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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System.Collections.Generic;
- using BansheeEngine;
- namespace BansheeEditor
- {
- /** @addtogroup Inspectors
- * @{
- */
- /// <summary>
- /// Renders an inspector for the <see cref="Material"/> resource.
- /// </summary>
- [CustomInspector(typeof (Material))]
- internal class MaterialInspector : Inspector
- {
- private MaterialParamGUI[] guiParams;
- private GUIResourceField shaderField;
- private GUIEnumField builtinShaderField;
- /// <inheritdoc/>
- protected internal override void Initialize()
- {
- LoadResource();
- Material material = InspectedObject as Material;
- if (material == null)
- return;
- Shader activeShader = material.Shader;
- BuiltinShader builtinType = ShaderToBuiltin(activeShader);
- builtinShaderField = new GUIEnumField(typeof(BuiltinShader), new LocEdString("Shader"));
- builtinShaderField.Value = (ulong) builtinType;
- builtinShaderField.OnSelectionChanged += x =>
- {
- BuiltinShader newBuiltinType = (BuiltinShader) x;
- material.Shader = Builtin.GetShader(newBuiltinType);
- EditorApplication.SetDirty(material);
- RebuildParamGUI(material);
- bool newIsCustom = newBuiltinType == BuiltinShader.Custom;
- shaderField.Active = newIsCustom;
- };
- shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader file"));
- shaderField.Value = material.Shader;
- shaderField.OnChanged += (x) =>
- {
- Shader shader = Resources.Load<Shader>(x);
- material.Shader = shader;
- EditorApplication.SetDirty(material);
- RebuildParamGUI(material);
- };
- bool isCustom = builtinType == BuiltinShader.Custom;
- shaderField.Active = isCustom;
- RebuildParamGUI(material);
- }
- /// <inheritdoc/>
- protected internal override InspectableState Refresh()
- {
- Material material = InspectedObject as Material;
- if (material == null)
- return InspectableState.NotModified;
- if (material.Shader != shaderField.Value)
- {
- shaderField.Value = material.Shader;
- RebuildParamGUI(material);
- }
- if (guiParams != null)
- {
- foreach (var param in guiParams)
- param.Refresh(material);
- }
- return InspectableState.NotModified;
- }
- /// <summary>
- /// Recreates GUI elements for all material parameters.
- /// </summary>
- /// <param name="material">Material to create parameters for</param>
- private void RebuildParamGUI(Material material)
- {
- if (guiParams != null)
- {
- foreach (var param in guiParams)
- param.Destroy();
- guiParams = null;
- }
- Layout.Clear();
- Layout.AddElement(builtinShaderField);
- Layout.AddElement(shaderField);
- if (material != null && material.Shader != null)
- guiParams = CreateMaterialGUI(material, Layout);
- }
- /// <summary>
- /// Converts a shader resource into a builtin shader.
- /// </summary>
- /// <param name="shader">Shader resource to convert.</param>
- /// <returns>Type of builtin shader, if any.</returns>
- private BuiltinShader ShaderToBuiltin(Shader shader)
- {
- // Note: Need a better way to detect the builtin shader perhaps (store it in Material?)
- Shader standardShader = Builtin.GetShader(BuiltinShader.Standard);
- Shader transparentShader = Builtin.GetShader(BuiltinShader.Transparent);
- ; if(standardShader == shader)
- return BuiltinShader.Standard;
- else if(transparentShader == shader)
- return BuiltinShader.Transparent;
-
- return BuiltinShader.Custom;
- }
- /// <summary>
- /// Creates a set of objects in which each object represents a GUI for a material parameter.
- /// </summary>
- /// <param name="mat">Material for whose parameters to create GUI for.</param>
- /// <param name="layout">Layout to add the parameter GUI elements to.</param>
- /// <returns>A material parameter GUI object for each supported material parameter.</returns>
- static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
- {
- Shader shader = mat.Shader;
- if (shader == null)
- return new MaterialParamGUI[0];
- List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
- ShaderParameter[] shaderParams = shader.Parameters;
- foreach (var param in shaderParams)
- {
- if (param.isInternal)
- continue;
- switch (param.type)
- {
- case ShaderParameterType.Float:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
- break;
- case ShaderParameterType.Vector2:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
- break;
- case ShaderParameterType.Vector3:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
- break;
- case ShaderParameterType.Vector4:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
- break;
- case ShaderParameterType.Matrix3:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
- break;
- case ShaderParameterType.Matrix4:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
- break;
- case ShaderParameterType.Color:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
- break;
- case ShaderParameterType.Texture2D:
- case ShaderParameterType.Texture3D:
- case ShaderParameterType.TextureCube:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
- break;
- }
- }
- return guiParams.ToArray();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
- /// </summary>
- internal abstract class MaterialParamGUI
- {
- protected ShaderParameter shaderParam;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
- protected MaterialParamGUI(ShaderParameter shaderParam)
- {
- this.shaderParam = shaderParam;
- }
- /// <summary>
- /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
- /// </summary>
- /// <param name="material">Material whose data to check.</param>
- internal abstract void Refresh(Material material);
- /// <summary>
- /// Destroys the internal GUI elements.
- /// </summary>
- internal abstract void Destroy();
- }
- /// <summary>
- /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamFloatGUI : MaterialParamGUI
- {
- private GUIFloatField guiElem;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIFloatField(title);
- guiElem.OnChanged += (x) =>
- {
- material.SetFloat(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetFloat(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamVec2GUI : MaterialParamGUI
- {
- private GUIVector2Field guiElem;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIVector2Field(title);
- guiElem.OnChanged += (x) =>
- {
- material.SetVector2(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetVector2(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamVec3GUI : MaterialParamGUI
- {
- private GUIVector3Field guiElem;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIVector3Field(title);
- guiElem.OnChanged += (x) =>
- {
- material.SetVector3(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetVector3(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamVec4GUI : MaterialParamGUI
- {
- private GUIVector4Field guiElem;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIVector4Field(title);
- guiElem.OnChanged += (x) =>
- {
- material.SetVector4(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetVector4(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamMat3GUI : MaterialParamGUI
- {
- private const int MAT_SIZE = 3;
- private GUILayout mainLayout;
- private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
- mainLayout = layout.AddLayoutY();
- GUILayoutX titleLayout = mainLayout.AddLayoutX();
- titleLayout.AddElement(guiTitle);
- titleLayout.AddFlexibleSpace();
- GUILayoutY contentLayout = mainLayout.AddLayoutY();
- GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
- for (int i = 0; i < rows.Length; i++)
- rows[i] = contentLayout.AddLayoutX();
- for (int row = 0; row < MAT_SIZE; row++)
- {
- for (int col = 0; col < MAT_SIZE; col++)
- {
- int index = row * MAT_SIZE + col;
- guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
- GUIFloatField field = guiMatFields[index];
- rows[row].AddElement(field);
- rows[row].AddSpace(5);
- int hoistedRow = row;
- int hoistedCol = col;
- field.OnChanged += (x) =>
- {
- Matrix3 value = material.GetMatrix3(shaderParam.name);
- value[hoistedRow, hoistedCol] = x;
- material.SetMatrix3(shaderParam.name, value);
- EditorApplication.SetDirty(material);
- };
- }
- }
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- Matrix3 value = material.GetMatrix3(shaderParam.name);
- for (int row = 0; row < MAT_SIZE; row++)
- {
- for (int col = 0; col < MAT_SIZE; col++)
- {
- int index = row * MAT_SIZE + col;
- guiMatFields[index].Value = value[row, col];
- }
- }
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- mainLayout.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamMat4GUI : MaterialParamGUI
- {
- private const int MAT_SIZE = 4;
- private GUILayout mainLayout;
- private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
- mainLayout = layout.AddLayoutY();
- GUILayoutX titleLayout = mainLayout.AddLayoutX();
- titleLayout.AddElement(guiTitle);
- titleLayout.AddFlexibleSpace();
- GUILayoutY contentLayout = mainLayout.AddLayoutY();
- GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
- for (int i = 0; i < rows.Length; i++)
- rows[i] = contentLayout.AddLayoutX();
- for (int row = 0; row < MAT_SIZE; row++)
- {
- for (int col = 0; col < MAT_SIZE; col++)
- {
- int index = row * MAT_SIZE + col;
- guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
- GUIFloatField field = guiMatFields[index];
- rows[row].AddElement(field);
- rows[row].AddSpace(5);
- int hoistedRow = row;
- int hoistedCol = col;
- field.OnChanged += (x) =>
- {
- Matrix4 value = material.GetMatrix4(shaderParam.name);
- value[hoistedRow, hoistedCol] = x;
- material.SetMatrix4(shaderParam.name, value);
- EditorApplication.SetDirty(material);
- };
- }
- }
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- Matrix4 value = material.GetMatrix4(shaderParam.name);
- for (int row = 0; row < MAT_SIZE; row++)
- {
- for (int col = 0; col < MAT_SIZE; col++)
- {
- int index = row * MAT_SIZE + col;
- guiMatFields[index].Value = value[row, col];
- }
- }
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- mainLayout.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamColorGUI : MaterialParamGUI
- {
- private GUIColorField guiElem;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIColorField(title);
- guiElem.OnChanged += (x) =>
- {
- material.SetColor(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetColor(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamTextureGUI : MaterialParamGUI
- {
- private GUITextureField guiElem;
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
- : base(shaderParam)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUITextureField(title);
- switch (shaderParam.type)
- {
- case ShaderParameterType.Texture2D:
- case ShaderParameterType.Texture3D:
- case ShaderParameterType.TextureCube:
- guiElem.OnChanged += (x) =>
- {
- Texture texture = Resources.Load<Texture>(x);
- material.SetTexture(shaderParam.name, texture);
- EditorApplication.SetDirty(material);
- };
- break;
- }
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- Texture value = null;
- switch (shaderParam.type)
- {
- case ShaderParameterType.Texture2D:
- case ShaderParameterType.Texture3D:
- case ShaderParameterType.TextureCube:
- value = material.GetTexture(shaderParam.name);
- break;
- }
- guiElem.Value = value;
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /** @} */
- }
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