MaterialInspector.cs 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615
  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. /// <inheritdoc/>
  19. protected internal override void Initialize()
  20. {
  21. Material material = InspectedObject as Material;
  22. if (material == null)
  23. return;
  24. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader"));
  25. shaderField.Value = material.Shader;
  26. shaderField.OnChanged += (x) =>
  27. {
  28. Shader shader = Resources.Load<Shader>(x);
  29. material.Shader = shader;
  30. EditorApplication.SetDirty(material);
  31. RebuildParamGUI(material);
  32. };
  33. Layout.AddElement(shaderField);
  34. RebuildParamGUI(material);
  35. }
  36. /// <inheritdoc/>
  37. protected internal override InspectableState Refresh()
  38. {
  39. Material material = InspectedObject as Material;
  40. if (material == null)
  41. return InspectableState.NotModified;
  42. if (material.Shader != shaderField.Value)
  43. {
  44. shaderField.Value = material.Shader;
  45. RebuildParamGUI(material);
  46. }
  47. if (guiParams != null)
  48. {
  49. foreach (var param in guiParams)
  50. param.Refresh(material);
  51. }
  52. return InspectableState.NotModified;
  53. }
  54. /// <summary>
  55. /// Recreates GUI elements for all material parameters.
  56. /// </summary>
  57. /// <param name="material">Material to create parameters for</param>
  58. private void RebuildParamGUI(Material material)
  59. {
  60. if (guiParams != null)
  61. {
  62. foreach (var param in guiParams)
  63. param.Destroy();
  64. guiParams = null;
  65. }
  66. if (material != null && material.Shader != null)
  67. guiParams = CreateMaterialGUI(material, Layout);
  68. }
  69. /// <summary>
  70. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  71. /// </summary>
  72. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  73. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  74. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  75. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  76. {
  77. Shader shader = mat.Shader;
  78. if (shader == null)
  79. return new MaterialParamGUI[0];
  80. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  81. ShaderParameter[] shaderParams = shader.Parameters;
  82. foreach (var param in shaderParams)
  83. {
  84. if (param.Internal)
  85. continue;
  86. switch (param.Type)
  87. {
  88. case ShaderParameterType.Float:
  89. layout.AddSpace(5);
  90. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  91. break;
  92. case ShaderParameterType.Vector2:
  93. layout.AddSpace(5);
  94. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  95. break;
  96. case ShaderParameterType.Vector3:
  97. layout.AddSpace(5);
  98. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  99. break;
  100. case ShaderParameterType.Vector4:
  101. layout.AddSpace(5);
  102. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  103. break;
  104. case ShaderParameterType.Matrix3:
  105. layout.AddSpace(5);
  106. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  107. break;
  108. case ShaderParameterType.Matrix4:
  109. layout.AddSpace(5);
  110. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  111. break;
  112. case ShaderParameterType.Color:
  113. layout.AddSpace(5);
  114. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  115. break;
  116. case ShaderParameterType.Texture2D:
  117. case ShaderParameterType.Texture3D:
  118. case ShaderParameterType.TextureCube:
  119. layout.AddSpace(5);
  120. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  121. break;
  122. }
  123. }
  124. return guiParams.ToArray();
  125. }
  126. }
  127. /// <summary>
  128. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  129. /// </summary>
  130. internal abstract class MaterialParamGUI
  131. {
  132. protected ShaderParameter shaderParam;
  133. /// <summary>
  134. /// Creates a new material parameter GUI.
  135. /// </summary>
  136. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  137. protected MaterialParamGUI(ShaderParameter shaderParam)
  138. {
  139. this.shaderParam = shaderParam;
  140. }
  141. /// <summary>
  142. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  143. /// </summary>
  144. /// <param name="material">Material whose data to check.</param>
  145. internal abstract void Refresh(Material material);
  146. /// <summary>
  147. /// Destroys the internal GUI elements.
  148. /// </summary>
  149. internal abstract void Destroy();
  150. }
  151. /// <summary>
  152. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  153. /// </summary>
  154. internal class MaterialParamFloatGUI : MaterialParamGUI
  155. {
  156. private GUIFloatField guiElem;
  157. /// <summary>
  158. /// Creates a new material parameter GUI.
  159. /// </summary>
  160. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  161. /// <param name="material">Material the parameter is a part of.</param>
  162. /// <param name="layout">Layout to append the GUI elements to.</param>
  163. internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  164. : base(shaderParam)
  165. {
  166. LocString title = new LocEdString(shaderParam.Name);
  167. guiElem = new GUIFloatField(title);
  168. guiElem.OnChanged += (x) =>
  169. {
  170. material.SetFloat(shaderParam.Name, x);
  171. EditorApplication.SetDirty(material);
  172. };
  173. layout.AddElement(guiElem);
  174. }
  175. /// <inheritdoc/>
  176. internal override void Refresh(Material material)
  177. {
  178. guiElem.Value = material.GetFloat(shaderParam.Name);
  179. }
  180. /// <inheritdoc/>
  181. internal override void Destroy()
  182. {
  183. guiElem.Destroy();
  184. }
  185. }
  186. /// <summary>
  187. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  188. /// </summary>
  189. internal class MaterialParamVec2GUI : MaterialParamGUI
  190. {
  191. private GUIVector2Field guiElem;
  192. /// <summary>
  193. /// Creates a new material parameter GUI.
  194. /// </summary>
  195. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  196. /// <param name="material">Material the parameter is a part of.</param>
  197. /// <param name="layout">Layout to append the GUI elements to.</param>
  198. internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  199. : base(shaderParam)
  200. {
  201. LocString title = new LocEdString(shaderParam.Name);
  202. guiElem = new GUIVector2Field(title);
  203. guiElem.OnChanged += (x) =>
  204. {
  205. material.SetVector2(shaderParam.Name, x);
  206. EditorApplication.SetDirty(material);
  207. };
  208. layout.AddElement(guiElem);
  209. }
  210. /// <inheritdoc/>
  211. internal override void Refresh(Material material)
  212. {
  213. guiElem.Value = material.GetVector2(shaderParam.Name);
  214. }
  215. /// <inheritdoc/>
  216. internal override void Destroy()
  217. {
  218. guiElem.Destroy();
  219. }
  220. }
  221. /// <summary>
  222. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  223. /// </summary>
  224. internal class MaterialParamVec3GUI : MaterialParamGUI
  225. {
  226. private GUIVector3Field guiElem;
  227. /// <summary>
  228. /// Creates a new material parameter GUI.
  229. /// </summary>
  230. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  231. /// <param name="material">Material the parameter is a part of.</param>
  232. /// <param name="layout">Layout to append the GUI elements to.</param>
  233. internal MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  234. : base(shaderParam)
  235. {
  236. LocString title = new LocEdString(shaderParam.Name);
  237. guiElem = new GUIVector3Field(title);
  238. guiElem.OnChanged += (x) =>
  239. {
  240. material.SetVector3(shaderParam.Name, x);
  241. EditorApplication.SetDirty(material);
  242. };
  243. layout.AddElement(guiElem);
  244. }
  245. /// <inheritdoc/>
  246. internal override void Refresh(Material material)
  247. {
  248. guiElem.Value = material.GetVector3(shaderParam.Name);
  249. }
  250. /// <inheritdoc/>
  251. internal override void Destroy()
  252. {
  253. guiElem.Destroy();
  254. }
  255. }
  256. /// <summary>
  257. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  258. /// </summary>
  259. internal class MaterialParamVec4GUI : MaterialParamGUI
  260. {
  261. private GUIVector4Field guiElem;
  262. /// <summary>
  263. /// Creates a new material parameter GUI.
  264. /// </summary>
  265. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  266. /// <param name="material">Material the parameter is a part of.</param>
  267. /// <param name="layout">Layout to append the GUI elements to.</param>
  268. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  269. : base(shaderParam)
  270. {
  271. LocString title = new LocEdString(shaderParam.Name);
  272. guiElem = new GUIVector4Field(title);
  273. guiElem.OnChanged += (x) =>
  274. {
  275. material.SetVector4(shaderParam.Name, x);
  276. EditorApplication.SetDirty(material);
  277. };
  278. layout.AddElement(guiElem);
  279. }
  280. /// <inheritdoc/>
  281. internal override void Refresh(Material material)
  282. {
  283. guiElem.Value = material.GetVector4(shaderParam.Name);
  284. }
  285. /// <inheritdoc/>
  286. internal override void Destroy()
  287. {
  288. guiElem.Destroy();
  289. }
  290. }
  291. /// <summary>
  292. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  293. /// </summary>
  294. internal class MaterialParamMat3GUI : MaterialParamGUI
  295. {
  296. private const int MAT_SIZE = 3;
  297. private GUILayout mainLayout;
  298. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  299. /// <summary>
  300. /// Creates a new material parameter GUI.
  301. /// </summary>
  302. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  303. /// <param name="material">Material the parameter is a part of.</param>
  304. /// <param name="layout">Layout to append the GUI elements to.</param>
  305. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  306. : base(shaderParam)
  307. {
  308. LocString title = new LocEdString(shaderParam.Name);
  309. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  310. mainLayout = layout.AddLayoutY();
  311. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  312. titleLayout.AddElement(guiTitle);
  313. titleLayout.AddFlexibleSpace();
  314. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  315. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  316. for (int i = 0; i < rows.Length; i++)
  317. rows[i] = contentLayout.AddLayoutX();
  318. for (int row = 0; row < MAT_SIZE; row++)
  319. {
  320. for (int col = 0; col < MAT_SIZE; col++)
  321. {
  322. int index = row * MAT_SIZE + col;
  323. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  324. GUIFloatField field = guiMatFields[index];
  325. rows[row].AddElement(field);
  326. rows[row].AddSpace(5);
  327. int hoistedRow = row;
  328. int hoistedCol = col;
  329. field.OnChanged += (x) =>
  330. {
  331. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  332. value[hoistedRow, hoistedCol] = x;
  333. material.SetMatrix3(shaderParam.Name, value);
  334. EditorApplication.SetDirty(material);
  335. };
  336. }
  337. }
  338. }
  339. /// <inheritdoc/>
  340. internal override void Refresh(Material material)
  341. {
  342. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  343. for (int row = 0; row < MAT_SIZE; row++)
  344. {
  345. for (int col = 0; col < MAT_SIZE; col++)
  346. {
  347. int index = row * MAT_SIZE + col;
  348. guiMatFields[index].Value = value[row, col];
  349. }
  350. }
  351. }
  352. /// <inheritdoc/>
  353. internal override void Destroy()
  354. {
  355. mainLayout.Destroy();
  356. }
  357. }
  358. /// <summary>
  359. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  360. /// </summary>
  361. internal class MaterialParamMat4GUI : MaterialParamGUI
  362. {
  363. private const int MAT_SIZE = 4;
  364. private GUILayout mainLayout;
  365. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  366. /// <summary>
  367. /// Creates a new material parameter GUI.
  368. /// </summary>
  369. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  370. /// <param name="material">Material the parameter is a part of.</param>
  371. /// <param name="layout">Layout to append the GUI elements to.</param>
  372. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  373. : base(shaderParam)
  374. {
  375. LocString title = new LocEdString(shaderParam.Name);
  376. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  377. mainLayout = layout.AddLayoutY();
  378. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  379. titleLayout.AddElement(guiTitle);
  380. titleLayout.AddFlexibleSpace();
  381. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  382. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  383. for (int i = 0; i < rows.Length; i++)
  384. rows[i] = contentLayout.AddLayoutX();
  385. for (int row = 0; row < MAT_SIZE; row++)
  386. {
  387. for (int col = 0; col < MAT_SIZE; col++)
  388. {
  389. int index = row * MAT_SIZE + col;
  390. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  391. GUIFloatField field = guiMatFields[index];
  392. rows[row].AddElement(field);
  393. rows[row].AddSpace(5);
  394. int hoistedRow = row;
  395. int hoistedCol = col;
  396. field.OnChanged += (x) =>
  397. {
  398. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  399. value[hoistedRow, hoistedCol] = x;
  400. material.SetMatrix4(shaderParam.Name, value);
  401. EditorApplication.SetDirty(material);
  402. };
  403. }
  404. }
  405. }
  406. /// <inheritdoc/>
  407. internal override void Refresh(Material material)
  408. {
  409. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  410. for (int row = 0; row < MAT_SIZE; row++)
  411. {
  412. for (int col = 0; col < MAT_SIZE; col++)
  413. {
  414. int index = row * MAT_SIZE + col;
  415. guiMatFields[index].Value = value[row, col];
  416. }
  417. }
  418. }
  419. /// <inheritdoc/>
  420. internal override void Destroy()
  421. {
  422. mainLayout.Destroy();
  423. }
  424. }
  425. /// <summary>
  426. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  427. /// </summary>
  428. internal class MaterialParamColorGUI : MaterialParamGUI
  429. {
  430. private GUIColorField guiElem;
  431. /// <summary>
  432. /// Creates a new material parameter GUI.
  433. /// </summary>
  434. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  435. /// <param name="material">Material the parameter is a part of.</param>
  436. /// <param name="layout">Layout to append the GUI elements to.</param>
  437. internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  438. : base(shaderParam)
  439. {
  440. LocString title = new LocEdString(shaderParam.Name);
  441. guiElem = new GUIColorField(title);
  442. guiElem.OnChanged += (x) =>
  443. {
  444. material.SetColor(shaderParam.Name, x);
  445. EditorApplication.SetDirty(material);
  446. };
  447. layout.AddElement(guiElem);
  448. }
  449. /// <inheritdoc/>
  450. internal override void Refresh(Material material)
  451. {
  452. guiElem.Value = material.GetColor(shaderParam.Name);
  453. }
  454. /// <inheritdoc/>
  455. internal override void Destroy()
  456. {
  457. guiElem.Destroy();
  458. }
  459. }
  460. /// <summary>
  461. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  462. /// </summary>
  463. internal class MaterialParamTextureGUI : MaterialParamGUI
  464. {
  465. private GUITextureField guiElem;
  466. /// <summary>
  467. /// Creates a new material parameter GUI.
  468. /// </summary>
  469. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  470. /// <param name="material">Material the parameter is a part of.</param>
  471. /// <param name="layout">Layout to append the GUI elements to.</param>
  472. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  473. : base(shaderParam)
  474. {
  475. LocString title = new LocEdString(shaderParam.Name);
  476. guiElem = new GUITextureField(title);
  477. switch (shaderParam.Type)
  478. {
  479. case ShaderParameterType.Texture2D:
  480. guiElem.OnChanged += (x) =>
  481. {
  482. Texture2D texture = Resources.Load<Texture2D>(x);
  483. material.SetTexture2D(shaderParam.Name, texture);
  484. EditorApplication.SetDirty(material);
  485. };
  486. break;
  487. case ShaderParameterType.Texture3D:
  488. guiElem.OnChanged += (x) =>
  489. {
  490. Texture3D texture = Resources.Load<Texture3D>(x);
  491. material.SetTexture3D(shaderParam.Name, texture);
  492. EditorApplication.SetDirty(material);
  493. };
  494. break;
  495. case ShaderParameterType.TextureCube:
  496. guiElem.OnChanged += (x) =>
  497. {
  498. TextureCube texture = Resources.Load<TextureCube>(x);
  499. material.SetTextureCube(shaderParam.Name, texture);
  500. EditorApplication.SetDirty(material);
  501. };
  502. break;
  503. }
  504. layout.AddElement(guiElem);
  505. }
  506. /// <inheritdoc/>
  507. internal override void Refresh(Material material)
  508. {
  509. Texture value = null;
  510. switch (shaderParam.Type)
  511. {
  512. case ShaderParameterType.Texture2D:
  513. value = material.GetTexture2D(shaderParam.Name);
  514. break;
  515. case ShaderParameterType.Texture3D:
  516. value = material.GetTexture3D(shaderParam.Name);
  517. break;
  518. case ShaderParameterType.TextureCube:
  519. value = material.GetTextureCube(shaderParam.Name);
  520. break;
  521. }
  522. guiElem.Value = value;
  523. }
  524. /// <inheritdoc/>
  525. internal override void Destroy()
  526. {
  527. guiElem.Destroy();
  528. }
  529. }
  530. /** @} */
  531. }