void GenerateShaderLabHeader(const FString& PluginShaderDir)
|
||||
{
|
||||
FString H;
|
||||
H += TEXT("// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand.\n");
|
||||
H += TEXT("// Authoring umbrella header: include this from every .usl for IDE completion.\n");
|
||||
H += TEXT("// At real shader-compile time this header is NOT included (the parser strips it);\n");
|
||||
H += TEXT("// the UE:: stubs below are for the editor only.\n");
|
||||
H += TEXT("#pragma once\n\n");
|
||||
H += TEXT("#include \"/Plugin/ShaderLab/ShaderLabDSL.ush\"\n");
|
||||
H += TEXT("#include \"/Plugin/ShaderLab/Private/ShaderLabCommon.ush\"\n\n");
|
||||
H += GenerateIntrinsicNamespace();
|
||||
WriteIfChanged(FPaths::Combine(PluginShaderDir, TEXT("ShaderLab.ush")), H);
|
||||
}
|
||||
|
||||
static void GenerateShaderToolsConfig(const FString& ProjectDir)
|
||||
{
|
||||
const TMap<FString, FString>& Mappings = AllShaderSourceDirectoryMappings();
|
||||
|
||||
const TSharedRef<FJsonObject> Root = MakeShared<FJsonObject>();
|
||||
Root->SetBoolField(TEXT("root"), true);
|
||||
const TSharedRef<FJsonObject> Virt = MakeShared<FJsonObject>();
|
||||
for (const TPair<FString, FString>& Pair : Mappings)
|
||||
{
|
||||
// Engine mappings come back relative to the engine binaries dir; HLSL Tools needs
|
||||
// absolute (or config-relative) paths, so normalize to full paths.
|
||||
Virt->SetStringField(Pair.Key, FPaths::ConvertRelativePathToFull(Pair.Value));
|
||||
}
|
||||
Root->SetObjectField(TEXT("hlsl.virtualDirectoryMappings"), Virt);
|
||||
|
||||
FString Out;
|
||||
const TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&Out);
|
||||
FJsonSerializer::Serialize(Root, Writer);
|
||||
WriteIfChanged(FPaths::Combine(ProjectDir, TEXT("shadertoolsconfig.json")), Out);
|
||||
}
|
||||
|
||||
static void MergeVSCodeSettings(const FString& ProjectDir)
|
||||
{
|
||||
const FString SettingsPath = FPaths::Combine(ProjectDir, TEXT(".vscode"), TEXT("settings.json"));
|
||||
|
||||
TSharedPtr<FJsonObject> Settings;
|
||||
FString Existing;
|
||||
if (FFileHelper::LoadFileToString(Existing, *SettingsPath))
|
||||
{
|
||||
const TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(StripTrailingCommas(StripJsonComments(Existing)));
|
||||
if (!FJsonSerializer::Deserialize(Reader, Settings) || !Settings.IsValid())
|
||||
{
|
||||
UE_LOG(LogShaderLabIDE, Warning,
|
||||
TEXT(" could not parse %s — add files.associations for *.usl/*.usf/*.ush -> hlsl manually."),
|
||||
*SettingsPath);
|
||||
return; // Never clobber an unparseable user file.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Settings = MakeShared<FJsonObject>();
|
||||
}
|
||||
|
||||
// Union into files.associations, preserving any existing entries. Only rewrite the file when
|
||||
// we actually add a mapping, so a hand-maintained settings.json (comments, formatting) is left
|
||||
// untouched once the associations are present.
|
||||
const TSharedPtr<FJsonObject>* AssocPtr = nullptr;
|
||||
TSharedPtr<FJsonObject> Assoc = Settings->TryGetObjectField(TEXT("files.associations"), AssocPtr)
|
||||
? *AssocPtr : MakeShared<FJsonObject>();
|
||||
bool bChanged = false;
|
||||
for (const TCHAR* Ext : { TEXT("*.usl"), TEXT("*.usf"), TEXT("*.ush") })
|
||||
{
|
||||
FString Existing2;
|
||||
if (!Assoc->TryGetStringField(Ext, Existing2) || Existing2 != TEXT("hlsl"))
|
||||
{
|
||||
Assoc->SetStringField(Ext, TEXT("hlsl"));
|
||||
bChanged = true;
|
||||
}
|
||||
}
|
||||
if (!bChanged)
|
||||
{
|
||||
UE_LOG(LogShaderLabIDE, Log, TEXT(" unchanged: %s"), *SettingsPath);
|
||||
return;
|
||||
}
|
||||
Settings->SetObjectField(TEXT("files.associations"), Assoc);
|
||||
|
||||
FString Out;
|
||||
const TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&Out);
|
||||
FJsonSerializer::Serialize(Settings.ToSharedRef(), Writer);
|
||||
WriteIfChanged(SettingsPath, Out);
|
||||
}
|
||||
|
||||
static void EnsureGitIgnore(const FString& ProjectDir)
|
||||
{
|
||||
const FString Path = FPaths::Combine(ProjectDir, TEXT(".gitignore"));
|
||||
FString GI;
|
||||
FFileHelper::LoadFileToString(GI, *Path); // missing file -> empty, fine
|
||||
if (GI.Contains(TEXT("shadertoolsconfig.json")))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!GI.IsEmpty() && !GI.EndsWith(TEXT("\n")))
|
||||
{
|
||||
GI += TEXT("\n");
|
||||
}
|
||||
GI += TEXT("# Machine-specific HLSL Tools config (generated by ShaderLab.IDE.Prepare).\n");
|
||||
GI += TEXT("shadertoolsconfig.json\n");
|
||||
WriteIfChanged(Path, GI);
|
||||
}
|
||||
|
||||
static void Run(const TArray<FString>& /*Args*/)
|
||||
{
|
||||
const TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(TEXT("UShaderLab"));
|
||||
check(Plugin.IsValid()); // The command lives in this plugin's editor module; it must be findable.
|
||||
|
||||
const FString PluginShaderDir = FPaths::Combine(Plugin->GetBaseDir(), TEXT("Shaders"));
|
||||
const FString ProjectDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir());
|
||||
|
||||
UE_LOG(LogShaderLabIDE, Log, TEXT("ShaderLab.IDE.Prepare:"));
|
||||
GenerateShaderLabHeader(PluginShaderDir);
|
||||
GenerateShaderToolsConfig(ProjectDir);
|
||||
MergeVSCodeSettings(ProjectDir);
|
||||
EnsureGitIgnore(ProjectDir);
|
||||
UE_LOG(LogShaderLabIDE, Log, TEXT("ShaderLab.IDE.Prepare: done."));
|
||||
}
|
||||
}
|
||||
|
||||
static FAutoConsoleCommand GShaderLabIDEPrepareCommand(
|
||||
TEXT("ShaderLab.IDE.Prepare"),
|
||||
TEXT("Generate IDE completion assets for .usl: <Plugin>/Shaders/ShaderLab.ush, shadertoolsconfig.json, .vscode/settings.json."),
|
||||
FConsoleCommandWithArgsDelegate::CreateStatic(&ShaderLabIDEPrepare_Private::Run));
|
||||
@@ -63,6 +63,8 @@ void FShaderLabIntrinsicRegistry::Register(FShaderLabIntrinsicDesc Desc)
|
||||
{
|
||||
check(!Desc.Name.IsNone());
|
||||
check(Desc.MakeNode);
|
||||
// Contract: every intrinsic is IDE-describable so ShaderLab.IDE.Prepare can always emit a stub.
|
||||
check(!Desc.ReturnType.IsEmpty());
|
||||
Descs.Add(Desc.Name, MoveTemp(Desc));
|
||||
}
|
||||
|
||||
@@ -71,35 +73,49 @@ const FShaderLabIntrinsicDesc* FShaderLabIntrinsicRegistry::Find(FName Name) con
|
||||
return Descs.Find(Name);
|
||||
}
|
||||
|
||||
void FShaderLabIntrinsicRegistry::ForEach(TFunctionRef<void(const FShaderLabIntrinsicDesc&)> Fn) const
|
||||
{
|
||||
for (const TPair<FName, FShaderLabIntrinsicDesc>& Pair : Descs)
|
||||
{
|
||||
Fn(Pair.Value);
|
||||
}
|
||||
}
|
||||
|
||||
void FShaderLabIntrinsicRegistry::RegisterBuiltins()
|
||||
{
|
||||
using namespace ShaderLabIntrinsic_Private;
|
||||
using EFreq = EShaderLabIntrinsicFrequency;
|
||||
|
||||
// Helper for the common no-arg case.
|
||||
auto AddSimple = [this](const TCHAR* Name, EFreq Freq, TFunction<UMaterialExpression*(UMaterial&)> Make)
|
||||
// Helper for the common no-arg case (ReturnType drives the generated authoring stub).
|
||||
auto AddSimple = [this](const TCHAR* Name, EFreq Freq, const TCHAR* ReturnType, TFunction<UMaterialExpression*(UMaterial&)> Make)
|
||||
{
|
||||
FShaderLabIntrinsicDesc Desc;
|
||||
Desc.Name = FName(Name);
|
||||
Desc.Frequency = Freq;
|
||||
Desc.ReturnType = ReturnType;
|
||||
Desc.MakeNode = [Make = MoveTemp(Make)](UMaterial& M, const TArray<FString>&, FString&) { return Make(M); };
|
||||
Register(MoveTemp(Desc));
|
||||
};
|
||||
|
||||
// --- A. Mesh / surface attributes ---
|
||||
AddSimple(TEXT("VertexNormalWS"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionVertexNormalWS>(M); });
|
||||
AddSimple(TEXT("VertexTangentWS"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionVertexTangentWS>(M); });
|
||||
AddSimple(TEXT("PixelNormalWS"), EFreq::PixelOnly, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPixelNormalWS>(M); });
|
||||
AddSimple(TEXT("VertexColor"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionVertexColor>(M); });
|
||||
AddSimple(TEXT("TwoSidedSign"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionTwoSidedSign>(M); });
|
||||
AddSimple(TEXT("LightmapUVs"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionLightmapUVs>(M); });
|
||||
AddSimple(TEXT("PreSkinnedNormal"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedNormal>(M); });
|
||||
AddSimple(TEXT("PreSkinnedPosition"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedPosition>(M); });
|
||||
AddSimple(TEXT("VertexNormalWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionVertexNormalWS>(M); });
|
||||
AddSimple(TEXT("VertexTangentWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionVertexTangentWS>(M); });
|
||||
AddSimple(TEXT("PixelNormalWS"), EFreq::PixelOnly, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPixelNormalWS>(M); });
|
||||
AddSimple(TEXT("VertexColor"), EFreq::Any, TEXT("float4"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionVertexColor>(M); });
|
||||
AddSimple(TEXT("TwoSidedSign"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionTwoSidedSign>(M); });
|
||||
AddSimple(TEXT("LightmapUVs"), EFreq::Any, TEXT("float2"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionLightmapUVs>(M); });
|
||||
AddSimple(TEXT("PreSkinnedNormal"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedNormal>(M); });
|
||||
AddSimple(TEXT("PreSkinnedPosition"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedPosition>(M); });
|
||||
|
||||
// TextureCoordinate(Index[, UTiling, VTiling]) — const args configure the node (mechanism: scalar/int args).
|
||||
{
|
||||
FShaderLabIntrinsicDesc Desc;
|
||||
Desc.Name = FName(TEXT("TextureCoordinate"));
|
||||
Desc.ReturnType = TEXT("float2");
|
||||
Desc.Params = { { TEXT("int"), TEXT("Index"), TEXT("") },
|
||||
{ TEXT("float"), TEXT("UTiling"), TEXT("1") },
|
||||
{ TEXT("float"), TEXT("VTiling"), TEXT("1") } };
|
||||
Desc.Doc = TEXT("UV channel `Index`, optionally tiled.");
|
||||
Desc.MakeNode = [](UMaterial& M, const TArray<FString>& Args, FString&) -> UMaterialExpression*
|
||||
{
|
||||
UMaterialExpressionTextureCoordinate* E = NewObject<UMaterialExpressionTextureCoordinate>(&M);
|
||||
@@ -113,31 +129,34 @@ void FShaderLabIntrinsicRegistry::RegisterBuiltins()
|
||||
}
|
||||
|
||||
// --- B. Positions / spaces ---
|
||||
AddSimple(TEXT("WorldPosition"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionWorldPosition>(M); });
|
||||
AddSimple(TEXT("LocalPosition"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionLocalPosition>(M); });
|
||||
AddSimple(TEXT("ActorPositionWS"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionActorPositionWS>(M); });
|
||||
AddSimple(TEXT("ObjectPositionWS"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectPositionWS>(M); });
|
||||
AddSimple(TEXT("CameraPositionWS"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionCameraPositionWS>(M); });
|
||||
AddSimple(TEXT("CameraVectorWS"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionCameraVectorWS>(M); });
|
||||
AddSimple(TEXT("LightVector"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionLightVector>(M); });
|
||||
AddSimple(TEXT("PixelDepth"), EFreq::PixelOnly, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPixelDepth>(M); });
|
||||
AddSimple(TEXT("ScreenPosition"), EFreq::PixelOnly, [](UMaterial& M) { return MakeSimple<UMaterialExpressionScreenPosition>(M); });
|
||||
AddSimple(TEXT("WorldPosition"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionWorldPosition>(M); });
|
||||
AddSimple(TEXT("LocalPosition"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionLocalPosition>(M); });
|
||||
AddSimple(TEXT("ActorPositionWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionActorPositionWS>(M); });
|
||||
AddSimple(TEXT("ObjectPositionWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectPositionWS>(M); });
|
||||
AddSimple(TEXT("CameraPositionWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionCameraPositionWS>(M); });
|
||||
AddSimple(TEXT("CameraVectorWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionCameraVectorWS>(M); });
|
||||
AddSimple(TEXT("LightVector"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionLightVector>(M); });
|
||||
AddSimple(TEXT("PixelDepth"), EFreq::PixelOnly, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPixelDepth>(M); });
|
||||
AddSimple(TEXT("ScreenPosition"), EFreq::PixelOnly, TEXT("float2"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionScreenPosition>(M); });
|
||||
|
||||
// --- C. Object / bounds (ObjectLocalBounds & PreSkinnedLocalBounds are multi-output; output 0) ---
|
||||
AddSimple(TEXT("ObjectRadius"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectRadius>(M); });
|
||||
AddSimple(TEXT("ObjectBounds"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectBounds>(M); });
|
||||
AddSimple(TEXT("ObjectLocalBounds"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectLocalBounds>(M); });
|
||||
AddSimple(TEXT("ObjectOrientation"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectOrientation>(M); });
|
||||
AddSimple(TEXT("PreSkinnedLocalBounds"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedLocalBounds>(M); });
|
||||
AddSimple(TEXT("ObjectRadius"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectRadius>(M); });
|
||||
AddSimple(TEXT("ObjectBounds"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectBounds>(M); });
|
||||
AddSimple(TEXT("ObjectLocalBounds"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectLocalBounds>(M); });
|
||||
AddSimple(TEXT("ObjectOrientation"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectOrientation>(M); });
|
||||
AddSimple(TEXT("PreSkinnedLocalBounds"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedLocalBounds>(M); });
|
||||
|
||||
// --- D. Instancing ---
|
||||
AddSimple(TEXT("PerInstanceRandom"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPerInstanceRandom>(M); });
|
||||
AddSimple(TEXT("PerInstanceFadeAmount"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionPerInstanceFadeAmount>(M); });
|
||||
AddSimple(TEXT("PerInstanceRandom"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPerInstanceRandom>(M); });
|
||||
AddSimple(TEXT("PerInstanceFadeAmount"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPerInstanceFadeAmount>(M); });
|
||||
|
||||
// PerInstanceCustomData(DataIndex[, ConstDefaultValue]) — mechanism: const args + optional input pin left at default.
|
||||
{
|
||||
FShaderLabIntrinsicDesc Desc;
|
||||
Desc.Name = FName(TEXT("PerInstanceCustomData"));
|
||||
Desc.ReturnType = TEXT("float");
|
||||
Desc.Params = { { TEXT("int"), TEXT("DataIndex"), TEXT("") },
|
||||
{ TEXT("float"), TEXT("ConstDefaultValue"), TEXT("0") } };
|
||||
Desc.MakeNode = [](UMaterial& M, const TArray<FString>& Args, FString&) -> UMaterialExpression*
|
||||
{
|
||||
UMaterialExpressionPerInstanceCustomData* E = NewObject<UMaterialExpressionPerInstanceCustomData>(&M);
|
||||
@@ -150,13 +169,16 @@ void FShaderLabIntrinsicRegistry::RegisterBuiltins()
|
||||
}
|
||||
|
||||
// --- Time ---
|
||||
AddSimple(TEXT("Time"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionTime>(M); });
|
||||
AddSimple(TEXT("DeltaTime"), EFreq::Any, [](UMaterial& M) { return MakeSimple<UMaterialExpressionDeltaTime>(M); });
|
||||
AddSimple(TEXT("Time"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionTime>(M); });
|
||||
AddSimple(TEXT("DeltaTime"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionDeltaTime>(M); });
|
||||
|
||||
// ViewProperty(Property) — representative of the enum-by-name const-arg mechanism.
|
||||
{
|
||||
FShaderLabIntrinsicDesc Desc;
|
||||
Desc.Name = FName(TEXT("ViewProperty"));
|
||||
Desc.ReturnType = TEXT("float4");
|
||||
Desc.Params = { { TEXT("int"), TEXT("Property"), TEXT("") } };
|
||||
Desc.Doc = TEXT("Property is an EMaterialExposedViewProperty token (e.g. MEVP_FieldOfView).");
|
||||
Desc.MakeNode = [](UMaterial& M, const TArray<FString>& Args, FString& OutError) -> UMaterialExpression*
|
||||
{
|
||||
UMaterialExpressionViewProperty* E = NewObject<UMaterialExpressionViewProperty>(&M);
|
||||
@@ -183,6 +205,7 @@ void FShaderLabIntrinsicRegistry::RegisterBuiltins()
|
||||
{
|
||||
FShaderLabIntrinsicDesc Desc;
|
||||
Desc.Name = FName(TEXT("ParticleColor"));
|
||||
Desc.ReturnType = TEXT("float4");
|
||||
Desc.MakeNode = [](UMaterial& M, const TArray<FString>&, FString&) { return MakeSimple<UMaterialExpressionParticleColor>(M); };
|
||||
Register(MoveTemp(Desc));
|
||||
}
|
||||
|
||||
@@ -15,10 +15,25 @@ enum class EShaderLabIntrinsicFrequency : uint8
|
||||
VertexOnly,
|
||||
};
|
||||
|
||||
/** One formal parameter of an intrinsic, used only to generate the IDE authoring stub signature. */
|
||||
struct FShaderLabIntrinsicParam
|
||||
{
|
||||
/** HLSL type of the parameter, e.g. "int", "float". */
|
||||
FString Type;
|
||||
/** Parameter name shown in completion, e.g. "Index". */
|
||||
FString Name;
|
||||
/** Default-value literal for the stub (e.g. "1"); empty means the parameter is required. */
|
||||
FString DefaultLiteral;
|
||||
};
|
||||
|
||||
/**
|
||||
* Describes one `UE::NodeName(...)` intrinsic: how to build the backing material expression node,
|
||||
* which of its outputs to read, and what it requires of the material. The Custom-node input type is
|
||||
* derived by the engine from the connected node's real output type, so no output type is declared here.
|
||||
*
|
||||
* The ReturnType/Params/Doc fields carry no runtime meaning — they exist so `ShaderLab.IDE.Prepare`
|
||||
* can emit a `namespace UE { ... }` HLSL stub header from this single source of truth, giving the IDE
|
||||
* member/signature completion for `UE::` calls without any drift from the real registration.
|
||||
*/
|
||||
struct FShaderLabIntrinsicDesc
|
||||
{
|
||||
@@ -30,6 +45,15 @@ struct FShaderLabIntrinsicDesc
|
||||
/** Stage restriction; misuse is a build error. */
|
||||
EShaderLabIntrinsicFrequency Frequency = EShaderLabIntrinsicFrequency::Any;
|
||||
|
||||
/** HLSL return type for the authoring stub, e.g. "float2"/"float3"/"float". Required (see Register). */
|
||||
FString ReturnType;
|
||||
|
||||
/** Formal parameters for the authoring stub (empty for the common no-arg intrinsics). */
|
||||
TArray<FShaderLabIntrinsicParam> Params;
|
||||
|
||||
/** Optional one-line doc surfaced as a comment above the stub. */
|
||||
FString Doc;
|
||||
|
||||
/**
|
||||
* Create the backing expression node and add it to `Material`'s expression collection. `ConstArgs`
|
||||
* are the literal arguments parsed from the call (e.g. {"0","2.0"} for `UE::TextureCoordinate(0,2.0)`).
|
||||
@@ -55,6 +79,9 @@ public:
|
||||
/** Lookup by name; nullptr if unknown. */
|
||||
const FShaderLabIntrinsicDesc* Find(FName Name) const;
|
||||
|
||||
/** Visit every registered intrinsic (used by ShaderLab.IDE.Prepare to generate the UE:: stub header). */
|
||||
void ForEach(TFunctionRef<void(const FShaderLabIntrinsicDesc&)> Fn) const;
|
||||
|
||||
private:
|
||||
FShaderLabIntrinsicRegistry();
|
||||
void RegisterBuiltins();
|
||||
|
||||
@@ -22,6 +22,7 @@ public class UShaderLabEditor : ModuleRules
|
||||
"UShaderLab",
|
||||
"RenderCore",
|
||||
"RHI",
|
||||
"Json",
|
||||
"UnrealEd",
|
||||
"AssetTools",
|
||||
"MaterialEditor",
|
||||
|
||||
Reference in New Issue
Block a user