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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using System.Collections.Generic;
- using bs;
- namespace bs.Editor
- {
- /** @addtogroup Inspectors
- * @{
- */
- /// <summary>
- /// Renders an inspector for the <see cref="Material"/> resource.
- /// </summary>
- [CustomInspector(typeof (Material))]
- internal class MaterialInspector : Inspector
- {
- private MaterialParamGUI[] guiParams;
- private MaterialVariationGUI guiVariations;
- private GUIResourceField shaderField;
- private GUIEnumField builtinShaderField;
- private Material material;
- /// <inheritdoc/>
- protected internal override void Initialize()
- {
- LoadResource();
- material = InspectedObject as Material;
- if (material == null)
- return;
- Shader activeShader = material.Shader.Value;
- BuiltinShader builtinType = ShaderToBuiltin(activeShader);
- builtinShaderField = new GUIEnumField(typeof(BuiltinShader), new LocEdString("Shader"));
- builtinShaderField.Value = (ulong) builtinType;
- builtinShaderField.OnSelectionChanged += OnBuiltinShaderFieldChanged;
- shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader file"));
- shaderField.ValueRef = material.Shader;
- shaderField.OnChanged += (x) =>
- {
- Shader shader = Resources.Load<Shader>(x.UUID);
- material.Shader = shader;
- EditorApplication.SetDirty(material);
- RebuildParamGUI(material);
- };
- bool isCustom = builtinType == BuiltinShader.Custom;
- shaderField.Active = isCustom;
- RebuildParamGUI(material);
- }
- /// <inheritdoc/>
- protected internal override InspectableState Refresh(bool force = false)
- {
- if (material == null)
- return InspectableState.NotModified;
- if (material.Shader != shaderField.ValueRef)
- {
- shaderField.ValueRef = material.Shader;
- RebuildParamGUI(material);
- }
- if (guiParams != null)
- {
- foreach (var param in guiParams)
- param.Refresh(material);
- }
- return InspectableState.NotModified;
- }
- private void OnBuiltinShaderFieldChanged(UInt64 value)
- {
- Shader activeShader = material.Shader.Value;
- BuiltinShader builtinType = ShaderToBuiltin(activeShader);
- BuiltinShader newBuiltinType = (BuiltinShader)value;
- if (builtinType == newBuiltinType)
- return;
- material.Shader = Builtin.GetShader(newBuiltinType);
- EditorApplication.SetDirty(material);
- RebuildParamGUI(material);
- bool newIsCustom = newBuiltinType == BuiltinShader.Custom;
- shaderField.Active = newIsCustom;
- }
- /// <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;
- }
- guiVariations = null;
- Layout.Clear();
- Layout.AddElement(builtinShaderField);
- Layout.AddElement(shaderField);
- if (material != null && material.Shader != null)
- {
- guiVariations = new MaterialVariationGUI(material, Layout);
- guiParams = CreateMaterialGUI(material, "", null, 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: Might be nice to have a better way to detect the builtin shader perhaps (store it in Material?)
- // - Or I could just compare UUID's here to avoid loading the shaders
- var enumValues = Enum.GetValues(typeof(BuiltinShader));
- for (int i = 1; i < enumValues.Length; i++)
- {
- Shader builtinShader = Builtin.GetShader((BuiltinShader) i);
- if (builtinShader == shader)
- return (BuiltinShader) i;
- }
-
- 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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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>
- internal static MaterialParamGUI[] CreateMaterialGUI(Material mat, string path, Component component,
- GUILayout layout)
- {
- Shader shader = mat.Shader.Value;
- if (shader == null)
- return new MaterialParamGUI[0];
- List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
- ShaderParameter[] shaderParams = shader.Parameters;
- foreach (var param in shaderParams)
- {
- if (param.flags.HasFlag(ShaderParameterFlag.Internal) || param.flags.HasFlag(ShaderParameterFlag.HideInInspector))
- continue;
- switch (param.type)
- {
- case ShaderParameterType.Float:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamFloatGUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Vector2:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamVec2GUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Vector3:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamVec3GUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Vector4:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamVec4GUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Matrix3:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamMat3GUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Matrix4:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamMat4GUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Color:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamColorGUI(param, path, component, mat, layout));
- break;
- case ShaderParameterType.Texture2D:
- case ShaderParameterType.Texture3D:
- case ShaderParameterType.TextureCube:
- layout.AddSpace(5);
- guiParams.Add(new MaterialParamTextureGUI(param, path, component, mat, layout));
- break;
- }
- }
- return guiParams.ToArray();
- }
- }
- /// <summary>
- /// Draws GUI that allows the user to change the active shader variation for a material.
- /// </summary>
- internal class MaterialVariationGUI
- {
- private Material material;
- private ShaderVariation variation;
- /// <summary>
- /// Creates necessary GUI elements for selecting a material variation.
- /// </summary>
- /// <param name="material">Material for which to provide variation selection.</param>
- /// <param name="layout">GUI layout to which to append GUI elements.</param>
- internal MaterialVariationGUI(Material material, GUILayout layout)
- {
- this.material = material;
- variation = material.Variation;
- Shader shader = material.Shader.Value;
- if (shader == null)
- return;
- ShaderVariationParamInfo[] variationParams = shader.VariationParams;
- foreach (var param in variationParams)
- {
- if (param.isInternal)
- continue;
- LocString[] names = new LocString[param.values.Length];
- int[] values = new int[names.Length];
- for (int i = 0; i < names.Length; i++)
- {
- names[i] = new LocEdString(param.values[i].name);
- values[i] = param.values[i].value;
- }
- GUIListBoxField listBox = new GUIListBoxField(names, new LocEdString(param.name));
- listBox.OnSelectionChanged += idx =>
- {
- int value = values[idx];
- variation.SetInt(param.identifier, value);
- material.Variation = variation;
- };
- int curValue = variation.GetInt(param.identifier);
- for (int j = 0; j < values.Length; j++)
- {
- if (curValue == values[j])
- {
- listBox.Index = j;
- break;
- }
- }
- layout.AddElement(listBox);
- }
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
- /// </summary>
- internal abstract class MaterialParamGUI
- {
- protected ShaderParameter shaderParam;
- protected string path;
- protected Component component;
- /// <summary>
- /// Underlying shader parameter the field is representing.
- /// </summary>
- internal ShaderParameter Param { get => shaderParam; }
- /// <summary>
- /// Creates a new material parameter GUI.
- /// </summary>
- /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
- /// <param name="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</param>
- protected MaterialParamGUI(ShaderParameter shaderParam, string path, Component component)
- {
- this.shaderParam = shaderParam;
- this.path = path;
- this.component = component;
- }
- /// <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>
- /// Moves keyboard focus to this field.
- /// </summary>
- /// <param name="subFieldName">
- /// Name of the sub-field to focus on. Only relevant if the field represents multiple GUI input elements.
- /// </param>
- public virtual void SetHasFocus(string subFieldName = null) { }
- /// <summary>
- /// Zero parameter wrapper for <see cref="StartUndo(string)"/>
- /// </summary>
- protected void StartUndo()
- {
- StartUndo(null);
- }
- /// <summary>
- /// Notifies the system to start recording a new undo command. Any changes to the field after this is called
- /// will be recorded in the command. User must call <see cref="EndUndo"/> after field is done being changed.
- /// </summary>
- /// <param name="subPath">Additional path to append to the end of the current field path.</param>
- protected void StartUndo(string subPath)
- {
- if (component != null)
- {
- string fullPath = path.TrimEnd('/');
- fullPath += "/" + shaderParam.name;
- if (!string.IsNullOrEmpty(subPath))
- fullPath += '/' + subPath.TrimStart('/');
- GameObjectUndo.RecordComponent(component, fullPath);
- }
- }
- /// <summary>
- /// Finishes recording an undo command started via <see cref="StartUndo(string)"/>. If any changes are detected on
- /// the field an undo command is recorded onto the undo-redo stack, otherwise nothing is done.
- /// </summary>
- protected void EndUndo()
- {
- GameObjectUndo.ResolveDiffs();
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamFloatGUI : MaterialParamGUI
- {
- private GUILayout fieldLayout;
- private GUIFloatField guiConstant;
- private GUICurvesField guiCurves;
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component,
- Material material, GUILayout layout)
- : base(shaderParam, path, component)
- {
- LocString title = new LocEdString(shaderParam.name);
- var guiToggle = new GUIToggle(new GUIContent(
- EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
- guiConstant = new GUIFloatField(title);
- guiCurves = new GUICurvesField(title);
- bool isAnimated = material.IsAnimated(shaderParam.name);
- guiConstant.Active = !isAnimated;
- guiCurves.Active = isAnimated;
- fieldLayout = layout.AddLayoutX();
- fieldLayout.AddElement(guiConstant);
- fieldLayout.AddElement(guiCurves);
- fieldLayout.AddSpace(10);
- fieldLayout.AddElement(guiToggle);
- guiConstant.OnChanged += (x) =>
- {
- material.SetFloat(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- guiConstant.OnFocusGained += () => StartUndo("constant");
- guiConstant.OnFocusLost += EndUndo;
- guiConstant.OnConfirmed += () =>
- {
- EndUndo();
- StartUndo("constant");
- };
- guiCurves.OnChanged += x =>
- {
- StartUndo("curve");
- material.SetFloatCurve(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- EndUndo();
- };
- guiToggle.OnToggled += x =>
- {
- guiConstant.Active = !x;
- guiCurves.Active = x;
- };
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- bool isAnimated = material.IsAnimated(shaderParam.name);
- if (isAnimated)
- guiCurves.SetCurve(material.GetFloatCurve(shaderParam.name));
- else
- guiConstant.Value = material.GetFloat(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- fieldLayout.Destroy();
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- if (subFieldName == "constant")
- guiConstant.Focus = true;
- }
- }
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIVector2Field(title);
- guiElem.OnValueChanged += (x) =>
- {
- material.SetVector2(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- guiElem.OnComponentFocusChanged += (focus, comp) =>
- {
- if(focus)
- StartUndo(comp.ToString());
- else
- EndUndo();
- };
- guiElem.OnConfirm += comp =>
- {
- EndUndo();
- StartUndo(comp.ToString());
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetVector2(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- if (subFieldName == "x")
- guiElem.SetInputFocus(VectorComponent.X, true);
- else if(subFieldName == "y")
- guiElem.SetInputFocus(VectorComponent.Y, true);
- }
- }
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</param>
- /// <param name="material">Material the parameter is a part of.</param>
- /// <param name="layout">Layout to append the GUI elements to.</param>
- /// <param name="loadResources">
- /// If true, any assigned texture resources will be loaded in memory. If false the resources will be just referenced
- /// without loading.
- /// </param>
- internal MaterialParamVec3GUI(ShaderParameter shaderParam, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIVector3Field(title);
- guiElem.OnValueChanged += (x) =>
- {
- material.SetVector3(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- guiElem.OnComponentFocusChanged += (focus, comp) =>
- {
- if(focus)
- StartUndo(comp.ToString());
- else
- EndUndo();
- };
- guiElem.OnConfirm += comp =>
- {
- EndUndo();
- StartUndo(comp.ToString());
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetVector3(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- if (subFieldName == "x")
- guiElem.SetInputFocus(VectorComponent.X, true);
- else if(subFieldName == "y")
- guiElem.SetInputFocus(VectorComponent.Y, true);
- else if(subFieldName == "z")
- guiElem.SetInputFocus(VectorComponent.Z, true);
- }
- }
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- LocString title = new LocEdString(shaderParam.name);
- guiElem = new GUIVector4Field(title);
- guiElem.OnValueChanged += (x) =>
- {
- material.SetVector4(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- };
- guiElem.OnComponentFocusChanged += (focus, comp) =>
- {
- if(focus)
- StartUndo(comp.ToString());
- else
- EndUndo();
- };
- guiElem.OnConfirm += comp =>
- {
- EndUndo();
- StartUndo(comp.ToString());
- };
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- guiElem.Value = material.GetVector4(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- if (subFieldName == "x")
- guiElem.SetInputFocus(VectorComponent.X, true);
- else if(subFieldName == "y")
- guiElem.SetInputFocus(VectorComponent.Y, true);
- else if(subFieldName == "z")
- guiElem.SetInputFocus(VectorComponent.Z, true);
- else if(subFieldName == "w")
- guiElem.SetInputFocus(VectorComponent.W, true);
- }
- }
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- 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);
- };
- field.OnFocusGained += () => StartUndo(hoistedRow + "x" + hoistedCol);
- field.OnFocusLost += EndUndo;
- field.OnConfirmed += () =>
- {
- EndUndo();
- StartUndo(hoistedRow + "x" + hoistedCol);
- };
- }
- }
- }
- /// <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();
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- if (string.IsNullOrEmpty(subFieldName))
- return;
- string[] parts = subFieldName.Split('x');
- if (parts.Length != 2)
- return;
- if (!int.TryParse(parts[0], out int row) || !int.TryParse(parts[1], out int col))
- return;
- if (row >= MAT_SIZE && col >= MAT_SIZE)
- return;
- int index = row * MAT_SIZE + col;
- guiMatFields[index].Focus = true;
- }
- }
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- 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);
- };
- field.OnFocusGained += () => StartUndo(hoistedRow + "x" + hoistedCol);
- field.OnFocusLost += EndUndo;
- field.OnConfirmed += () =>
- {
- EndUndo();
- StartUndo(hoistedRow + "x" + hoistedCol);
- };
- }
- }
- }
- /// <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();
- }
- /// <inheritdoc />
- public override void SetHasFocus(string subFieldName = null)
- {
- if (string.IsNullOrEmpty(subFieldName))
- return;
- string[] parts = subFieldName.Split('x');
- if (parts.Length != 2)
- return;
- if (!int.TryParse(parts[0], out int row) || !int.TryParse(parts[1], out int col))
- return;
- if (row >= MAT_SIZE && col >= MAT_SIZE)
- return;
- int index = row * MAT_SIZE + col;
- guiMatFields[index].Focus = true;
- }
- }
- /// <summary>
- /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
- /// </summary>
- internal class MaterialParamColorGUI : MaterialParamGUI
- {
- private GUILayout fieldLayout;
- private GUIColorField guiColor;
- private GUIColorGradientField guiColorGradient;
- /// <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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- LocString title = new LocEdString(shaderParam.name);
- var guiToggle = new GUIToggle(new GUIContent(
- EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
- guiColor = new GUIColorField(title);
- guiColorGradient = new GUIColorGradientField(title);
- bool isAnimated = material.IsAnimated(shaderParam.name);
- guiColor.Active = !isAnimated;
- guiColorGradient.Active = isAnimated;
- fieldLayout = layout.AddLayoutX();
- fieldLayout.AddElement(guiColor);
- fieldLayout.AddElement(guiColorGradient);
- fieldLayout.AddSpace(10);
- fieldLayout.AddElement(guiToggle);
- guiColor.OnChanged += (x) =>
- {
- StartUndo();
- material.SetColor(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- EndUndo();
- };
- guiColorGradient.OnChanged += x =>
- {
- StartUndo();
- material.SetColorGradient(shaderParam.name, x);
- EditorApplication.SetDirty(material);
- EndUndo();
- };
- guiToggle.OnToggled += x =>
- {
- guiColor.Active = !x;
- guiColorGradient.Active = x;
- if (x)
- {
- ColorGradient gradient = material.GetColorGradient(shaderParam.name);
- if (gradient.NumKeys == 0)
- material.SetColorGradient(shaderParam.name, new ColorGradient(material.GetColor(shaderParam.name)));
- }
- };
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- bool isAnimated = material.IsAnimated(shaderParam.name);
- if (isAnimated)
- guiColorGradient.Value = material.GetColorGradient(shaderParam.name);
- else
- guiColor.Value = material.GetColor(shaderParam.name);
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- fieldLayout.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="path">Path to the material field in the parent object.</param>
- /// <param name="component">Optional component the material is part of (if any).</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, string path, Component component, Material material,
- GUILayout layout)
- : base(shaderParam, path, component)
- {
- LocString title = new LocEdString(shaderParam.name);
- GUITextureFieldType type = shaderParam.type == ShaderParameterType.Texture2D ?
- GUITextureFieldType.TextureOrSpriteTexture :
- GUITextureFieldType.Texture;
- guiElem = new GUITextureField(type, title);
- switch (shaderParam.type)
- {
- case ShaderParameterType.Texture2D:
- case ShaderParameterType.Texture3D:
- case ShaderParameterType.TextureCube:
- guiElem.OnChanged += (x) =>
- {
- string texPath = ProjectLibrary.GetPath(x.UUID);
- if (!string.IsNullOrEmpty(texPath))
- {
- if (ProjectLibrary.GetEntry(texPath) is FileEntry fileEntry)
- {
- if (fileEntry.ResourceMetas.Length > 0)
- {
- StartUndo();
- // Note: Ideally we can avoid loading texture resources if the material is not
- // referenced anywhere in the scene. But we don't have a good way to check that at
- // the moment.
- ResourceMeta meta = fileEntry.ResourceMetas[0];
- if (meta.ResType == ResourceType.SpriteTexture)
- material.SetSpriteTexture(shaderParam.name, Resources.LoadAsync<SpriteTexture>(x.UUID));
- else if (meta.ResType == ResourceType.Texture)
- material.SetTexture(shaderParam.name, Resources.LoadAsync<Texture>(x.UUID));
- EndUndo();
- }
- }
- }
- else
- {
- StartUndo();
- material.SetTexture(shaderParam.name, null);
- EndUndo();
- }
- EditorApplication.SetDirty(material);
- };
- break;
- }
- layout.AddElement(guiElem);
- }
- /// <inheritdoc/>
- internal override void Refresh(Material material)
- {
- RRef<Texture> texture;
- switch (shaderParam.type)
- {
- case ShaderParameterType.Texture2D:
- RRef<SpriteTexture> spriteTex = material.GetSpriteTexture(shaderParam.name);
- if (spriteTex != null && spriteTex.UUID != UUID.Empty)
- guiElem.SpriteTextureRef = spriteTex;
- else
- {
- texture = material.GetTexture(shaderParam.name);
- guiElem.TextureRef = texture;
- }
- break;
- case ShaderParameterType.Texture3D:
- case ShaderParameterType.TextureCube:
- texture = material.GetTexture(shaderParam.name);
- guiElem.TextureRef = texture;
- break;
- }
- }
- /// <inheritdoc/>
- internal override void Destroy()
- {
- guiElem.Destroy();
- }
- }
- /** @} */
- }
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