MaterialInspector.cs 23 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. /** @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. LoadResource();
  23. Material material = InspectedObject as Material;
  24. if (material == null)
  25. return;
  26. Shader activeShader = material.Shader;
  27. BuiltinShader builtinType = ShaderToBuiltin(activeShader);
  28. builtinShaderField = new GUIEnumField(typeof(BuiltinShader), new LocEdString("Shader"));
  29. builtinShaderField.Value = (ulong) builtinType;
  30. builtinShaderField.OnSelectionChanged += x =>
  31. {
  32. BuiltinShader newBuiltinType = (BuiltinShader) x;
  33. material.Shader = Builtin.GetShader(newBuiltinType);
  34. EditorApplication.SetDirty(material);
  35. RebuildParamGUI(material);
  36. bool newIsCustom = newBuiltinType == BuiltinShader.Custom;
  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. shaderField.Active = isCustom;
  50. RebuildParamGUI(material);
  51. }
  52. /// <inheritdoc/>
  53. protected internal override InspectableState Refresh()
  54. {
  55. Material material = InspectedObject as Material;
  56. if (material == null)
  57. return InspectableState.NotModified;
  58. if (material.Shader != shaderField.Value)
  59. {
  60. shaderField.Value = material.Shader;
  61. RebuildParamGUI(material);
  62. }
  63. if (guiParams != null)
  64. {
  65. foreach (var param in guiParams)
  66. param.Refresh(material);
  67. }
  68. return InspectableState.NotModified;
  69. }
  70. /// <summary>
  71. /// Recreates GUI elements for all material parameters.
  72. /// </summary>
  73. /// <param name="material">Material to create parameters for</param>
  74. private void RebuildParamGUI(Material material)
  75. {
  76. if (guiParams != null)
  77. {
  78. foreach (var param in guiParams)
  79. param.Destroy();
  80. guiParams = null;
  81. }
  82. Layout.Clear();
  83. Layout.AddElement(builtinShaderField);
  84. Layout.AddElement(shaderField);
  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. Shader transparentShader = Builtin.GetShader(BuiltinShader.Transparent);
  98. ; if(standardShader == shader)
  99. return BuiltinShader.Standard;
  100. else if(transparentShader == shader)
  101. return BuiltinShader.Transparent;
  102. return BuiltinShader.Custom;
  103. }
  104. /// <summary>
  105. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  106. /// </summary>
  107. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  108. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  109. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  110. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  111. {
  112. Shader shader = mat.Shader;
  113. if (shader == null)
  114. return new MaterialParamGUI[0];
  115. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  116. ShaderParameter[] shaderParams = shader.Parameters;
  117. foreach (var param in shaderParams)
  118. {
  119. if (param.isInternal)
  120. continue;
  121. switch (param.type)
  122. {
  123. case ShaderParameterType.Float:
  124. layout.AddSpace(5);
  125. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  126. break;
  127. case ShaderParameterType.Vector2:
  128. layout.AddSpace(5);
  129. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  130. break;
  131. case ShaderParameterType.Vector3:
  132. layout.AddSpace(5);
  133. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  134. break;
  135. case ShaderParameterType.Vector4:
  136. layout.AddSpace(5);
  137. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  138. break;
  139. case ShaderParameterType.Matrix3:
  140. layout.AddSpace(5);
  141. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  142. break;
  143. case ShaderParameterType.Matrix4:
  144. layout.AddSpace(5);
  145. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  146. break;
  147. case ShaderParameterType.Color:
  148. layout.AddSpace(5);
  149. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  150. break;
  151. case ShaderParameterType.Texture2D:
  152. case ShaderParameterType.Texture3D:
  153. case ShaderParameterType.TextureCube:
  154. layout.AddSpace(5);
  155. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  156. break;
  157. }
  158. }
  159. return guiParams.ToArray();
  160. }
  161. }
  162. /// <summary>
  163. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  164. /// </summary>
  165. internal abstract class MaterialParamGUI
  166. {
  167. protected ShaderParameter shaderParam;
  168. /// <summary>
  169. /// Creates a new material parameter GUI.
  170. /// </summary>
  171. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  172. protected MaterialParamGUI(ShaderParameter shaderParam)
  173. {
  174. this.shaderParam = shaderParam;
  175. }
  176. /// <summary>
  177. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  178. /// </summary>
  179. /// <param name="material">Material whose data to check.</param>
  180. internal abstract void Refresh(Material material);
  181. /// <summary>
  182. /// Destroys the internal GUI elements.
  183. /// </summary>
  184. internal abstract void Destroy();
  185. }
  186. /// <summary>
  187. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  188. /// </summary>
  189. internal class MaterialParamFloatGUI : MaterialParamGUI
  190. {
  191. private GUIFloatField 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 floating point 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 MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  199. : base(shaderParam)
  200. {
  201. LocString title = new LocEdString(shaderParam.name);
  202. guiElem = new GUIFloatField(title);
  203. guiElem.OnChanged += (x) =>
  204. {
  205. material.SetFloat(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.GetFloat(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 2D vector parameter in a <see cref="Material"/>.
  223. /// </summary>
  224. internal class MaterialParamVec2GUI : MaterialParamGUI
  225. {
  226. private GUIVector2Field 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 2D 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 MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  234. : base(shaderParam)
  235. {
  236. LocString title = new LocEdString(shaderParam.name);
  237. guiElem = new GUIVector2Field(title);
  238. guiElem.OnChanged += (x) =>
  239. {
  240. material.SetVector2(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.GetVector2(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 3D vector parameter in a <see cref="Material"/>.
  258. /// </summary>
  259. internal class MaterialParamVec3GUI : MaterialParamGUI
  260. {
  261. private GUIVector3Field 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 3D 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 MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  269. : base(shaderParam)
  270. {
  271. LocString title = new LocEdString(shaderParam.name);
  272. guiElem = new GUIVector3Field(title);
  273. guiElem.OnChanged += (x) =>
  274. {
  275. material.SetVector3(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.GetVector3(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 4D vector parameter in a <see cref="Material"/>.
  293. /// </summary>
  294. internal class MaterialParamVec4GUI : MaterialParamGUI
  295. {
  296. private GUIVector4Field guiElem;
  297. /// <summary>
  298. /// Creates a new material parameter GUI.
  299. /// </summary>
  300. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  301. /// <param name="material">Material the parameter is a part of.</param>
  302. /// <param name="layout">Layout to append the GUI elements to.</param>
  303. internal MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  304. : base(shaderParam)
  305. {
  306. LocString title = new LocEdString(shaderParam.name);
  307. guiElem = new GUIVector4Field(title);
  308. guiElem.OnChanged += (x) =>
  309. {
  310. material.SetVector4(shaderParam.name, x);
  311. EditorApplication.SetDirty(material);
  312. };
  313. layout.AddElement(guiElem);
  314. }
  315. /// <inheritdoc/>
  316. internal override void Refresh(Material material)
  317. {
  318. guiElem.Value = material.GetVector4(shaderParam.name);
  319. }
  320. /// <inheritdoc/>
  321. internal override void Destroy()
  322. {
  323. guiElem.Destroy();
  324. }
  325. }
  326. /// <summary>
  327. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  328. /// </summary>
  329. internal class MaterialParamMat3GUI : MaterialParamGUI
  330. {
  331. private const int MAT_SIZE = 3;
  332. private GUILayout mainLayout;
  333. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  334. /// <summary>
  335. /// Creates a new material parameter GUI.
  336. /// </summary>
  337. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  338. /// <param name="material">Material the parameter is a part of.</param>
  339. /// <param name="layout">Layout to append the GUI elements to.</param>
  340. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  341. : base(shaderParam)
  342. {
  343. LocString title = new LocEdString(shaderParam.name);
  344. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  345. mainLayout = layout.AddLayoutY();
  346. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  347. titleLayout.AddElement(guiTitle);
  348. titleLayout.AddFlexibleSpace();
  349. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  350. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  351. for (int i = 0; i < rows.Length; i++)
  352. rows[i] = contentLayout.AddLayoutX();
  353. for (int row = 0; row < MAT_SIZE; row++)
  354. {
  355. for (int col = 0; col < MAT_SIZE; col++)
  356. {
  357. int index = row * MAT_SIZE + col;
  358. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  359. GUIFloatField field = guiMatFields[index];
  360. rows[row].AddElement(field);
  361. rows[row].AddSpace(5);
  362. int hoistedRow = row;
  363. int hoistedCol = col;
  364. field.OnChanged += (x) =>
  365. {
  366. Matrix3 value = material.GetMatrix3(shaderParam.name);
  367. value[hoistedRow, hoistedCol] = x;
  368. material.SetMatrix3(shaderParam.name, value);
  369. EditorApplication.SetDirty(material);
  370. };
  371. }
  372. }
  373. }
  374. /// <inheritdoc/>
  375. internal override void Refresh(Material material)
  376. {
  377. Matrix3 value = material.GetMatrix3(shaderParam.name);
  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].Value = value[row, col];
  384. }
  385. }
  386. }
  387. /// <inheritdoc/>
  388. internal override void Destroy()
  389. {
  390. mainLayout.Destroy();
  391. }
  392. }
  393. /// <summary>
  394. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  395. /// </summary>
  396. internal class MaterialParamMat4GUI : MaterialParamGUI
  397. {
  398. private const int MAT_SIZE = 4;
  399. private GUILayout mainLayout;
  400. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  401. /// <summary>
  402. /// Creates a new material parameter GUI.
  403. /// </summary>
  404. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  405. /// <param name="material">Material the parameter is a part of.</param>
  406. /// <param name="layout">Layout to append the GUI elements to.</param>
  407. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  408. : base(shaderParam)
  409. {
  410. LocString title = new LocEdString(shaderParam.name);
  411. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  412. mainLayout = layout.AddLayoutY();
  413. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  414. titleLayout.AddElement(guiTitle);
  415. titleLayout.AddFlexibleSpace();
  416. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  417. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  418. for (int i = 0; i < rows.Length; i++)
  419. rows[i] = contentLayout.AddLayoutX();
  420. for (int row = 0; row < MAT_SIZE; row++)
  421. {
  422. for (int col = 0; col < MAT_SIZE; col++)
  423. {
  424. int index = row * MAT_SIZE + col;
  425. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  426. GUIFloatField field = guiMatFields[index];
  427. rows[row].AddElement(field);
  428. rows[row].AddSpace(5);
  429. int hoistedRow = row;
  430. int hoistedCol = col;
  431. field.OnChanged += (x) =>
  432. {
  433. Matrix4 value = material.GetMatrix4(shaderParam.name);
  434. value[hoistedRow, hoistedCol] = x;
  435. material.SetMatrix4(shaderParam.name, value);
  436. EditorApplication.SetDirty(material);
  437. };
  438. }
  439. }
  440. }
  441. /// <inheritdoc/>
  442. internal override void Refresh(Material material)
  443. {
  444. Matrix4 value = material.GetMatrix4(shaderParam.name);
  445. for (int row = 0; row < MAT_SIZE; row++)
  446. {
  447. for (int col = 0; col < MAT_SIZE; col++)
  448. {
  449. int index = row * MAT_SIZE + col;
  450. guiMatFields[index].Value = value[row, col];
  451. }
  452. }
  453. }
  454. /// <inheritdoc/>
  455. internal override void Destroy()
  456. {
  457. mainLayout.Destroy();
  458. }
  459. }
  460. /// <summary>
  461. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  462. /// </summary>
  463. internal class MaterialParamColorGUI : MaterialParamGUI
  464. {
  465. private GUIColorField 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 color 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 MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  473. : base(shaderParam)
  474. {
  475. LocString title = new LocEdString(shaderParam.name);
  476. guiElem = new GUIColorField(title);
  477. guiElem.OnChanged += (x) =>
  478. {
  479. material.SetColor(shaderParam.name, x);
  480. EditorApplication.SetDirty(material);
  481. };
  482. layout.AddElement(guiElem);
  483. }
  484. /// <inheritdoc/>
  485. internal override void Refresh(Material material)
  486. {
  487. guiElem.Value = material.GetColor(shaderParam.name);
  488. }
  489. /// <inheritdoc/>
  490. internal override void Destroy()
  491. {
  492. guiElem.Destroy();
  493. }
  494. }
  495. /// <summary>
  496. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  497. /// </summary>
  498. internal class MaterialParamTextureGUI : MaterialParamGUI
  499. {
  500. private GUITextureField guiElem;
  501. /// <summary>
  502. /// Creates a new material parameter GUI.
  503. /// </summary>
  504. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  505. /// <param name="material">Material the parameter is a part of.</param>
  506. /// <param name="layout">Layout to append the GUI elements to.</param>
  507. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  508. : base(shaderParam)
  509. {
  510. LocString title = new LocEdString(shaderParam.name);
  511. guiElem = new GUITextureField(title);
  512. switch (shaderParam.type)
  513. {
  514. case ShaderParameterType.Texture2D:
  515. case ShaderParameterType.Texture3D:
  516. case ShaderParameterType.TextureCube:
  517. guiElem.OnChanged += (x) =>
  518. {
  519. Texture texture = Resources.Load<Texture>(x);
  520. material.SetTexture(shaderParam.name, texture);
  521. EditorApplication.SetDirty(material);
  522. };
  523. break;
  524. }
  525. layout.AddElement(guiElem);
  526. }
  527. /// <inheritdoc/>
  528. internal override void Refresh(Material material)
  529. {
  530. Texture value = null;
  531. switch (shaderParam.type)
  532. {
  533. case ShaderParameterType.Texture2D:
  534. case ShaderParameterType.Texture3D:
  535. case ShaderParameterType.TextureCube:
  536. value = material.GetTexture(shaderParam.name);
  537. break;
  538. }
  539. guiElem.Value = value;
  540. }
  541. /// <inheritdoc/>
  542. internal override void Destroy()
  543. {
  544. guiElem.Destroy();
  545. }
  546. }
  547. /** @} */
  548. }