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. RebuildParamGUI(material);
  50. }
  51. /// <inheritdoc/>
  52. protected internal override InspectableState Refresh()
  53. {
  54. Material material = InspectedObject as Material;
  55. if (material == null)
  56. return InspectableState.NotModified;
  57. if (material.Shader != shaderField.Value)
  58. {
  59. shaderField.Value = material.Shader;
  60. RebuildParamGUI(material);
  61. }
  62. if (guiParams != null)
  63. {
  64. foreach (var param in guiParams)
  65. param.Refresh(material);
  66. }
  67. return InspectableState.NotModified;
  68. }
  69. /// <summary>
  70. /// Recreates GUI elements for all material parameters.
  71. /// </summary>
  72. /// <param name="material">Material to create parameters for</param>
  73. private void RebuildParamGUI(Material material)
  74. {
  75. if (guiParams != null)
  76. {
  77. foreach (var param in guiParams)
  78. param.Destroy();
  79. guiParams = null;
  80. }
  81. Layout.Clear();
  82. Layout.AddElement(builtinShaderField);
  83. Layout.AddElement(shaderField);
  84. if (material != null && material.Shader != null)
  85. guiParams = CreateMaterialGUI(material, Layout);
  86. }
  87. /// <summary>
  88. /// Converts a shader resource into a builtin shader.
  89. /// </summary>
  90. /// <param name="shader">Shader resource to convert.</param>
  91. /// <returns>Type of builtin shader, if any.</returns>
  92. private BuiltinShader ShaderToBuiltin(Shader shader)
  93. {
  94. // Note: Need a better way to detect the builtin shader perhaps (store it in Material?)
  95. Shader standardShader = Builtin.GetShader(BuiltinShader.Standard);
  96. Shader transparentShader = Builtin.GetShader(BuiltinShader.Transparent);
  97. ; if(standardShader == shader)
  98. return BuiltinShader.Standard;
  99. else if(transparentShader == shader)
  100. return BuiltinShader.Transparent;
  101. return BuiltinShader.Custom;
  102. }
  103. /// <summary>
  104. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  105. /// </summary>
  106. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  107. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  108. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  109. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  110. {
  111. Shader shader = mat.Shader;
  112. if (shader == null)
  113. return new MaterialParamGUI[0];
  114. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  115. ShaderParameter[] shaderParams = shader.Parameters;
  116. foreach (var param in shaderParams)
  117. {
  118. if (param.isInternal)
  119. continue;
  120. switch (param.type)
  121. {
  122. case ShaderParameterType.Float:
  123. layout.AddSpace(5);
  124. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  125. break;
  126. case ShaderParameterType.Vector2:
  127. layout.AddSpace(5);
  128. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  129. break;
  130. case ShaderParameterType.Vector3:
  131. layout.AddSpace(5);
  132. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  133. break;
  134. case ShaderParameterType.Vector4:
  135. layout.AddSpace(5);
  136. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  137. break;
  138. case ShaderParameterType.Matrix3:
  139. layout.AddSpace(5);
  140. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  141. break;
  142. case ShaderParameterType.Matrix4:
  143. layout.AddSpace(5);
  144. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  145. break;
  146. case ShaderParameterType.Color:
  147. layout.AddSpace(5);
  148. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  149. break;
  150. case ShaderParameterType.Texture2D:
  151. case ShaderParameterType.Texture3D:
  152. case ShaderParameterType.TextureCube:
  153. layout.AddSpace(5);
  154. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  155. break;
  156. }
  157. }
  158. return guiParams.ToArray();
  159. }
  160. }
  161. /// <summary>
  162. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  163. /// </summary>
  164. internal abstract class MaterialParamGUI
  165. {
  166. protected ShaderParameter shaderParam;
  167. /// <summary>
  168. /// Creates a new material parameter GUI.
  169. /// </summary>
  170. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  171. protected MaterialParamGUI(ShaderParameter shaderParam)
  172. {
  173. this.shaderParam = shaderParam;
  174. }
  175. /// <summary>
  176. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  177. /// </summary>
  178. /// <param name="material">Material whose data to check.</param>
  179. internal abstract void Refresh(Material material);
  180. /// <summary>
  181. /// Destroys the internal GUI elements.
  182. /// </summary>
  183. internal abstract void Destroy();
  184. }
  185. /// <summary>
  186. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  187. /// </summary>
  188. internal class MaterialParamFloatGUI : MaterialParamGUI
  189. {
  190. private GUIFloatField guiElem;
  191. /// <summary>
  192. /// Creates a new material parameter GUI.
  193. /// </summary>
  194. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  195. /// <param name="material">Material the parameter is a part of.</param>
  196. /// <param name="layout">Layout to append the GUI elements to.</param>
  197. internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  198. : base(shaderParam)
  199. {
  200. LocString title = new LocEdString(shaderParam.name);
  201. guiElem = new GUIFloatField(title);
  202. guiElem.OnChanged += (x) =>
  203. {
  204. material.SetFloat(shaderParam.name, x);
  205. EditorApplication.SetDirty(material);
  206. };
  207. layout.AddElement(guiElem);
  208. }
  209. /// <inheritdoc/>
  210. internal override void Refresh(Material material)
  211. {
  212. guiElem.Value = material.GetFloat(shaderParam.name);
  213. }
  214. /// <inheritdoc/>
  215. internal override void Destroy()
  216. {
  217. guiElem.Destroy();
  218. }
  219. }
  220. /// <summary>
  221. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  222. /// </summary>
  223. internal class MaterialParamVec2GUI : MaterialParamGUI
  224. {
  225. private GUIVector2Field guiElem;
  226. /// <summary>
  227. /// Creates a new material parameter GUI.
  228. /// </summary>
  229. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  230. /// <param name="material">Material the parameter is a part of.</param>
  231. /// <param name="layout">Layout to append the GUI elements to.</param>
  232. internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  233. : base(shaderParam)
  234. {
  235. LocString title = new LocEdString(shaderParam.name);
  236. guiElem = new GUIVector2Field(title);
  237. guiElem.OnChanged += (x) =>
  238. {
  239. material.SetVector2(shaderParam.name, x);
  240. EditorApplication.SetDirty(material);
  241. };
  242. layout.AddElement(guiElem);
  243. }
  244. /// <inheritdoc/>
  245. internal override void Refresh(Material material)
  246. {
  247. guiElem.Value = material.GetVector2(shaderParam.name);
  248. }
  249. /// <inheritdoc/>
  250. internal override void Destroy()
  251. {
  252. guiElem.Destroy();
  253. }
  254. }
  255. /// <summary>
  256. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  257. /// </summary>
  258. internal class MaterialParamVec3GUI : MaterialParamGUI
  259. {
  260. private GUIVector3Field guiElem;
  261. /// <summary>
  262. /// Creates a new material parameter GUI.
  263. /// </summary>
  264. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  265. /// <param name="material">Material the parameter is a part of.</param>
  266. /// <param name="layout">Layout to append the GUI elements to.</param>
  267. internal MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  268. : base(shaderParam)
  269. {
  270. LocString title = new LocEdString(shaderParam.name);
  271. guiElem = new GUIVector3Field(title);
  272. guiElem.OnChanged += (x) =>
  273. {
  274. material.SetVector3(shaderParam.name, x);
  275. EditorApplication.SetDirty(material);
  276. };
  277. layout.AddElement(guiElem);
  278. }
  279. /// <inheritdoc/>
  280. internal override void Refresh(Material material)
  281. {
  282. guiElem.Value = material.GetVector3(shaderParam.name);
  283. }
  284. /// <inheritdoc/>
  285. internal override void Destroy()
  286. {
  287. guiElem.Destroy();
  288. }
  289. }
  290. /// <summary>
  291. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  292. /// </summary>
  293. internal class MaterialParamVec4GUI : MaterialParamGUI
  294. {
  295. private GUIVector4Field guiElem;
  296. /// <summary>
  297. /// Creates a new material parameter GUI.
  298. /// </summary>
  299. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  300. /// <param name="material">Material the parameter is a part of.</param>
  301. /// <param name="layout">Layout to append the GUI elements to.</param>
  302. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  303. : base(shaderParam)
  304. {
  305. LocString title = new LocEdString(shaderParam.name);
  306. guiElem = new GUIVector4Field(title);
  307. guiElem.OnChanged += (x) =>
  308. {
  309. material.SetVector4(shaderParam.name, x);
  310. EditorApplication.SetDirty(material);
  311. };
  312. layout.AddElement(guiElem);
  313. }
  314. /// <inheritdoc/>
  315. internal override void Refresh(Material material)
  316. {
  317. guiElem.Value = material.GetVector4(shaderParam.name);
  318. }
  319. /// <inheritdoc/>
  320. internal override void Destroy()
  321. {
  322. guiElem.Destroy();
  323. }
  324. }
  325. /// <summary>
  326. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  327. /// </summary>
  328. internal class MaterialParamMat3GUI : MaterialParamGUI
  329. {
  330. private const int MAT_SIZE = 3;
  331. private GUILayout mainLayout;
  332. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  333. /// <summary>
  334. /// Creates a new material parameter GUI.
  335. /// </summary>
  336. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  337. /// <param name="material">Material the parameter is a part of.</param>
  338. /// <param name="layout">Layout to append the GUI elements to.</param>
  339. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  340. : base(shaderParam)
  341. {
  342. LocString title = new LocEdString(shaderParam.name);
  343. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  344. mainLayout = layout.AddLayoutY();
  345. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  346. titleLayout.AddElement(guiTitle);
  347. titleLayout.AddFlexibleSpace();
  348. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  349. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  350. for (int i = 0; i < rows.Length; i++)
  351. rows[i] = contentLayout.AddLayoutX();
  352. for (int row = 0; row < MAT_SIZE; row++)
  353. {
  354. for (int col = 0; col < MAT_SIZE; col++)
  355. {
  356. int index = row * MAT_SIZE + col;
  357. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  358. GUIFloatField field = guiMatFields[index];
  359. rows[row].AddElement(field);
  360. rows[row].AddSpace(5);
  361. int hoistedRow = row;
  362. int hoistedCol = col;
  363. field.OnChanged += (x) =>
  364. {
  365. Matrix3 value = material.GetMatrix3(shaderParam.name);
  366. value[hoistedRow, hoistedCol] = x;
  367. material.SetMatrix3(shaderParam.name, value);
  368. EditorApplication.SetDirty(material);
  369. };
  370. }
  371. }
  372. }
  373. /// <inheritdoc/>
  374. internal override void Refresh(Material material)
  375. {
  376. Matrix3 value = material.GetMatrix3(shaderParam.name);
  377. for (int row = 0; row < MAT_SIZE; row++)
  378. {
  379. for (int col = 0; col < MAT_SIZE; col++)
  380. {
  381. int index = row * MAT_SIZE + col;
  382. guiMatFields[index].Value = value[row, col];
  383. }
  384. }
  385. }
  386. /// <inheritdoc/>
  387. internal override void Destroy()
  388. {
  389. mainLayout.Destroy();
  390. }
  391. }
  392. /// <summary>
  393. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  394. /// </summary>
  395. internal class MaterialParamMat4GUI : MaterialParamGUI
  396. {
  397. private const int MAT_SIZE = 4;
  398. private GUILayout mainLayout;
  399. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  400. /// <summary>
  401. /// Creates a new material parameter GUI.
  402. /// </summary>
  403. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  404. /// <param name="material">Material the parameter is a part of.</param>
  405. /// <param name="layout">Layout to append the GUI elements to.</param>
  406. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  407. : base(shaderParam)
  408. {
  409. LocString title = new LocEdString(shaderParam.name);
  410. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  411. mainLayout = layout.AddLayoutY();
  412. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  413. titleLayout.AddElement(guiTitle);
  414. titleLayout.AddFlexibleSpace();
  415. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  416. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  417. for (int i = 0; i < rows.Length; i++)
  418. rows[i] = contentLayout.AddLayoutX();
  419. for (int row = 0; row < MAT_SIZE; row++)
  420. {
  421. for (int col = 0; col < MAT_SIZE; col++)
  422. {
  423. int index = row * MAT_SIZE + col;
  424. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  425. GUIFloatField field = guiMatFields[index];
  426. rows[row].AddElement(field);
  427. rows[row].AddSpace(5);
  428. int hoistedRow = row;
  429. int hoistedCol = col;
  430. field.OnChanged += (x) =>
  431. {
  432. Matrix4 value = material.GetMatrix4(shaderParam.name);
  433. value[hoistedRow, hoistedCol] = x;
  434. material.SetMatrix4(shaderParam.name, value);
  435. EditorApplication.SetDirty(material);
  436. };
  437. }
  438. }
  439. }
  440. /// <inheritdoc/>
  441. internal override void Refresh(Material material)
  442. {
  443. Matrix4 value = material.GetMatrix4(shaderParam.name);
  444. for (int row = 0; row < MAT_SIZE; row++)
  445. {
  446. for (int col = 0; col < MAT_SIZE; col++)
  447. {
  448. int index = row * MAT_SIZE + col;
  449. guiMatFields[index].Value = value[row, col];
  450. }
  451. }
  452. }
  453. /// <inheritdoc/>
  454. internal override void Destroy()
  455. {
  456. mainLayout.Destroy();
  457. }
  458. }
  459. /// <summary>
  460. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  461. /// </summary>
  462. internal class MaterialParamColorGUI : MaterialParamGUI
  463. {
  464. private GUIColorField guiElem;
  465. /// <summary>
  466. /// Creates a new material parameter GUI.
  467. /// </summary>
  468. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  469. /// <param name="material">Material the parameter is a part of.</param>
  470. /// <param name="layout">Layout to append the GUI elements to.</param>
  471. internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  472. : base(shaderParam)
  473. {
  474. LocString title = new LocEdString(shaderParam.name);
  475. guiElem = new GUIColorField(title);
  476. guiElem.OnChanged += (x) =>
  477. {
  478. material.SetColor(shaderParam.name, x);
  479. EditorApplication.SetDirty(material);
  480. };
  481. layout.AddElement(guiElem);
  482. }
  483. /// <inheritdoc/>
  484. internal override void Refresh(Material material)
  485. {
  486. guiElem.Value = material.GetColor(shaderParam.name);
  487. }
  488. /// <inheritdoc/>
  489. internal override void Destroy()
  490. {
  491. guiElem.Destroy();
  492. }
  493. }
  494. /// <summary>
  495. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  496. /// </summary>
  497. internal class MaterialParamTextureGUI : MaterialParamGUI
  498. {
  499. private GUITextureField guiElem;
  500. /// <summary>
  501. /// Creates a new material parameter GUI.
  502. /// </summary>
  503. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  504. /// <param name="material">Material the parameter is a part of.</param>
  505. /// <param name="layout">Layout to append the GUI elements to.</param>
  506. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  507. : base(shaderParam)
  508. {
  509. LocString title = new LocEdString(shaderParam.name);
  510. guiElem = new GUITextureField(title);
  511. switch (shaderParam.type)
  512. {
  513. case ShaderParameterType.Texture2D:
  514. case ShaderParameterType.Texture3D:
  515. case ShaderParameterType.TextureCube:
  516. guiElem.OnChanged += (x) =>
  517. {
  518. Texture texture = Resources.Load<Texture>(x);
  519. material.SetTexture(shaderParam.name, texture);
  520. EditorApplication.SetDirty(material);
  521. };
  522. break;
  523. }
  524. layout.AddElement(guiElem);
  525. }
  526. /// <inheritdoc/>
  527. internal override void Refresh(Material material)
  528. {
  529. Texture value = null;
  530. switch (shaderParam.type)
  531. {
  532. case ShaderParameterType.Texture2D:
  533. case ShaderParameterType.Texture3D:
  534. case ShaderParameterType.TextureCube:
  535. value = material.GetTexture(shaderParam.name);
  536. break;
  537. }
  538. guiElem.Value = value;
  539. }
  540. /// <inheritdoc/>
  541. internal override void Destroy()
  542. {
  543. guiElem.Destroy();
  544. }
  545. }
  546. /** @} */
  547. }