MaterialInspector.cs 21 KB

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  1. using System.Collections.Generic;
  2. using BansheeEngine;
  3. namespace BansheeEditor
  4. {
  5. /// <summary>
  6. /// Renders an inspector for the <see cref="Material"/> resource.
  7. /// </summary>
  8. [CustomInspector(typeof (Material))]
  9. internal class MaterialInspector : Inspector
  10. {
  11. private MaterialParamGUI[] guiParams;
  12. private GUIResourceField shaderField;
  13. /// <inheritdoc/>
  14. protected internal override void Initialize()
  15. {
  16. Material material = InspectedObject as Material;
  17. if (material == null)
  18. return;
  19. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader"));
  20. shaderField.Value = material.Shader;
  21. shaderField.OnChanged += (x) =>
  22. {
  23. material.Shader = x as Shader;
  24. RebuildParamGUI(material);
  25. };
  26. Layout.AddElement(shaderField);
  27. RebuildParamGUI(material);
  28. }
  29. /// <inheritdoc/>
  30. protected internal override InspectableState Refresh()
  31. {
  32. Material material = InspectedObject as Material;
  33. if (material == null)
  34. return InspectableState.NotModified;
  35. if (material.Shader != shaderField.Value)
  36. {
  37. shaderField.Value = material.Shader;
  38. RebuildParamGUI(material);
  39. }
  40. if (guiParams != null)
  41. {
  42. foreach (var param in guiParams)
  43. param.Refresh(material);
  44. }
  45. return InspectableState.NotModified;
  46. }
  47. /// <summary>
  48. /// Recreates GUI elements for all material parameters.
  49. /// </summary>
  50. /// <param name="material">Material to create parameters for</param>
  51. private void RebuildParamGUI(Material material)
  52. {
  53. if (guiParams != null)
  54. {
  55. foreach (var param in guiParams)
  56. param.Destroy();
  57. guiParams = null;
  58. }
  59. if (material != null && material.Shader != null)
  60. guiParams = CreateMaterialGUI(material, Layout);
  61. }
  62. /// <summary>
  63. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  64. /// </summary>
  65. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  66. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  67. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  68. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  69. {
  70. Shader shader = mat.Shader;
  71. if (shader == null)
  72. return new MaterialParamGUI[0];
  73. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  74. ShaderParameter[] shaderParams = shader.Parameters;
  75. foreach (var param in shaderParams)
  76. {
  77. if (param.Internal)
  78. continue;
  79. switch (param.Type)
  80. {
  81. case ShaderParameterType.Float:
  82. layout.AddSpace(5);
  83. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  84. break;
  85. case ShaderParameterType.Vector2:
  86. layout.AddSpace(5);
  87. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  88. break;
  89. case ShaderParameterType.Vector3:
  90. layout.AddSpace(5);
  91. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  92. break;
  93. case ShaderParameterType.Vector4:
  94. layout.AddSpace(5);
  95. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  96. break;
  97. case ShaderParameterType.Matrix3:
  98. layout.AddSpace(5);
  99. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  100. break;
  101. case ShaderParameterType.Matrix4:
  102. layout.AddSpace(5);
  103. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  104. break;
  105. case ShaderParameterType.Color:
  106. layout.AddSpace(5);
  107. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  108. break;
  109. case ShaderParameterType.Texture2D:
  110. case ShaderParameterType.Texture3D:
  111. case ShaderParameterType.TextureCube:
  112. layout.AddSpace(5);
  113. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  114. break;
  115. }
  116. }
  117. return guiParams.ToArray();
  118. }
  119. }
  120. /// <summary>
  121. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  122. /// </summary>
  123. internal abstract class MaterialParamGUI
  124. {
  125. protected ShaderParameter shaderParam;
  126. /// <summary>
  127. /// Creates a new material parameter GUI.
  128. /// </summary>
  129. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  130. protected MaterialParamGUI(ShaderParameter shaderParam)
  131. {
  132. this.shaderParam = shaderParam;
  133. }
  134. /// <summary>
  135. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  136. /// </summary>
  137. /// <param name="material">Material whose data to check.</param>
  138. internal abstract void Refresh(Material material);
  139. /// <summary>
  140. /// Destroys the internal GUI elements.
  141. /// </summary>
  142. internal abstract void Destroy();
  143. }
  144. /// <summary>
  145. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  146. /// </summary>
  147. internal class MaterialParamFloatGUI : MaterialParamGUI
  148. {
  149. private GUIFloatField guiElem;
  150. /// <summary>
  151. /// Creates a new material parameter GUI.
  152. /// </summary>
  153. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  154. /// <param name="material">Material the parameter is a part of.</param>
  155. /// <param name="layout">Layout to append the GUI elements to.</param>
  156. internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  157. : base(shaderParam)
  158. {
  159. LocString title = new LocEdString(shaderParam.Name);
  160. guiElem = new GUIFloatField(title);
  161. guiElem.OnChanged += (x) =>
  162. {
  163. material.SetFloat(shaderParam.Name, x);
  164. EditorApplication.SetDirty(material);
  165. };
  166. layout.AddElement(guiElem);
  167. }
  168. /// <inheritdoc/>
  169. internal override void Refresh(Material material)
  170. {
  171. guiElem.Value = material.GetFloat(shaderParam.Name);
  172. }
  173. /// <inheritdoc/>
  174. internal override void Destroy()
  175. {
  176. guiElem.Destroy();
  177. }
  178. }
  179. /// <summary>
  180. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  181. /// </summary>
  182. internal class MaterialParamVec2GUI : MaterialParamGUI
  183. {
  184. private GUIVector2Field guiElem;
  185. /// <summary>
  186. /// Creates a new material parameter GUI.
  187. /// </summary>
  188. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  189. /// <param name="material">Material the parameter is a part of.</param>
  190. /// <param name="layout">Layout to append the GUI elements to.</param>
  191. internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  192. : base(shaderParam)
  193. {
  194. LocString title = new LocEdString(shaderParam.Name);
  195. guiElem = new GUIVector2Field(title);
  196. guiElem.OnChanged += (x) =>
  197. {
  198. material.SetVector2(shaderParam.Name, x);
  199. EditorApplication.SetDirty(material);
  200. };
  201. layout.AddElement(guiElem);
  202. }
  203. /// <inheritdoc/>
  204. internal override void Refresh(Material material)
  205. {
  206. guiElem.Value = material.GetVector2(shaderParam.Name);
  207. }
  208. /// <inheritdoc/>
  209. internal override void Destroy()
  210. {
  211. guiElem.Destroy();
  212. }
  213. }
  214. /// <summary>
  215. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  216. /// </summary>
  217. internal class MaterialParamVec3GUI : MaterialParamGUI
  218. {
  219. private GUIVector3Field guiElem;
  220. /// <summary>
  221. /// Creates a new material parameter GUI.
  222. /// </summary>
  223. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  224. /// <param name="material">Material the parameter is a part of.</param>
  225. /// <param name="layout">Layout to append the GUI elements to.</param>
  226. internal MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  227. : base(shaderParam)
  228. {
  229. LocString title = new LocEdString(shaderParam.Name);
  230. guiElem = new GUIVector3Field(title);
  231. guiElem.OnChanged += (x) =>
  232. {
  233. material.SetVector3(shaderParam.Name, x);
  234. EditorApplication.SetDirty(material);
  235. };
  236. layout.AddElement(guiElem);
  237. }
  238. /// <inheritdoc/>
  239. internal override void Refresh(Material material)
  240. {
  241. guiElem.Value = material.GetVector3(shaderParam.Name);
  242. }
  243. /// <inheritdoc/>
  244. internal override void Destroy()
  245. {
  246. guiElem.Destroy();
  247. }
  248. }
  249. /// <summary>
  250. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  251. /// </summary>
  252. internal class MaterialParamVec4GUI : MaterialParamGUI
  253. {
  254. private GUIVector4Field guiElem;
  255. /// <summary>
  256. /// Creates a new material parameter GUI.
  257. /// </summary>
  258. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  259. /// <param name="material">Material the parameter is a part of.</param>
  260. /// <param name="layout">Layout to append the GUI elements to.</param>
  261. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  262. : base(shaderParam)
  263. {
  264. LocString title = new LocEdString(shaderParam.Name);
  265. guiElem = new GUIVector4Field(title);
  266. guiElem.OnChanged += (x) =>
  267. {
  268. material.SetVector4(shaderParam.Name, x);
  269. EditorApplication.SetDirty(material);
  270. };
  271. layout.AddElement(guiElem);
  272. }
  273. /// <inheritdoc/>
  274. internal override void Refresh(Material material)
  275. {
  276. guiElem.Value = material.GetVector4(shaderParam.Name);
  277. }
  278. /// <inheritdoc/>
  279. internal override void Destroy()
  280. {
  281. guiElem.Destroy();
  282. }
  283. }
  284. /// <summary>
  285. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  286. /// </summary>
  287. internal class MaterialParamMat3GUI : MaterialParamGUI
  288. {
  289. private const int MAT_SIZE = 3;
  290. private GUILayout mainLayout;
  291. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  292. /// <summary>
  293. /// Creates a new material parameter GUI.
  294. /// </summary>
  295. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  296. /// <param name="material">Material the parameter is a part of.</param>
  297. /// <param name="layout">Layout to append the GUI elements to.</param>
  298. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  299. : base(shaderParam)
  300. {
  301. LocString title = new LocEdString(shaderParam.Name);
  302. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  303. mainLayout = layout.AddLayoutY();
  304. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  305. titleLayout.AddElement(guiTitle);
  306. titleLayout.AddFlexibleSpace();
  307. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  308. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  309. for (int i = 0; i < rows.Length; i++)
  310. rows[i] = contentLayout.AddLayoutX();
  311. for (int row = 0; row < MAT_SIZE; row++)
  312. {
  313. for (int col = 0; col < MAT_SIZE; col++)
  314. {
  315. int index = row * MAT_SIZE + col;
  316. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  317. GUIFloatField field = guiMatFields[index];
  318. rows[row].AddElement(field);
  319. rows[row].AddSpace(5);
  320. int hoistedRow = row;
  321. int hoistedCol = col;
  322. field.OnChanged += (x) =>
  323. {
  324. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  325. value[hoistedRow, hoistedCol] = x;
  326. material.SetMatrix3(shaderParam.Name, value);
  327. EditorApplication.SetDirty(material);
  328. };
  329. }
  330. }
  331. }
  332. /// <inheritdoc/>
  333. internal override void Refresh(Material material)
  334. {
  335. Matrix3 value = material.GetMatrix3(shaderParam.Name);
  336. for (int row = 0; row < MAT_SIZE; row++)
  337. {
  338. for (int col = 0; col < MAT_SIZE; col++)
  339. {
  340. int index = row * MAT_SIZE + col;
  341. guiMatFields[index].Value = value[row, col];
  342. }
  343. }
  344. }
  345. /// <inheritdoc/>
  346. internal override void Destroy()
  347. {
  348. mainLayout.Destroy();
  349. }
  350. }
  351. /// <summary>
  352. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  353. /// </summary>
  354. internal class MaterialParamMat4GUI : MaterialParamGUI
  355. {
  356. private const int MAT_SIZE = 4;
  357. private GUILayout mainLayout;
  358. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  359. /// <summary>
  360. /// Creates a new material parameter GUI.
  361. /// </summary>
  362. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  363. /// <param name="material">Material the parameter is a part of.</param>
  364. /// <param name="layout">Layout to append the GUI elements to.</param>
  365. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  366. : base(shaderParam)
  367. {
  368. LocString title = new LocEdString(shaderParam.Name);
  369. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  370. mainLayout = layout.AddLayoutY();
  371. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  372. titleLayout.AddElement(guiTitle);
  373. titleLayout.AddFlexibleSpace();
  374. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  375. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  376. for (int i = 0; i < rows.Length; i++)
  377. rows[i] = contentLayout.AddLayoutX();
  378. for (int row = 0; row < MAT_SIZE; row++)
  379. {
  380. for (int col = 0; col < MAT_SIZE; col++)
  381. {
  382. int index = row * MAT_SIZE + col;
  383. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  384. GUIFloatField field = guiMatFields[index];
  385. rows[row].AddElement(field);
  386. rows[row].AddSpace(5);
  387. int hoistedRow = row;
  388. int hoistedCol = col;
  389. field.OnChanged += (x) =>
  390. {
  391. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  392. value[hoistedRow, hoistedCol] = x;
  393. material.SetMatrix4(shaderParam.Name, value);
  394. EditorApplication.SetDirty(material);
  395. };
  396. }
  397. }
  398. }
  399. /// <inheritdoc/>
  400. internal override void Refresh(Material material)
  401. {
  402. Matrix4 value = material.GetMatrix4(shaderParam.Name);
  403. for (int row = 0; row < MAT_SIZE; row++)
  404. {
  405. for (int col = 0; col < MAT_SIZE; col++)
  406. {
  407. int index = row * MAT_SIZE + col;
  408. guiMatFields[index].Value = value[row, col];
  409. }
  410. }
  411. }
  412. /// <inheritdoc/>
  413. internal override void Destroy()
  414. {
  415. mainLayout.Destroy();
  416. }
  417. }
  418. /// <summary>
  419. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  420. /// </summary>
  421. internal class MaterialParamColorGUI : MaterialParamGUI
  422. {
  423. private GUIColorField guiElem;
  424. /// <summary>
  425. /// Creates a new material parameter GUI.
  426. /// </summary>
  427. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  428. /// <param name="material">Material the parameter is a part of.</param>
  429. /// <param name="layout">Layout to append the GUI elements to.</param>
  430. internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  431. : base(shaderParam)
  432. {
  433. LocString title = new LocEdString(shaderParam.Name);
  434. guiElem = new GUIColorField(title);
  435. guiElem.OnChanged += (x) =>
  436. {
  437. material.SetColor(shaderParam.Name, x);
  438. EditorApplication.SetDirty(material);
  439. };
  440. layout.AddElement(guiElem);
  441. }
  442. /// <inheritdoc/>
  443. internal override void Refresh(Material material)
  444. {
  445. guiElem.Value = material.GetColor(shaderParam.Name);
  446. }
  447. /// <inheritdoc/>
  448. internal override void Destroy()
  449. {
  450. guiElem.Destroy();
  451. }
  452. }
  453. /// <summary>
  454. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  455. /// </summary>
  456. internal class MaterialParamTextureGUI : MaterialParamGUI
  457. {
  458. private GUITextureField guiElem;
  459. /// <summary>
  460. /// Creates a new material parameter GUI.
  461. /// </summary>
  462. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  463. /// <param name="material">Material the parameter is a part of.</param>
  464. /// <param name="layout">Layout to append the GUI elements to.</param>
  465. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  466. : base(shaderParam)
  467. {
  468. LocString title = new LocEdString(shaderParam.Name);
  469. guiElem = new GUITextureField(title);
  470. switch (shaderParam.Type)
  471. {
  472. case ShaderParameterType.Texture2D:
  473. guiElem.OnChanged += (x) =>
  474. {
  475. material.SetTexture2D(shaderParam.Name, x as Texture2D);
  476. EditorApplication.SetDirty(material);
  477. };
  478. break;
  479. case ShaderParameterType.Texture3D:
  480. guiElem.OnChanged += (x) =>
  481. {
  482. material.SetTexture3D(shaderParam.Name, x as Texture3D);
  483. EditorApplication.SetDirty(material);
  484. };
  485. break;
  486. case ShaderParameterType.TextureCube:
  487. guiElem.OnChanged += (x) =>
  488. {
  489. material.SetTextureCube(shaderParam.Name, x as TextureCube);
  490. EditorApplication.SetDirty(material);
  491. };
  492. break;
  493. }
  494. layout.AddElement(guiElem);
  495. }
  496. /// <inheritdoc/>
  497. internal override void Refresh(Material material)
  498. {
  499. Texture value = null;
  500. switch (shaderParam.Type)
  501. {
  502. case ShaderParameterType.Texture2D:
  503. value = material.GetTexture2D(shaderParam.Name);
  504. break;
  505. case ShaderParameterType.Texture3D:
  506. value = material.GetTexture3D(shaderParam.Name);
  507. break;
  508. case ShaderParameterType.TextureCube:
  509. value = material.GetTextureCube(shaderParam.Name);
  510. break;
  511. }
  512. guiElem.Value = value;
  513. }
  514. /// <inheritdoc/>
  515. internal override void Destroy()
  516. {
  517. guiElem.Destroy();
  518. }
  519. }
  520. }