MaterialInspector.cs 22 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. /// <summary>
  8. /// Renders an inspector for the <see cref="Material"/> resource.
  9. /// </summary>
  10. [CustomInspector(typeof (Material))]
  11. internal class MaterialInspector : Inspector
  12. {
  13. private MaterialParamGUI[] guiParams;
  14. private GUIResourceField shaderField;
  15. /// <inheritdoc/>
  16. protected internal override void Initialize()
  17. {
  18. Material material = InspectedObject as Material;
  19. if (material == null)
  20. return;
  21. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader"));
  22. shaderField.Value = material.Shader;
  23. shaderField.OnChanged += (x) =>
  24. {
  25. Shader shader = Resources.Load<Shader>(x);
  26. material.Shader = shader;
  27. EditorApplication.SetDirty(material);
  28. RebuildParamGUI(material);
  29. };
  30. Layout.AddElement(shaderField);
  31. RebuildParamGUI(material);
  32. }
  33. /// <inheritdoc/>
  34. protected internal override InspectableState Refresh()
  35. {
  36. Material material = InspectedObject as Material;
  37. if (material == null)
  38. return InspectableState.NotModified;
  39. if (material.Shader != shaderField.Value)
  40. {
  41. shaderField.Value = material.Shader;
  42. RebuildParamGUI(material);
  43. }
  44. if (guiParams != null)
  45. {
  46. foreach (var param in guiParams)
  47. param.Refresh(material);
  48. }
  49. return InspectableState.NotModified;
  50. }
  51. /// <summary>
  52. /// Recreates GUI elements for all material parameters.
  53. /// </summary>
  54. /// <param name="material">Material to create parameters for</param>
  55. private void RebuildParamGUI(Material material)
  56. {
  57. if (guiParams != null)
  58. {
  59. foreach (var param in guiParams)
  60. param.Destroy();
  61. guiParams = null;
  62. }
  63. if (material != null && material.Shader != null)
  64. guiParams = CreateMaterialGUI(material, Layout);
  65. }
  66. /// <summary>
  67. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  68. /// </summary>
  69. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  70. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  71. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  72. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  73. {
  74. Shader shader = mat.Shader;
  75. if (shader == null)
  76. return new MaterialParamGUI[0];
  77. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  78. ShaderParameter[] shaderParams = shader.Parameters;
  79. foreach (var param in shaderParams)
  80. {
  81. if (param.Internal)
  82. continue;
  83. switch (param.Type)
  84. {
  85. case ShaderParameterType.Float:
  86. layout.AddSpace(5);
  87. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  88. break;
  89. case ShaderParameterType.Vector2:
  90. layout.AddSpace(5);
  91. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  92. break;
  93. case ShaderParameterType.Vector3:
  94. layout.AddSpace(5);
  95. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  96. break;
  97. case ShaderParameterType.Vector4:
  98. layout.AddSpace(5);
  99. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  100. break;
  101. case ShaderParameterType.Matrix3:
  102. layout.AddSpace(5);
  103. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  104. break;
  105. case ShaderParameterType.Matrix4:
  106. layout.AddSpace(5);
  107. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  108. break;
  109. case ShaderParameterType.Color:
  110. layout.AddSpace(5);
  111. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  112. break;
  113. case ShaderParameterType.Texture2D:
  114. case ShaderParameterType.Texture3D:
  115. case ShaderParameterType.TextureCube:
  116. layout.AddSpace(5);
  117. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  118. break;
  119. }
  120. }
  121. return guiParams.ToArray();
  122. }
  123. }
  124. /// <summary>
  125. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  126. /// </summary>
  127. internal abstract class MaterialParamGUI
  128. {
  129. protected ShaderParameter shaderParam;
  130. /// <summary>
  131. /// Creates a new material parameter GUI.
  132. /// </summary>
  133. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  134. protected MaterialParamGUI(ShaderParameter shaderParam)
  135. {
  136. this.shaderParam = shaderParam;
  137. }
  138. /// <summary>
  139. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  140. /// </summary>
  141. /// <param name="material">Material whose data to check.</param>
  142. internal abstract void Refresh(Material material);
  143. /// <summary>
  144. /// Destroys the internal GUI elements.
  145. /// </summary>
  146. internal abstract void Destroy();
  147. }
  148. /// <summary>
  149. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  150. /// </summary>
  151. internal class MaterialParamFloatGUI : MaterialParamGUI
  152. {
  153. private GUIFloatField guiElem;
  154. /// <summary>
  155. /// Creates a new material parameter GUI.
  156. /// </summary>
  157. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  158. /// <param name="material">Material the parameter is a part of.</param>
  159. /// <param name="layout">Layout to append the GUI elements to.</param>
  160. internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  161. : base(shaderParam)
  162. {
  163. LocString title = new LocEdString(shaderParam.Name);
  164. guiElem = new GUIFloatField(title);
  165. guiElem.OnChanged += (x) =>
  166. {
  167. material.SetFloat(shaderParam.Name, x);
  168. EditorApplication.SetDirty(material);
  169. };
  170. layout.AddElement(guiElem);
  171. }
  172. /// <inheritdoc/>
  173. internal override void Refresh(Material material)
  174. {
  175. guiElem.Value = material.GetFloat(shaderParam.Name);
  176. }
  177. /// <inheritdoc/>
  178. internal override void Destroy()
  179. {
  180. guiElem.Destroy();
  181. }
  182. }
  183. /// <summary>
  184. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  185. /// </summary>
  186. internal class MaterialParamVec2GUI : MaterialParamGUI
  187. {
  188. private GUIVector2Field guiElem;
  189. /// <summary>
  190. /// Creates a new material parameter GUI.
  191. /// </summary>
  192. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  193. /// <param name="material">Material the parameter is a part of.</param>
  194. /// <param name="layout">Layout to append the GUI elements to.</param>
  195. internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  196. : base(shaderParam)
  197. {
  198. LocString title = new LocEdString(shaderParam.Name);
  199. guiElem = new GUIVector2Field(title);
  200. guiElem.OnChanged += (x) =>
  201. {
  202. material.SetVector2(shaderParam.Name, x);
  203. EditorApplication.SetDirty(material);
  204. };
  205. layout.AddElement(guiElem);
  206. }
  207. /// <inheritdoc/>
  208. internal override void Refresh(Material material)
  209. {
  210. guiElem.Value = material.GetVector2(shaderParam.Name);
  211. }
  212. /// <inheritdoc/>
  213. internal override void Destroy()
  214. {
  215. guiElem.Destroy();
  216. }
  217. }
  218. /// <summary>
  219. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  220. /// </summary>
  221. internal class MaterialParamVec3GUI : MaterialParamGUI
  222. {
  223. private GUIVector3Field guiElem;
  224. /// <summary>
  225. /// Creates a new material parameter GUI.
  226. /// </summary>
  227. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  228. /// <param name="material">Material the parameter is a part of.</param>
  229. /// <param name="layout">Layout to append the GUI elements to.</param>
  230. internal MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  231. : base(shaderParam)
  232. {
  233. LocString title = new LocEdString(shaderParam.Name);
  234. guiElem = new GUIVector3Field(title);
  235. guiElem.OnChanged += (x) =>
  236. {
  237. material.SetVector3(shaderParam.Name, x);
  238. EditorApplication.SetDirty(material);
  239. };
  240. layout.AddElement(guiElem);
  241. }
  242. /// <inheritdoc/>
  243. internal override void Refresh(Material material)
  244. {
  245. guiElem.Value = material.GetVector3(shaderParam.Name);
  246. }
  247. /// <inheritdoc/>
  248. internal override void Destroy()
  249. {
  250. guiElem.Destroy();
  251. }
  252. }
  253. /// <summary>
  254. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  255. /// </summary>
  256. internal class MaterialParamVec4GUI : MaterialParamGUI
  257. {
  258. private GUIVector4Field guiElem;
  259. /// <summary>
  260. /// Creates a new material parameter GUI.
  261. /// </summary>
  262. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  263. /// <param name="material">Material the parameter is a part of.</param>
  264. /// <param name="layout">Layout to append the GUI elements to.</param>
  265. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  266. : base(shaderParam)
  267. {
  268. LocString title = new LocEdString(shaderParam.Name);
  269. guiElem = new GUIVector4Field(title);
  270. guiElem.OnChanged += (x) =>
  271. {
  272. material.SetVector4(shaderParam.Name, x);
  273. EditorApplication.SetDirty(material);
  274. };
  275. layout.AddElement(guiElem);
  276. }
  277. /// <inheritdoc/>
  278. internal override void Refresh(Material material)
  279. {
  280. guiElem.Value = material.GetVector4(shaderParam.Name);
  281. }
  282. /// <inheritdoc/>
  283. internal override void Destroy()
  284. {
  285. guiElem.Destroy();
  286. }
  287. }
  288. /// <summary>
  289. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  290. /// </summary>
  291. internal class MaterialParamMat3GUI : MaterialParamGUI
  292. {
  293. private const int MAT_SIZE = 3;
  294. private GUILayout mainLayout;
  295. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  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 3x3 matrix 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 MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  303. : base(shaderParam)
  304. {
  305. LocString title = new LocEdString(shaderParam.Name);
  306. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  307. mainLayout = layout.AddLayoutY();
  308. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  309. titleLayout.AddElement(guiTitle);
  310. titleLayout.AddFlexibleSpace();
  311. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  312. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  313. for (int i = 0; i < rows.Length; i++)
  314. rows[i] = contentLayout.AddLayoutX();
  315. for (int row = 0; row < MAT_SIZE; row++)
  316. {
  317. for (int col = 0; col < MAT_SIZE; col++)
  318. {
  319. int index = row * MAT_SIZE + col;
  320. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  321. GUIFloatField field = guiMatFields[index];
  322. rows[row].AddElement(field);
  323. rows[row].AddSpace(5);
  324. int hoistedRow = row;
  325. int hoistedCol = col;
  326. field.OnChanged += (x) =>
  327. {
  328. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  329. value[hoistedRow, hoistedCol] = x;
  330. material.SetMatrix3(shaderParam.Name, value);
  331. EditorApplication.SetDirty(material);
  332. };
  333. }
  334. }
  335. }
  336. /// <inheritdoc/>
  337. internal override void Refresh(Material material)
  338. {
  339. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  340. for (int row = 0; row < MAT_SIZE; row++)
  341. {
  342. for (int col = 0; col < MAT_SIZE; col++)
  343. {
  344. int index = row * MAT_SIZE + col;
  345. guiMatFields[index].Value = value[row, col];
  346. }
  347. }
  348. }
  349. /// <inheritdoc/>
  350. internal override void Destroy()
  351. {
  352. mainLayout.Destroy();
  353. }
  354. }
  355. /// <summary>
  356. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  357. /// </summary>
  358. internal class MaterialParamMat4GUI : MaterialParamGUI
  359. {
  360. private const int MAT_SIZE = 4;
  361. private GUILayout mainLayout;
  362. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  363. /// <summary>
  364. /// Creates a new material parameter GUI.
  365. /// </summary>
  366. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  367. /// <param name="material">Material the parameter is a part of.</param>
  368. /// <param name="layout">Layout to append the GUI elements to.</param>
  369. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  370. : base(shaderParam)
  371. {
  372. LocString title = new LocEdString(shaderParam.Name);
  373. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  374. mainLayout = layout.AddLayoutY();
  375. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  376. titleLayout.AddElement(guiTitle);
  377. titleLayout.AddFlexibleSpace();
  378. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  379. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  380. for (int i = 0; i < rows.Length; i++)
  381. rows[i] = contentLayout.AddLayoutX();
  382. for (int row = 0; row < MAT_SIZE; row++)
  383. {
  384. for (int col = 0; col < MAT_SIZE; col++)
  385. {
  386. int index = row * MAT_SIZE + col;
  387. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  388. GUIFloatField field = guiMatFields[index];
  389. rows[row].AddElement(field);
  390. rows[row].AddSpace(5);
  391. int hoistedRow = row;
  392. int hoistedCol = col;
  393. field.OnChanged += (x) =>
  394. {
  395. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  396. value[hoistedRow, hoistedCol] = x;
  397. material.SetMatrix4(shaderParam.Name, value);
  398. EditorApplication.SetDirty(material);
  399. };
  400. }
  401. }
  402. }
  403. /// <inheritdoc/>
  404. internal override void Refresh(Material material)
  405. {
  406. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  407. for (int row = 0; row < MAT_SIZE; row++)
  408. {
  409. for (int col = 0; col < MAT_SIZE; col++)
  410. {
  411. int index = row * MAT_SIZE + col;
  412. guiMatFields[index].Value = value[row, col];
  413. }
  414. }
  415. }
  416. /// <inheritdoc/>
  417. internal override void Destroy()
  418. {
  419. mainLayout.Destroy();
  420. }
  421. }
  422. /// <summary>
  423. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  424. /// </summary>
  425. internal class MaterialParamColorGUI : MaterialParamGUI
  426. {
  427. private GUIColorField guiElem;
  428. /// <summary>
  429. /// Creates a new material parameter GUI.
  430. /// </summary>
  431. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  432. /// <param name="material">Material the parameter is a part of.</param>
  433. /// <param name="layout">Layout to append the GUI elements to.</param>
  434. internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  435. : base(shaderParam)
  436. {
  437. LocString title = new LocEdString(shaderParam.Name);
  438. guiElem = new GUIColorField(title);
  439. guiElem.OnChanged += (x) =>
  440. {
  441. material.SetColor(shaderParam.Name, x);
  442. EditorApplication.SetDirty(material);
  443. };
  444. layout.AddElement(guiElem);
  445. }
  446. /// <inheritdoc/>
  447. internal override void Refresh(Material material)
  448. {
  449. guiElem.Value = material.GetColor(shaderParam.Name);
  450. }
  451. /// <inheritdoc/>
  452. internal override void Destroy()
  453. {
  454. guiElem.Destroy();
  455. }
  456. }
  457. /// <summary>
  458. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  459. /// </summary>
  460. internal class MaterialParamTextureGUI : MaterialParamGUI
  461. {
  462. private GUITextureField guiElem;
  463. /// <summary>
  464. /// Creates a new material parameter GUI.
  465. /// </summary>
  466. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  467. /// <param name="material">Material the parameter is a part of.</param>
  468. /// <param name="layout">Layout to append the GUI elements to.</param>
  469. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  470. : base(shaderParam)
  471. {
  472. LocString title = new LocEdString(shaderParam.Name);
  473. guiElem = new GUITextureField(title);
  474. switch (shaderParam.Type)
  475. {
  476. case ShaderParameterType.Texture2D:
  477. guiElem.OnChanged += (x) =>
  478. {
  479. Texture2D texture = Resources.Load<Texture2D>(x);
  480. material.SetTexture2D(shaderParam.Name, texture);
  481. EditorApplication.SetDirty(material);
  482. };
  483. break;
  484. case ShaderParameterType.Texture3D:
  485. guiElem.OnChanged += (x) =>
  486. {
  487. Texture3D texture = Resources.Load<Texture3D>(x);
  488. material.SetTexture3D(shaderParam.Name, texture);
  489. EditorApplication.SetDirty(material);
  490. };
  491. break;
  492. case ShaderParameterType.TextureCube:
  493. guiElem.OnChanged += (x) =>
  494. {
  495. TextureCube texture = Resources.Load<TextureCube>(x);
  496. material.SetTextureCube(shaderParam.Name, texture);
  497. EditorApplication.SetDirty(material);
  498. };
  499. break;
  500. }
  501. layout.AddElement(guiElem);
  502. }
  503. /// <inheritdoc/>
  504. internal override void Refresh(Material material)
  505. {
  506. Texture value = null;
  507. switch (shaderParam.Type)
  508. {
  509. case ShaderParameterType.Texture2D:
  510. value = material.GetTexture2D(shaderParam.Name);
  511. break;
  512. case ShaderParameterType.Texture3D:
  513. value = material.GetTexture3D(shaderParam.Name);
  514. break;
  515. case ShaderParameterType.TextureCube:
  516. value = material.GetTextureCube(shaderParam.Name);
  517. break;
  518. }
  519. guiElem.Value = value;
  520. }
  521. /// <inheritdoc/>
  522. internal override void Destroy()
  523. {
  524. guiElem.Destroy();
  525. }
  526. }
  527. }