MaterialInspector.cs 23 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using System.Collections.Generic;
  4. using BansheeEngine;
  5. namespace BansheeEditor
  6. {
  7. /** @addtogroup Inspectors
  8. * @{
  9. */
  10. /// <summary>
  11. /// Renders an inspector for the <see cref="Material"/> resource.
  12. /// </summary>
  13. [CustomInspector(typeof (Material))]
  14. internal class MaterialInspector : Inspector
  15. {
  16. private MaterialParamGUI[] guiParams;
  17. private GUIResourceField shaderField;
  18. private GUIEnumField builtinShaderField;
  19. /// <inheritdoc/>
  20. protected internal override void Initialize()
  21. {
  22. Material material = InspectedObject as Material;
  23. if (material == null)
  24. return;
  25. Shader activeShader = material.Shader;
  26. BuiltinShader builtinType = ShaderToBuiltin(activeShader);
  27. builtinShaderField = new GUIEnumField(typeof(BuiltinShader), new LocEdString("Shader"));
  28. builtinShaderField.Value = (ulong) builtinType;
  29. builtinShaderField.OnSelectionChanged += x =>
  30. {
  31. BuiltinShader newBuiltinType = (BuiltinShader) x;
  32. material.Shader = Builtin.GetShader(newBuiltinType);
  33. EditorApplication.SetDirty(material);
  34. RebuildParamGUI(material);
  35. bool newIsCustom = newBuiltinType == BuiltinShader.Custom;
  36. shaderField.Active = newIsCustom;
  37. };
  38. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader file"));
  39. shaderField.Value = material.Shader;
  40. shaderField.OnChanged += (x) =>
  41. {
  42. Shader shader = Resources.Load<Shader>(x);
  43. material.Shader = shader;
  44. EditorApplication.SetDirty(material);
  45. RebuildParamGUI(material);
  46. };
  47. bool isCustom = builtinType == BuiltinShader.Custom;
  48. shaderField.Active = isCustom;
  49. Layout.AddElement(builtinShaderField);
  50. Layout.AddElement(shaderField);
  51. RebuildParamGUI(material);
  52. }
  53. /// <inheritdoc/>
  54. protected internal override InspectableState Refresh()
  55. {
  56. Material material = InspectedObject as Material;
  57. if (material == null)
  58. return InspectableState.NotModified;
  59. if (material.Shader != shaderField.Value)
  60. {
  61. shaderField.Value = material.Shader;
  62. RebuildParamGUI(material);
  63. }
  64. if (guiParams != null)
  65. {
  66. foreach (var param in guiParams)
  67. param.Refresh(material);
  68. }
  69. return InspectableState.NotModified;
  70. }
  71. /// <summary>
  72. /// Recreates GUI elements for all material parameters.
  73. /// </summary>
  74. /// <param name="material">Material to create parameters for</param>
  75. private void RebuildParamGUI(Material material)
  76. {
  77. if (guiParams != null)
  78. {
  79. foreach (var param in guiParams)
  80. param.Destroy();
  81. guiParams = null;
  82. }
  83. if (material != null && material.Shader != null)
  84. guiParams = CreateMaterialGUI(material, Layout);
  85. }
  86. /// <summary>
  87. /// Converts a shader resource into a builtin shader.
  88. /// </summary>
  89. /// <param name="shader">Shader resource to convert.</param>
  90. /// <returns>Type of builtin shader, if any.</returns>
  91. private BuiltinShader ShaderToBuiltin(Shader shader)
  92. {
  93. // Note: Need a better way to detect the builtin shader perhaps (store it in Material?)
  94. Shader standardShader = Builtin.GetShader(BuiltinShader.Standard);
  95. Shader transparentShader = Builtin.GetShader(BuiltinShader.Transparent);
  96. ; if(standardShader == shader)
  97. return BuiltinShader.Standard;
  98. else if(transparentShader == shader)
  99. return BuiltinShader.Transparent;
  100. return BuiltinShader.Custom;
  101. }
  102. /// <summary>
  103. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  104. /// </summary>
  105. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  106. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  107. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  108. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  109. {
  110. Shader shader = mat.Shader;
  111. if (shader == null)
  112. return new MaterialParamGUI[0];
  113. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  114. ShaderParameter[] shaderParams = shader.Parameters;
  115. foreach (var param in shaderParams)
  116. {
  117. if (param.isInternal)
  118. continue;
  119. switch (param.type)
  120. {
  121. case ShaderParameterType.Float:
  122. layout.AddSpace(5);
  123. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  124. break;
  125. case ShaderParameterType.Vector2:
  126. layout.AddSpace(5);
  127. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  128. break;
  129. case ShaderParameterType.Vector3:
  130. layout.AddSpace(5);
  131. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  132. break;
  133. case ShaderParameterType.Vector4:
  134. layout.AddSpace(5);
  135. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  136. break;
  137. case ShaderParameterType.Matrix3:
  138. layout.AddSpace(5);
  139. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  140. break;
  141. case ShaderParameterType.Matrix4:
  142. layout.AddSpace(5);
  143. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  144. break;
  145. case ShaderParameterType.Color:
  146. layout.AddSpace(5);
  147. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  148. break;
  149. case ShaderParameterType.Texture2D:
  150. case ShaderParameterType.Texture3D:
  151. case ShaderParameterType.TextureCube:
  152. layout.AddSpace(5);
  153. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  154. break;
  155. }
  156. }
  157. return guiParams.ToArray();
  158. }
  159. }
  160. /// <summary>
  161. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  162. /// </summary>
  163. internal abstract class MaterialParamGUI
  164. {
  165. protected ShaderParameter shaderParam;
  166. /// <summary>
  167. /// Creates a new material parameter GUI.
  168. /// </summary>
  169. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  170. protected MaterialParamGUI(ShaderParameter shaderParam)
  171. {
  172. this.shaderParam = shaderParam;
  173. }
  174. /// <summary>
  175. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  176. /// </summary>
  177. /// <param name="material">Material whose data to check.</param>
  178. internal abstract void Refresh(Material material);
  179. /// <summary>
  180. /// Destroys the internal GUI elements.
  181. /// </summary>
  182. internal abstract void Destroy();
  183. }
  184. /// <summary>
  185. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  186. /// </summary>
  187. internal class MaterialParamFloatGUI : MaterialParamGUI
  188. {
  189. private GUIFloatField guiElem;
  190. /// <summary>
  191. /// Creates a new material parameter GUI.
  192. /// </summary>
  193. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  194. /// <param name="material">Material the parameter is a part of.</param>
  195. /// <param name="layout">Layout to append the GUI elements to.</param>
  196. internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  197. : base(shaderParam)
  198. {
  199. LocString title = new LocEdString(shaderParam.name);
  200. guiElem = new GUIFloatField(title);
  201. guiElem.OnChanged += (x) =>
  202. {
  203. material.SetFloat(shaderParam.name, x);
  204. EditorApplication.SetDirty(material);
  205. };
  206. layout.AddElement(guiElem);
  207. }
  208. /// <inheritdoc/>
  209. internal override void Refresh(Material material)
  210. {
  211. guiElem.Value = material.GetFloat(shaderParam.name);
  212. }
  213. /// <inheritdoc/>
  214. internal override void Destroy()
  215. {
  216. guiElem.Destroy();
  217. }
  218. }
  219. /// <summary>
  220. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  221. /// </summary>
  222. internal class MaterialParamVec2GUI : MaterialParamGUI
  223. {
  224. private GUIVector2Field guiElem;
  225. /// <summary>
  226. /// Creates a new material parameter GUI.
  227. /// </summary>
  228. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  229. /// <param name="material">Material the parameter is a part of.</param>
  230. /// <param name="layout">Layout to append the GUI elements to.</param>
  231. internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  232. : base(shaderParam)
  233. {
  234. LocString title = new LocEdString(shaderParam.name);
  235. guiElem = new GUIVector2Field(title);
  236. guiElem.OnChanged += (x) =>
  237. {
  238. material.SetVector2(shaderParam.name, x);
  239. EditorApplication.SetDirty(material);
  240. };
  241. layout.AddElement(guiElem);
  242. }
  243. /// <inheritdoc/>
  244. internal override void Refresh(Material material)
  245. {
  246. guiElem.Value = material.GetVector2(shaderParam.name);
  247. }
  248. /// <inheritdoc/>
  249. internal override void Destroy()
  250. {
  251. guiElem.Destroy();
  252. }
  253. }
  254. /// <summary>
  255. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  256. /// </summary>
  257. internal class MaterialParamVec3GUI : MaterialParamGUI
  258. {
  259. private GUIVector3Field guiElem;
  260. /// <summary>
  261. /// Creates a new material parameter GUI.
  262. /// </summary>
  263. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  264. /// <param name="material">Material the parameter is a part of.</param>
  265. /// <param name="layout">Layout to append the GUI elements to.</param>
  266. internal MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  267. : base(shaderParam)
  268. {
  269. LocString title = new LocEdString(shaderParam.name);
  270. guiElem = new GUIVector3Field(title);
  271. guiElem.OnChanged += (x) =>
  272. {
  273. material.SetVector3(shaderParam.name, x);
  274. EditorApplication.SetDirty(material);
  275. };
  276. layout.AddElement(guiElem);
  277. }
  278. /// <inheritdoc/>
  279. internal override void Refresh(Material material)
  280. {
  281. guiElem.Value = material.GetVector3(shaderParam.name);
  282. }
  283. /// <inheritdoc/>
  284. internal override void Destroy()
  285. {
  286. guiElem.Destroy();
  287. }
  288. }
  289. /// <summary>
  290. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  291. /// </summary>
  292. internal class MaterialParamVec4GUI : MaterialParamGUI
  293. {
  294. private GUIVector4Field guiElem;
  295. /// <summary>
  296. /// Creates a new material parameter GUI.
  297. /// </summary>
  298. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  299. /// <param name="material">Material the parameter is a part of.</param>
  300. /// <param name="layout">Layout to append the GUI elements to.</param>
  301. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  302. : base(shaderParam)
  303. {
  304. LocString title = new LocEdString(shaderParam.name);
  305. guiElem = new GUIVector4Field(title);
  306. guiElem.OnChanged += (x) =>
  307. {
  308. material.SetVector4(shaderParam.name, x);
  309. EditorApplication.SetDirty(material);
  310. };
  311. layout.AddElement(guiElem);
  312. }
  313. /// <inheritdoc/>
  314. internal override void Refresh(Material material)
  315. {
  316. guiElem.Value = material.GetVector4(shaderParam.name);
  317. }
  318. /// <inheritdoc/>
  319. internal override void Destroy()
  320. {
  321. guiElem.Destroy();
  322. }
  323. }
  324. /// <summary>
  325. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  326. /// </summary>
  327. internal class MaterialParamMat3GUI : MaterialParamGUI
  328. {
  329. private const int MAT_SIZE = 3;
  330. private GUILayout mainLayout;
  331. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  332. /// <summary>
  333. /// Creates a new material parameter GUI.
  334. /// </summary>
  335. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  336. /// <param name="material">Material the parameter is a part of.</param>
  337. /// <param name="layout">Layout to append the GUI elements to.</param>
  338. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  339. : base(shaderParam)
  340. {
  341. LocString title = new LocEdString(shaderParam.name);
  342. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  343. mainLayout = layout.AddLayoutY();
  344. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  345. titleLayout.AddElement(guiTitle);
  346. titleLayout.AddFlexibleSpace();
  347. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  348. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  349. for (int i = 0; i < rows.Length; i++)
  350. rows[i] = contentLayout.AddLayoutX();
  351. for (int row = 0; row < MAT_SIZE; row++)
  352. {
  353. for (int col = 0; col < MAT_SIZE; col++)
  354. {
  355. int index = row * MAT_SIZE + col;
  356. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  357. GUIFloatField field = guiMatFields[index];
  358. rows[row].AddElement(field);
  359. rows[row].AddSpace(5);
  360. int hoistedRow = row;
  361. int hoistedCol = col;
  362. field.OnChanged += (x) =>
  363. {
  364. Matrix3 value = material.GetMatrix3(shaderParam.name);
  365. value[hoistedRow, hoistedCol] = x;
  366. material.SetMatrix3(shaderParam.name, value);
  367. EditorApplication.SetDirty(material);
  368. };
  369. }
  370. }
  371. }
  372. /// <inheritdoc/>
  373. internal override void Refresh(Material material)
  374. {
  375. Matrix3 value = material.GetMatrix3(shaderParam.name);
  376. for (int row = 0; row < MAT_SIZE; row++)
  377. {
  378. for (int col = 0; col < MAT_SIZE; col++)
  379. {
  380. int index = row * MAT_SIZE + col;
  381. guiMatFields[index].Value = value[row, col];
  382. }
  383. }
  384. }
  385. /// <inheritdoc/>
  386. internal override void Destroy()
  387. {
  388. mainLayout.Destroy();
  389. }
  390. }
  391. /// <summary>
  392. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  393. /// </summary>
  394. internal class MaterialParamMat4GUI : MaterialParamGUI
  395. {
  396. private const int MAT_SIZE = 4;
  397. private GUILayout mainLayout;
  398. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  399. /// <summary>
  400. /// Creates a new material parameter GUI.
  401. /// </summary>
  402. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  403. /// <param name="material">Material the parameter is a part of.</param>
  404. /// <param name="layout">Layout to append the GUI elements to.</param>
  405. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  406. : base(shaderParam)
  407. {
  408. LocString title = new LocEdString(shaderParam.name);
  409. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  410. mainLayout = layout.AddLayoutY();
  411. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  412. titleLayout.AddElement(guiTitle);
  413. titleLayout.AddFlexibleSpace();
  414. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  415. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  416. for (int i = 0; i < rows.Length; i++)
  417. rows[i] = contentLayout.AddLayoutX();
  418. for (int row = 0; row < MAT_SIZE; row++)
  419. {
  420. for (int col = 0; col < MAT_SIZE; col++)
  421. {
  422. int index = row * MAT_SIZE + col;
  423. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  424. GUIFloatField field = guiMatFields[index];
  425. rows[row].AddElement(field);
  426. rows[row].AddSpace(5);
  427. int hoistedRow = row;
  428. int hoistedCol = col;
  429. field.OnChanged += (x) =>
  430. {
  431. Matrix4 value = material.GetMatrix4(shaderParam.name);
  432. value[hoistedRow, hoistedCol] = x;
  433. material.SetMatrix4(shaderParam.name, value);
  434. EditorApplication.SetDirty(material);
  435. };
  436. }
  437. }
  438. }
  439. /// <inheritdoc/>
  440. internal override void Refresh(Material material)
  441. {
  442. Matrix4 value = material.GetMatrix4(shaderParam.name);
  443. for (int row = 0; row < MAT_SIZE; row++)
  444. {
  445. for (int col = 0; col < MAT_SIZE; col++)
  446. {
  447. int index = row * MAT_SIZE + col;
  448. guiMatFields[index].Value = value[row, col];
  449. }
  450. }
  451. }
  452. /// <inheritdoc/>
  453. internal override void Destroy()
  454. {
  455. mainLayout.Destroy();
  456. }
  457. }
  458. /// <summary>
  459. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  460. /// </summary>
  461. internal class MaterialParamColorGUI : MaterialParamGUI
  462. {
  463. private GUIColorField guiElem;
  464. /// <summary>
  465. /// Creates a new material parameter GUI.
  466. /// </summary>
  467. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  468. /// <param name="material">Material the parameter is a part of.</param>
  469. /// <param name="layout">Layout to append the GUI elements to.</param>
  470. internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  471. : base(shaderParam)
  472. {
  473. LocString title = new LocEdString(shaderParam.name);
  474. guiElem = new GUIColorField(title);
  475. guiElem.OnChanged += (x) =>
  476. {
  477. material.SetColor(shaderParam.name, x);
  478. EditorApplication.SetDirty(material);
  479. };
  480. layout.AddElement(guiElem);
  481. }
  482. /// <inheritdoc/>
  483. internal override void Refresh(Material material)
  484. {
  485. guiElem.Value = material.GetColor(shaderParam.name);
  486. }
  487. /// <inheritdoc/>
  488. internal override void Destroy()
  489. {
  490. guiElem.Destroy();
  491. }
  492. }
  493. /// <summary>
  494. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  495. /// </summary>
  496. internal class MaterialParamTextureGUI : MaterialParamGUI
  497. {
  498. private GUITextureField guiElem;
  499. /// <summary>
  500. /// Creates a new material parameter GUI.
  501. /// </summary>
  502. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  503. /// <param name="material">Material the parameter is a part of.</param>
  504. /// <param name="layout">Layout to append the GUI elements to.</param>
  505. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  506. : base(shaderParam)
  507. {
  508. LocString title = new LocEdString(shaderParam.name);
  509. guiElem = new GUITextureField(title);
  510. switch (shaderParam.type)
  511. {
  512. case ShaderParameterType.Texture2D:
  513. case ShaderParameterType.Texture3D:
  514. case ShaderParameterType.TextureCube:
  515. guiElem.OnChanged += (x) =>
  516. {
  517. Texture texture = Resources.Load<Texture>(x);
  518. material.SetTexture(shaderParam.name, texture);
  519. EditorApplication.SetDirty(material);
  520. };
  521. break;
  522. }
  523. layout.AddElement(guiElem);
  524. }
  525. /// <inheritdoc/>
  526. internal override void Refresh(Material material)
  527. {
  528. Texture value = null;
  529. switch (shaderParam.type)
  530. {
  531. case ShaderParameterType.Texture2D:
  532. case ShaderParameterType.Texture3D:
  533. case ShaderParameterType.TextureCube:
  534. value = material.GetTexture(shaderParam.name);
  535. break;
  536. }
  537. guiElem.Value = value;
  538. }
  539. /// <inheritdoc/>
  540. internal override void Destroy()
  541. {
  542. guiElem.Destroy();
  543. }
  544. }
  545. /** @} */
  546. }