MaterialInspector.cs 27 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;
  4. using System.Collections.Generic;
  5. using bs;
  6. namespace bs.Editor
  7. {
  8. /** @addtogroup Inspectors
  9. * @{
  10. */
  11. /// <summary>
  12. /// Renders an inspector for the <see cref="Material"/> resource.
  13. /// </summary>
  14. [CustomInspector(typeof (Material))]
  15. internal class MaterialInspector : Inspector
  16. {
  17. private MaterialParamGUI[] guiParams;
  18. private GUIResourceField shaderField;
  19. private GUIEnumField builtinShaderField;
  20. private Material material;
  21. /// <inheritdoc/>
  22. protected internal override void Initialize()
  23. {
  24. LoadResource();
  25. material = InspectedObject as Material;
  26. if (material == null)
  27. return;
  28. Shader activeShader = material.Shader.Value;
  29. BuiltinShader builtinType = ShaderToBuiltin(activeShader);
  30. builtinShaderField = new GUIEnumField(typeof(BuiltinShader), new LocEdString("Shader"));
  31. builtinShaderField.Value = (ulong) builtinType;
  32. builtinShaderField.OnSelectionChanged += OnBuiltinShaderFieldChanged;
  33. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader file"));
  34. shaderField.ValueRef = material.Shader;
  35. shaderField.OnChanged += (x) =>
  36. {
  37. Shader shader = Resources.Load<Shader>(x.UUID);
  38. material.Shader = shader;
  39. EditorApplication.SetDirty(material);
  40. RebuildParamGUI(material);
  41. };
  42. bool isCustom = builtinType == BuiltinShader.Custom;
  43. shaderField.Active = isCustom;
  44. RebuildParamGUI(material);
  45. }
  46. /// <inheritdoc/>
  47. protected internal override InspectableState Refresh(bool force = false)
  48. {
  49. if (material == null)
  50. return InspectableState.NotModified;
  51. if (material.Shader != shaderField.ValueRef)
  52. {
  53. shaderField.ValueRef = material.Shader;
  54. RebuildParamGUI(material);
  55. }
  56. if (guiParams != null)
  57. {
  58. foreach (var param in guiParams)
  59. param.Refresh(material);
  60. }
  61. return InspectableState.NotModified;
  62. }
  63. private void OnBuiltinShaderFieldChanged(UInt64 value)
  64. {
  65. Shader activeShader = material.Shader.Value;
  66. BuiltinShader builtinType = ShaderToBuiltin(activeShader);
  67. BuiltinShader newBuiltinType = (BuiltinShader)value;
  68. if (builtinType == newBuiltinType)
  69. return;
  70. material.Shader = Builtin.GetShader(newBuiltinType);
  71. EditorApplication.SetDirty(material);
  72. RebuildParamGUI(material);
  73. bool newIsCustom = newBuiltinType == BuiltinShader.Custom;
  74. shaderField.Active = newIsCustom;
  75. }
  76. /// <summary>
  77. /// Recreates GUI elements for all material parameters.
  78. /// </summary>
  79. /// <param name="material">Material to create parameters for</param>
  80. private void RebuildParamGUI(Material material)
  81. {
  82. if (guiParams != null)
  83. {
  84. foreach (var param in guiParams)
  85. param.Destroy();
  86. guiParams = null;
  87. }
  88. Layout.Clear();
  89. Layout.AddElement(builtinShaderField);
  90. Layout.AddElement(shaderField);
  91. if (material != null && material.Shader != null)
  92. guiParams = CreateMaterialGUI(material, Layout);
  93. }
  94. /// <summary>
  95. /// Converts a shader resource into a builtin shader.
  96. /// </summary>
  97. /// <param name="shader">Shader resource to convert.</param>
  98. /// <returns>Type of builtin shader, if any.</returns>
  99. private BuiltinShader ShaderToBuiltin(Shader shader)
  100. {
  101. // Note: Might be nice to have a better way to detect the builtin shader perhaps (store it in Material?)
  102. // - Or I could just compare UUID's here to avoid loading the shaders
  103. var enumValues = Enum.GetValues(typeof(BuiltinShader));
  104. for (int i = 1; i < enumValues.Length; i++)
  105. {
  106. Shader builtinShader = Builtin.GetShader((BuiltinShader) i);
  107. if (builtinShader == shader)
  108. return (BuiltinShader) i;
  109. }
  110. return BuiltinShader.Custom;
  111. }
  112. /// <summary>
  113. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  114. /// </summary>
  115. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  116. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  117. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  118. static internal MaterialParamGUI[] CreateMaterialGUI(Material mat, GUILayout layout)
  119. {
  120. Shader shader = mat.Shader.Value;
  121. if (shader == null)
  122. return new MaterialParamGUI[0];
  123. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  124. ShaderParameter[] shaderParams = shader.Parameters;
  125. foreach (var param in shaderParams)
  126. {
  127. if (param.isInternal)
  128. continue;
  129. switch (param.type)
  130. {
  131. case ShaderParameterType.Float:
  132. layout.AddSpace(5);
  133. guiParams.Add(new MaterialParamFloatGUI(param, mat, layout));
  134. break;
  135. case ShaderParameterType.Vector2:
  136. layout.AddSpace(5);
  137. guiParams.Add(new MaterialParamVec2GUI(param, mat, layout));
  138. break;
  139. case ShaderParameterType.Vector3:
  140. layout.AddSpace(5);
  141. guiParams.Add(new MaterialParamVec3GUI(param, mat, layout));
  142. break;
  143. case ShaderParameterType.Vector4:
  144. layout.AddSpace(5);
  145. guiParams.Add(new MaterialParamVec4GUI(param, mat, layout));
  146. break;
  147. case ShaderParameterType.Matrix3:
  148. layout.AddSpace(5);
  149. guiParams.Add(new MaterialParamMat3GUI(param, mat, layout));
  150. break;
  151. case ShaderParameterType.Matrix4:
  152. layout.AddSpace(5);
  153. guiParams.Add(new MaterialParamMat4GUI(param, mat, layout));
  154. break;
  155. case ShaderParameterType.Color:
  156. layout.AddSpace(5);
  157. guiParams.Add(new MaterialParamColorGUI(param, mat, layout));
  158. break;
  159. case ShaderParameterType.Texture2D:
  160. case ShaderParameterType.Texture3D:
  161. case ShaderParameterType.TextureCube:
  162. layout.AddSpace(5);
  163. guiParams.Add(new MaterialParamTextureGUI(param, mat, layout));
  164. break;
  165. }
  166. }
  167. return guiParams.ToArray();
  168. }
  169. }
  170. /// <summary>
  171. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  172. /// </summary>
  173. internal abstract class MaterialParamGUI
  174. {
  175. protected ShaderParameter shaderParam;
  176. /// <summary>
  177. /// Creates a new material parameter GUI.
  178. /// </summary>
  179. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  180. protected MaterialParamGUI(ShaderParameter shaderParam)
  181. {
  182. this.shaderParam = shaderParam;
  183. }
  184. /// <summary>
  185. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  186. /// </summary>
  187. /// <param name="material">Material whose data to check.</param>
  188. internal abstract void Refresh(Material material);
  189. /// <summary>
  190. /// Destroys the internal GUI elements.
  191. /// </summary>
  192. internal abstract void Destroy();
  193. }
  194. /// <summary>
  195. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  196. /// </summary>
  197. internal class MaterialParamFloatGUI : MaterialParamGUI
  198. {
  199. private GUILayout fieldLayout;
  200. private GUIFloatField guiConstant;
  201. private GUICurvesField guiCurves;
  202. /// <summary>
  203. /// Creates a new material parameter GUI.
  204. /// </summary>
  205. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  206. /// <param name="material">Material the parameter is a part of.</param>
  207. /// <param name="layout">Layout to append the GUI elements to.</param>
  208. internal MaterialParamFloatGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  209. : base(shaderParam)
  210. {
  211. LocString title = new LocEdString(shaderParam.name);
  212. var guiToggle = new GUIToggle(new GUIContent(
  213. EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
  214. guiConstant = new GUIFloatField(title);
  215. guiCurves = new GUICurvesField(title);
  216. bool isAnimated = material.IsAnimated(shaderParam.name);
  217. guiConstant.Active = !isAnimated;
  218. guiCurves.Active = isAnimated;
  219. fieldLayout = layout.AddLayoutX();
  220. fieldLayout.AddElement(guiConstant);
  221. fieldLayout.AddElement(guiCurves);
  222. fieldLayout.AddSpace(10);
  223. fieldLayout.AddElement(guiToggle);
  224. guiConstant.OnChanged += (x) =>
  225. {
  226. material.SetFloat(shaderParam.name, x);
  227. EditorApplication.SetDirty(material);
  228. };
  229. guiCurves.OnChanged += x =>
  230. {
  231. material.SetFloatCurve(shaderParam.name, x);
  232. EditorApplication.SetDirty(material);
  233. };
  234. guiToggle.OnToggled += x =>
  235. {
  236. guiConstant.Active = !x;
  237. guiCurves.Active = x;
  238. };
  239. }
  240. /// <inheritdoc/>
  241. internal override void Refresh(Material material)
  242. {
  243. bool isAnimated = material.IsAnimated(shaderParam.name);
  244. if (isAnimated)
  245. guiCurves.SetCurve(material.GetFloatCurve(shaderParam.name));
  246. else
  247. guiConstant.Value = material.GetFloat(shaderParam.name);
  248. }
  249. /// <inheritdoc/>
  250. internal override void Destroy()
  251. {
  252. fieldLayout.Destroy();
  253. }
  254. }
  255. /// <summary>
  256. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  257. /// </summary>
  258. internal class MaterialParamVec2GUI : MaterialParamGUI
  259. {
  260. private GUIVector2Field guiElem;
  261. /// <summary>
  262. /// Creates a new material parameter GUI.
  263. /// </summary>
  264. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  265. /// <param name="material">Material the parameter is a part of.</param>
  266. /// <param name="layout">Layout to append the GUI elements to.</param>
  267. internal MaterialParamVec2GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  268. : base(shaderParam)
  269. {
  270. LocString title = new LocEdString(shaderParam.name);
  271. guiElem = new GUIVector2Field(title);
  272. guiElem.OnValueChanged += (x) =>
  273. {
  274. material.SetVector2(shaderParam.name, x);
  275. EditorApplication.SetDirty(material);
  276. };
  277. layout.AddElement(guiElem);
  278. }
  279. /// <inheritdoc/>
  280. internal override void Refresh(Material material)
  281. {
  282. guiElem.Value = material.GetVector2(shaderParam.name);
  283. }
  284. /// <inheritdoc/>
  285. internal override void Destroy()
  286. {
  287. guiElem.Destroy();
  288. }
  289. }
  290. /// <summary>
  291. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  292. /// </summary>
  293. internal class MaterialParamVec3GUI : MaterialParamGUI
  294. {
  295. private GUIVector3Field guiElem;
  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 3D vector 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 MaterialParamVec3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  303. : base(shaderParam)
  304. {
  305. LocString title = new LocEdString(shaderParam.name);
  306. guiElem = new GUIVector3Field(title);
  307. guiElem.OnValueChanged += (x) =>
  308. {
  309. material.SetVector3(shaderParam.name, x);
  310. EditorApplication.SetDirty(material);
  311. };
  312. layout.AddElement(guiElem);
  313. }
  314. /// <inheritdoc/>
  315. internal override void Refresh(Material material)
  316. {
  317. guiElem.Value = material.GetVector3(shaderParam.name);
  318. }
  319. /// <inheritdoc/>
  320. internal override void Destroy()
  321. {
  322. guiElem.Destroy();
  323. }
  324. }
  325. /// <summary>
  326. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  327. /// </summary>
  328. internal class MaterialParamVec4GUI : MaterialParamGUI
  329. {
  330. private GUIVector4Field guiElem;
  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 4D vector 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 MaterialParamVec4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  338. : base(shaderParam)
  339. {
  340. LocString title = new LocEdString(shaderParam.name);
  341. guiElem = new GUIVector4Field(title);
  342. guiElem.OnValueChanged += (x) =>
  343. {
  344. material.SetVector4(shaderParam.name, x);
  345. EditorApplication.SetDirty(material);
  346. };
  347. layout.AddElement(guiElem);
  348. }
  349. /// <inheritdoc/>
  350. internal override void Refresh(Material material)
  351. {
  352. guiElem.Value = material.GetVector4(shaderParam.name);
  353. }
  354. /// <inheritdoc/>
  355. internal override void Destroy()
  356. {
  357. guiElem.Destroy();
  358. }
  359. }
  360. /// <summary>
  361. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  362. /// </summary>
  363. internal class MaterialParamMat3GUI : MaterialParamGUI
  364. {
  365. private const int MAT_SIZE = 3;
  366. private GUILayout mainLayout;
  367. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  368. /// <summary>
  369. /// Creates a new material parameter GUI.
  370. /// </summary>
  371. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  372. /// <param name="material">Material the parameter is a part of.</param>
  373. /// <param name="layout">Layout to append the GUI elements to.</param>
  374. internal MaterialParamMat3GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  375. : base(shaderParam)
  376. {
  377. LocString title = new LocEdString(shaderParam.name);
  378. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  379. mainLayout = layout.AddLayoutY();
  380. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  381. titleLayout.AddElement(guiTitle);
  382. titleLayout.AddFlexibleSpace();
  383. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  384. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  385. for (int i = 0; i < rows.Length; i++)
  386. rows[i] = contentLayout.AddLayoutX();
  387. for (int row = 0; row < MAT_SIZE; row++)
  388. {
  389. for (int col = 0; col < MAT_SIZE; col++)
  390. {
  391. int index = row * MAT_SIZE + col;
  392. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  393. GUIFloatField field = guiMatFields[index];
  394. rows[row].AddElement(field);
  395. rows[row].AddSpace(5);
  396. int hoistedRow = row;
  397. int hoistedCol = col;
  398. field.OnChanged += (x) =>
  399. {
  400. Matrix3 value = material.GetMatrix3(shaderParam.name);
  401. value[hoistedRow, hoistedCol] = x;
  402. material.SetMatrix3(shaderParam.name, value);
  403. EditorApplication.SetDirty(material);
  404. };
  405. }
  406. }
  407. }
  408. /// <inheritdoc/>
  409. internal override void Refresh(Material material)
  410. {
  411. Matrix3 value = material.GetMatrix3(shaderParam.name);
  412. for (int row = 0; row < MAT_SIZE; row++)
  413. {
  414. for (int col = 0; col < MAT_SIZE; col++)
  415. {
  416. int index = row * MAT_SIZE + col;
  417. guiMatFields[index].Value = value[row, col];
  418. }
  419. }
  420. }
  421. /// <inheritdoc/>
  422. internal override void Destroy()
  423. {
  424. mainLayout.Destroy();
  425. }
  426. }
  427. /// <summary>
  428. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  429. /// </summary>
  430. internal class MaterialParamMat4GUI : MaterialParamGUI
  431. {
  432. private const int MAT_SIZE = 4;
  433. private GUILayout mainLayout;
  434. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  435. /// <summary>
  436. /// Creates a new material parameter GUI.
  437. /// </summary>
  438. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  439. /// <param name="material">Material the parameter is a part of.</param>
  440. /// <param name="layout">Layout to append the GUI elements to.</param>
  441. internal MaterialParamMat4GUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  442. : base(shaderParam)
  443. {
  444. LocString title = new LocEdString(shaderParam.name);
  445. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  446. mainLayout = layout.AddLayoutY();
  447. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  448. titleLayout.AddElement(guiTitle);
  449. titleLayout.AddFlexibleSpace();
  450. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  451. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  452. for (int i = 0; i < rows.Length; i++)
  453. rows[i] = contentLayout.AddLayoutX();
  454. for (int row = 0; row < MAT_SIZE; row++)
  455. {
  456. for (int col = 0; col < MAT_SIZE; col++)
  457. {
  458. int index = row * MAT_SIZE + col;
  459. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  460. GUIFloatField field = guiMatFields[index];
  461. rows[row].AddElement(field);
  462. rows[row].AddSpace(5);
  463. int hoistedRow = row;
  464. int hoistedCol = col;
  465. field.OnChanged += (x) =>
  466. {
  467. Matrix4 value = material.GetMatrix4(shaderParam.name);
  468. value[hoistedRow, hoistedCol] = x;
  469. material.SetMatrix4(shaderParam.name, value);
  470. EditorApplication.SetDirty(material);
  471. };
  472. }
  473. }
  474. }
  475. /// <inheritdoc/>
  476. internal override void Refresh(Material material)
  477. {
  478. Matrix4 value = material.GetMatrix4(shaderParam.name);
  479. for (int row = 0; row < MAT_SIZE; row++)
  480. {
  481. for (int col = 0; col < MAT_SIZE; col++)
  482. {
  483. int index = row * MAT_SIZE + col;
  484. guiMatFields[index].Value = value[row, col];
  485. }
  486. }
  487. }
  488. /// <inheritdoc/>
  489. internal override void Destroy()
  490. {
  491. mainLayout.Destroy();
  492. }
  493. }
  494. /// <summary>
  495. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  496. /// </summary>
  497. internal class MaterialParamColorGUI : MaterialParamGUI
  498. {
  499. private GUILayout fieldLayout;
  500. private GUIColorField guiColor;
  501. private GUIColorGradientField guiColorGradient;
  502. /// <summary>
  503. /// Creates a new material parameter GUI.
  504. /// </summary>
  505. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  506. /// <param name="material">Material the parameter is a part of.</param>
  507. /// <param name="layout">Layout to append the GUI elements to.</param>
  508. internal MaterialParamColorGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  509. : base(shaderParam)
  510. {
  511. LocString title = new LocEdString(shaderParam.name);
  512. var guiToggle = new GUIToggle(new GUIContent(
  513. EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
  514. guiColor = new GUIColorField(title);
  515. guiColorGradient = new GUIColorGradientField(title);
  516. bool isAnimated = material.IsAnimated(shaderParam.name);
  517. guiColor.Active = !isAnimated;
  518. guiColorGradient.Active = isAnimated;
  519. fieldLayout = layout.AddLayoutX();
  520. fieldLayout.AddElement(guiColor);
  521. fieldLayout.AddElement(guiColorGradient);
  522. fieldLayout.AddSpace(10);
  523. fieldLayout.AddElement(guiToggle);
  524. guiColor.OnChanged += (x) =>
  525. {
  526. material.SetColor(shaderParam.name, x);
  527. EditorApplication.SetDirty(material);
  528. };
  529. guiColorGradient.OnChanged += x =>
  530. {
  531. material.SetColorGradient(shaderParam.name, x);
  532. EditorApplication.SetDirty(material);
  533. };
  534. guiToggle.OnToggled += x =>
  535. {
  536. guiColor.Active = !x;
  537. guiColorGradient.Active = x;
  538. if (x)
  539. {
  540. ColorGradient gradient = material.GetColorGradient(shaderParam.name);
  541. if (gradient.NumKeys == 0)
  542. material.SetColorGradient(shaderParam.name, new ColorGradient(material.GetColor(shaderParam.name)));
  543. }
  544. };
  545. }
  546. /// <inheritdoc/>
  547. internal override void Refresh(Material material)
  548. {
  549. bool isAnimated = material.IsAnimated(shaderParam.name);
  550. if (isAnimated)
  551. guiColorGradient.Value = material.GetColorGradient(shaderParam.name);
  552. else
  553. guiColor.Value = material.GetColor(shaderParam.name);
  554. }
  555. /// <inheritdoc/>
  556. internal override void Destroy()
  557. {
  558. fieldLayout.Destroy();
  559. }
  560. }
  561. /// <summary>
  562. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  563. /// </summary>
  564. internal class MaterialParamTextureGUI : MaterialParamGUI
  565. {
  566. private GUITextureField guiElem;
  567. /// <summary>
  568. /// Creates a new material parameter GUI.
  569. /// </summary>
  570. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  571. /// <param name="material">Material the parameter is a part of.</param>
  572. /// <param name="layout">Layout to append the GUI elements to.</param>
  573. internal MaterialParamTextureGUI(ShaderParameter shaderParam, Material material, GUILayout layout)
  574. : base(shaderParam)
  575. {
  576. LocString title = new LocEdString(shaderParam.name);
  577. GUITextureFieldType type = shaderParam.type == ShaderParameterType.Texture2D ?
  578. GUITextureFieldType.TextureOrSpriteTexture :
  579. GUITextureFieldType.Texture;
  580. guiElem = new GUITextureField(type, title);
  581. switch (shaderParam.type)
  582. {
  583. case ShaderParameterType.Texture2D:
  584. case ShaderParameterType.Texture3D:
  585. case ShaderParameterType.TextureCube:
  586. guiElem.OnChanged += (x) =>
  587. {
  588. string path = ProjectLibrary.GetPath(x.UUID);
  589. if (!string.IsNullOrEmpty(path))
  590. {
  591. if (ProjectLibrary.GetEntry(path) is FileEntry fileEntry)
  592. {
  593. if (fileEntry.ResourceMetas.Length > 0)
  594. {
  595. ResourceMeta meta = fileEntry.ResourceMetas[0];
  596. if (meta.ResType == ResourceType.SpriteTexture)
  597. material.SetSpriteTexture(shaderParam.name, x.As<SpriteTexture>());
  598. else if(meta.ResType == ResourceType.Texture)
  599. material.SetTexture(shaderParam.name, x.As<Texture>());
  600. }
  601. }
  602. }
  603. else
  604. material.SetTexture(shaderParam.name, null);
  605. EditorApplication.SetDirty(material);
  606. };
  607. break;
  608. }
  609. layout.AddElement(guiElem);
  610. }
  611. /// <inheritdoc/>
  612. internal override void Refresh(Material material)
  613. {
  614. RRef<Texture> texture;
  615. switch (shaderParam.type)
  616. {
  617. case ShaderParameterType.Texture2D:
  618. RRef<SpriteTexture> spriteTex = material.GetSpriteTexture(shaderParam.name);
  619. if (spriteTex != null && spriteTex.UUID != UUID.Empty)
  620. guiElem.SpriteTextureRef = spriteTex;
  621. else
  622. {
  623. texture = material.GetTexture(shaderParam.name);
  624. guiElem.TextureRef = texture;
  625. }
  626. break;
  627. case ShaderParameterType.Texture3D:
  628. case ShaderParameterType.TextureCube:
  629. texture = material.GetTexture(shaderParam.name);
  630. guiElem.TextureRef = texture;
  631. break;
  632. }
  633. }
  634. /// <inheritdoc/>
  635. internal override void Destroy()
  636. {
  637. guiElem.Destroy();
  638. }
  639. }
  640. /** @} */
  641. }