2021-09-09 20:42:29 -04:00

80 lines
2.8 KiB
C#

using System;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.VFX;
namespace UnityEditor.VFX
{
class VFXExpressionTextureWidth : VFXExpression
{
public VFXExpressionTextureWidth() : this(VFXTexture2DValue.Default)
{}
public VFXExpressionTextureWidth(VFXExpression texture)
: base(Flags.InvalidOnGPU, new VFXExpression[1] { texture })
{}
sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.TextureWidth; } }
sealed public override VFXValueType valueType { get { return VFXValueType.Uint32; } }
sealed protected override VFXExpression Evaluate(VFXExpression[] constParents)
{
var tex = constParents[0].Get<Texture>();
return VFXValue.Constant<uint>(tex ? (uint)tex.width : 0u);
}
}
class VFXExpressionTextureHeight : VFXExpression
{
public VFXExpressionTextureHeight() : this(VFXTexture2DValue.Default)
{}
public VFXExpressionTextureHeight(VFXExpression texture)
: base(Flags.InvalidOnGPU, new VFXExpression[1] { texture })
{}
sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.TextureHeight; } }
sealed public override VFXValueType valueType { get { return VFXValueType.Uint32; } }
sealed protected override VFXExpression Evaluate(VFXExpression[] constParents)
{
var tex = constParents[0].Get<Texture>();
return VFXValue.Constant<uint>(tex ? (uint)tex.height : 0u);
}
}
class VFXExpressionTextureDepth : VFXExpression
{
public VFXExpressionTextureDepth() : this(VFXTexture2DValue.Default)
{}
public VFXExpressionTextureDepth(VFXExpression texture)
: base(Flags.InvalidOnGPU, new VFXExpression[1] { texture })
{}
sealed public override VFXExpressionOperation operation { get { return VFXExpressionOperation.TextureDepth; } }
sealed public override VFXValueType valueType { get { return VFXValueType.Uint32; } }
sealed protected override VFXExpression Evaluate(VFXExpression[] constParents)
{
var tex = constParents[0].Get<Texture>();
uint depth = 0u;
if (tex != null)
{
if (tex is Texture3D)
depth = (uint)((Texture3D)tex).depth;
else if (tex is Texture2DArray)
depth = (uint)((Texture2DArray)tex).depth;
else if (tex is CubemapArray)
depth = (uint)((CubemapArray)tex).cubemapCount;
else
depth = 1u;
}
return VFXValue.Constant<uint>(depth);
}
}
}