MaterialInspector.cs 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653
  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. builtinShaderField.Active = !newIsCustom;
  37. shaderField.Active = newIsCustom;
  38. };
  39. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader file"));
  40. shaderField.Value = material.Shader;
  41. shaderField.OnChanged += (x) =>
  42. {
  43. Shader shader = Resources.Load<Shader>(x);
  44. material.Shader = shader;
  45. EditorApplication.SetDirty(material);
  46. RebuildParamGUI(material);
  47. };
  48. bool isCustom = builtinType == BuiltinShader.Custom;
  49. builtinShaderField.Active = !isCustom;
  50. shaderField.Active = isCustom;
  51. Layout.AddElement(builtinShaderField);
  52. Layout.AddElement(shaderField);
  53. RebuildParamGUI(material);
  54. }
  55. /// <inheritdoc/>
  56. protected internal override InspectableState Refresh()
  57. {
  58. Material material = InspectedObject as Material;
  59. if (material == null)
  60. return InspectableState.NotModified;
  61. if (material.Shader != shaderField.Value)
  62. {
  63. shaderField.Value = material.Shader;
  64. RebuildParamGUI(material);
  65. }
  66. if (guiParams != null)
  67. {
  68. foreach (var param in guiParams)
  69. param.Refresh(material);
  70. }
  71. return InspectableState.NotModified;
  72. }
  73. /// <summary>
  74. /// Recreates GUI elements for all material parameters.
  75. /// </summary>
  76. /// <param name="material">Material to create parameters for</param>
  77. private void RebuildParamGUI(Material material)
  78. {
  79. if (guiParams != null)
  80. {
  81. foreach (var param in guiParams)
  82. param.Destroy();
  83. guiParams = null;
  84. }
  85. if (material != null && material.Shader != null)
  86. guiParams = CreateMaterialGUI(material, Layout);
  87. }
  88. /// <summary>
  89. /// Converts a shader resource into a builtin shader.
  90. /// </summary>
  91. /// <param name="shader">Shader resource to convert.</param>
  92. /// <returns>Type of builtin shader, if any.</returns>
  93. private BuiltinShader ShaderToBuiltin(Shader shader)
  94. {
  95. // Note: Need a better way to detect the builtin shader perhaps (store it in Material?)
  96. Shader standardShader = Builtin.GetShader(BuiltinShader.Standard);
  97. if(standardShader == shader)
  98. return BuiltinShader.Standard;
  99. return BuiltinShader.Custom;
  100. }
  101. /// <summary>
  102. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  103. /// </summary>
  104. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  105. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  106. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  107. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  108. {
  109. Shader shader = mat.Shader;
  110. if (shader == null)
  111. return new MaterialParamGUI[0];
  112. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  113. ShaderParameter[] shaderParams = shader.Parameters;
  114. foreach (var param in shaderParams)
  115. {
  116. if (param.Internal)
  117. continue;
  118. switch (param.Type)
  119. {
  120. case ShaderParameterType.Float:
  121. layout.AddSpace(5);
  122. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  123. break;
  124. case ShaderParameterType.Vector2:
  125. layout.AddSpace(5);
  126. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  127. break;
  128. case ShaderParameterType.Vector3:
  129. layout.AddSpace(5);
  130. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  131. break;
  132. case ShaderParameterType.Vector4:
  133. layout.AddSpace(5);
  134. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  135. break;
  136. case ShaderParameterType.Matrix3:
  137. layout.AddSpace(5);
  138. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  139. break;
  140. case ShaderParameterType.Matrix4:
  141. layout.AddSpace(5);
  142. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  143. break;
  144. case ShaderParameterType.Color:
  145. layout.AddSpace(5);
  146. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  147. break;
  148. case ShaderParameterType.Texture2D:
  149. case ShaderParameterType.Texture3D:
  150. case ShaderParameterType.TextureCube:
  151. layout.AddSpace(5);
  152. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  153. break;
  154. }
  155. }
  156. return guiParams.ToArray();
  157. }
  158. }
  159. /// <summary>
  160. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  161. /// </summary>
  162. internal abstract class MaterialParamGUI
  163. {
  164. protected ShaderParameter shaderParam;
  165. /// <summary>
  166. /// Creates a new material parameter GUI.
  167. /// </summary>
  168. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  169. protected MaterialParamGUI(ShaderParameter shaderParam)
  170. {
  171. this.shaderParam = shaderParam;
  172. }
  173. /// <summary>
  174. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  175. /// </summary>
  176. /// <param name="material">Material whose data to check.</param>
  177. internal abstract void Refresh(Material material);
  178. /// <summary>
  179. /// Destroys the internal GUI elements.
  180. /// </summary>
  181. internal abstract void Destroy();
  182. }
  183. /// <summary>
  184. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  185. /// </summary>
  186. internal class MaterialParamFloatGUI : MaterialParamGUI
  187. {
  188. private GUIFloatField 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 floating point 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 MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  196. : base(shaderParam)
  197. {
  198. LocString title = new LocEdString(shaderParam.Name);
  199. guiElem = new GUIFloatField(title);
  200. guiElem.OnChanged += (x) =>
  201. {
  202. material.SetFloat(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.GetFloat(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 2D vector parameter in a <see cref="Material"/>.
  220. /// </summary>
  221. internal class MaterialParamVec2GUI : MaterialParamGUI
  222. {
  223. private GUIVector2Field 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 2D 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 MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  231. : base(shaderParam)
  232. {
  233. LocString title = new LocEdString(shaderParam.Name);
  234. guiElem = new GUIVector2Field(title);
  235. guiElem.OnChanged += (x) =>
  236. {
  237. material.SetVector2(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.GetVector2(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 3D vector parameter in a <see cref="Material"/>.
  255. /// </summary>
  256. internal class MaterialParamVec3GUI : MaterialParamGUI
  257. {
  258. private GUIVector3Field 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 3D 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 MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  266. : base(shaderParam)
  267. {
  268. LocString title = new LocEdString(shaderParam.Name);
  269. guiElem = new GUIVector3Field(title);
  270. guiElem.OnChanged += (x) =>
  271. {
  272. material.SetVector3(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.GetVector3(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 4D vector parameter in a <see cref="Material"/>.
  290. /// </summary>
  291. internal class MaterialParamVec4GUI : MaterialParamGUI
  292. {
  293. private GUIVector4Field guiElem;
  294. /// <summary>
  295. /// Creates a new material parameter GUI.
  296. /// </summary>
  297. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  298. /// <param name="material">Material the parameter is a part of.</param>
  299. /// <param name="layout">Layout to append the GUI elements to.</param>
  300. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  301. : base(shaderParam)
  302. {
  303. LocString title = new LocEdString(shaderParam.Name);
  304. guiElem = new GUIVector4Field(title);
  305. guiElem.OnChanged += (x) =>
  306. {
  307. material.SetVector4(shaderParam.Name, x);
  308. EditorApplication.SetDirty(material);
  309. };
  310. layout.AddElement(guiElem);
  311. }
  312. /// <inheritdoc/>
  313. internal override void Refresh(Material material)
  314. {
  315. guiElem.Value = material.GetVector4(shaderParam.Name);
  316. }
  317. /// <inheritdoc/>
  318. internal override void Destroy()
  319. {
  320. guiElem.Destroy();
  321. }
  322. }
  323. /// <summary>
  324. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  325. /// </summary>
  326. internal class MaterialParamMat3GUI : MaterialParamGUI
  327. {
  328. private const int MAT_SIZE = 3;
  329. private GUILayout mainLayout;
  330. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  331. /// <summary>
  332. /// Creates a new material parameter GUI.
  333. /// </summary>
  334. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  335. /// <param name="material">Material the parameter is a part of.</param>
  336. /// <param name="layout">Layout to append the GUI elements to.</param>
  337. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  338. : base(shaderParam)
  339. {
  340. LocString title = new LocEdString(shaderParam.Name);
  341. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  342. mainLayout = layout.AddLayoutY();
  343. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  344. titleLayout.AddElement(guiTitle);
  345. titleLayout.AddFlexibleSpace();
  346. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  347. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  348. for (int i = 0; i < rows.Length; i++)
  349. rows[i] = contentLayout.AddLayoutX();
  350. for (int row = 0; row < MAT_SIZE; row++)
  351. {
  352. for (int col = 0; col < MAT_SIZE; col++)
  353. {
  354. int index = row * MAT_SIZE + col;
  355. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  356. GUIFloatField field = guiMatFields[index];
  357. rows[row].AddElement(field);
  358. rows[row].AddSpace(5);
  359. int hoistedRow = row;
  360. int hoistedCol = col;
  361. field.OnChanged += (x) =>
  362. {
  363. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  364. value[hoistedRow, hoistedCol] = x;
  365. material.SetMatrix3(shaderParam.Name, value);
  366. EditorApplication.SetDirty(material);
  367. };
  368. }
  369. }
  370. }
  371. /// <inheritdoc/>
  372. internal override void Refresh(Material material)
  373. {
  374. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  375. for (int row = 0; row < MAT_SIZE; row++)
  376. {
  377. for (int col = 0; col < MAT_SIZE; col++)
  378. {
  379. int index = row * MAT_SIZE + col;
  380. guiMatFields[index].Value = value[row, col];
  381. }
  382. }
  383. }
  384. /// <inheritdoc/>
  385. internal override void Destroy()
  386. {
  387. mainLayout.Destroy();
  388. }
  389. }
  390. /// <summary>
  391. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  392. /// </summary>
  393. internal class MaterialParamMat4GUI : MaterialParamGUI
  394. {
  395. private const int MAT_SIZE = 4;
  396. private GUILayout mainLayout;
  397. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  398. /// <summary>
  399. /// Creates a new material parameter GUI.
  400. /// </summary>
  401. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  402. /// <param name="material">Material the parameter is a part of.</param>
  403. /// <param name="layout">Layout to append the GUI elements to.</param>
  404. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  405. : base(shaderParam)
  406. {
  407. LocString title = new LocEdString(shaderParam.Name);
  408. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  409. mainLayout = layout.AddLayoutY();
  410. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  411. titleLayout.AddElement(guiTitle);
  412. titleLayout.AddFlexibleSpace();
  413. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  414. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  415. for (int i = 0; i < rows.Length; i++)
  416. rows[i] = contentLayout.AddLayoutX();
  417. for (int row = 0; row < MAT_SIZE; row++)
  418. {
  419. for (int col = 0; col < MAT_SIZE; col++)
  420. {
  421. int index = row * MAT_SIZE + col;
  422. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  423. GUIFloatField field = guiMatFields[index];
  424. rows[row].AddElement(field);
  425. rows[row].AddSpace(5);
  426. int hoistedRow = row;
  427. int hoistedCol = col;
  428. field.OnChanged += (x) =>
  429. {
  430. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  431. value[hoistedRow, hoistedCol] = x;
  432. material.SetMatrix4(shaderParam.Name, value);
  433. EditorApplication.SetDirty(material);
  434. };
  435. }
  436. }
  437. }
  438. /// <inheritdoc/>
  439. internal override void Refresh(Material material)
  440. {
  441. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  442. for (int row = 0; row < MAT_SIZE; row++)
  443. {
  444. for (int col = 0; col < MAT_SIZE; col++)
  445. {
  446. int index = row * MAT_SIZE + col;
  447. guiMatFields[index].Value = value[row, col];
  448. }
  449. }
  450. }
  451. /// <inheritdoc/>
  452. internal override void Destroy()
  453. {
  454. mainLayout.Destroy();
  455. }
  456. }
  457. /// <summary>
  458. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  459. /// </summary>
  460. internal class MaterialParamColorGUI : MaterialParamGUI
  461. {
  462. private GUIColorField 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 color 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 MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  470. : base(shaderParam)
  471. {
  472. LocString title = new LocEdString(shaderParam.Name);
  473. guiElem = new GUIColorField(title);
  474. guiElem.OnChanged += (x) =>
  475. {
  476. material.SetColor(shaderParam.Name, x);
  477. EditorApplication.SetDirty(material);
  478. };
  479. layout.AddElement(guiElem);
  480. }
  481. /// <inheritdoc/>
  482. internal override void Refresh(Material material)
  483. {
  484. guiElem.Value = material.GetColor(shaderParam.Name);
  485. }
  486. /// <inheritdoc/>
  487. internal override void Destroy()
  488. {
  489. guiElem.Destroy();
  490. }
  491. }
  492. /// <summary>
  493. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  494. /// </summary>
  495. internal class MaterialParamTextureGUI : MaterialParamGUI
  496. {
  497. private GUITextureField guiElem;
  498. /// <summary>
  499. /// Creates a new material parameter GUI.
  500. /// </summary>
  501. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  502. /// <param name="material">Material the parameter is a part of.</param>
  503. /// <param name="layout">Layout to append the GUI elements to.</param>
  504. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  505. : base(shaderParam)
  506. {
  507. LocString title = new LocEdString(shaderParam.Name);
  508. guiElem = new GUITextureField(title);
  509. switch (shaderParam.Type)
  510. {
  511. case ShaderParameterType.Texture2D:
  512. guiElem.OnChanged += (x) =>
  513. {
  514. Texture2D texture = Resources.Load<Texture2D>(x);
  515. material.SetTexture2D(shaderParam.Name, texture);
  516. EditorApplication.SetDirty(material);
  517. };
  518. break;
  519. case ShaderParameterType.Texture3D:
  520. guiElem.OnChanged += (x) =>
  521. {
  522. Texture3D texture = Resources.Load<Texture3D>(x);
  523. material.SetTexture3D(shaderParam.Name, texture);
  524. EditorApplication.SetDirty(material);
  525. };
  526. break;
  527. case ShaderParameterType.TextureCube:
  528. guiElem.OnChanged += (x) =>
  529. {
  530. TextureCube texture = Resources.Load<TextureCube>(x);
  531. material.SetTextureCube(shaderParam.Name, texture);
  532. EditorApplication.SetDirty(material);
  533. };
  534. break;
  535. }
  536. layout.AddElement(guiElem);
  537. }
  538. /// <inheritdoc/>
  539. internal override void Refresh(Material material)
  540. {
  541. Texture value = null;
  542. switch (shaderParam.Type)
  543. {
  544. case ShaderParameterType.Texture2D:
  545. value = material.GetTexture2D(shaderParam.Name);
  546. break;
  547. case ShaderParameterType.Texture3D:
  548. value = material.GetTexture3D(shaderParam.Name);
  549. break;
  550. case ShaderParameterType.TextureCube:
  551. value = material.GetTextureCube(shaderParam.Name);
  552. break;
  553. }
  554. guiElem.Value = value;
  555. }
  556. /// <inheritdoc/>
  557. internal override void Destroy()
  558. {
  559. guiElem.Destroy();
  560. }
  561. }
  562. /** @} */
  563. }