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70 lines
3.6 KiB
C++
70 lines
3.6 KiB
C++
// Copyright UShaderLab. All Rights Reserved.
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//
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// Object / primitive / bounds intrinsics.
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#include "ShaderLabIntrinsics.h"
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#include "Materials/MaterialExpressionActorPositionWS.h"
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#include "Materials/MaterialExpressionBounds.h"
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#include "Materials/MaterialExpressionDistanceCullFade.h"
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#include "Materials/MaterialExpressionLocalPosition.h"
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#include "Materials/MaterialExpressionObjectBounds.h"
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#include "Materials/MaterialExpressionObjectLocalBounds.h"
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#include "Materials/MaterialExpressionObjectOrientation.h"
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#include "Materials/MaterialExpressionObjectPositionWS.h"
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#include "Materials/MaterialExpressionObjectRadius.h"
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#include "Materials/MaterialExpressionPrecomputedAOMask.h"
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#include "Materials/MaterialExpressionPreSkinnedLocalBounds.h"
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void RegisterObjectIntrinsics(FShaderLabIntrinsicRegistry& Registry)
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{
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using namespace ShaderLabIntrinsic_Private;
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using EFreq = EShaderLabIntrinsicFrequency;
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AddSimple(Registry, TEXT("LocalPosition"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionLocalPosition>(M); });
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AddSimple(Registry, TEXT("ActorPositionWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionActorPositionWS>(M); });
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AddSimple(Registry, TEXT("ObjectPositionWS"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectPositionWS>(M); });
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AddSimple(Registry, TEXT("ObjectRadius"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectRadius>(M); });
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AddSimple(Registry, TEXT("ObjectBounds"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectBounds>(M); });
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// Multi-output nodes: connect output 0 (matches existing behavior).
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AddSimple(Registry, TEXT("ObjectLocalBounds"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectLocalBounds>(M); });
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AddSimple(Registry, TEXT("ObjectOrientation"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionObjectOrientation>(M); });
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AddSimple(Registry, TEXT("PreSkinnedLocalBounds"), EFreq::Any, TEXT("float3"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPreSkinnedLocalBounds>(M); });
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AddSimple(Registry, TEXT("DistanceCullFade"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionDistanceCullFade>(M); });
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AddSimple(Registry, TEXT("PrecomputedAOMask"), EFreq::Any, TEXT("float"), [](UMaterial& M) { return MakeSimple<UMaterialExpressionPrecomputedAOMask>(M); });
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// Bounds(Space) — unified bounds node; Space is an EMaterialExpressionBoundsType token (MEILB_*).
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{
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FShaderLabIntrinsicDesc Desc;
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Desc.Name = FName(TEXT("Bounds"));
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Desc.ReturnType = TEXT("float3");
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Desc.Doc = TEXT("Space is an EMaterialExpressionBoundsType token (e.g. MEILB_ObjectLocal).");
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FShaderLabIntrinsicParam SpaceParam;
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SpaceParam.Name = TEXT("Space");
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SpaceParam.Enum = StaticEnum<EMaterialExpressionBoundsType>();
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check(SpaceParam.Enum);
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Desc.Params = { MoveTemp(SpaceParam) };
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Desc.MakeNode = [](UMaterial& M, const TArray<FString>& Args, FString& OutError) -> UMaterialExpression*
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{
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UMaterialExpressionBounds* E = NewObject<UMaterialExpressionBounds>(&M);
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if (Args.Num() >= 1)
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{
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UEnum* Enum = StaticEnum<EMaterialExpressionBoundsType>();
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check(Enum);
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const int64 Value = Enum->GetValueByNameString(Args[0]);
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if (Value == INDEX_NONE)
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{
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OutError = FString::Printf(TEXT("unknown bounds space '%s'"), *Args[0]);
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return nullptr;
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}
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E->Type = static_cast<EMaterialExpressionBoundsType>(Value);
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}
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M.GetExpressionCollection().AddExpression(E);
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return E;
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};
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Registry.Register(MoveTemp(Desc));
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}
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}
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