MaterialInspector.cs 40 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 MaterialVariationGUI guiVariations;
  19. private GUIResourceField shaderField;
  20. private GUIEnumField builtinShaderField;
  21. private Material material;
  22. /// <inheritdoc/>
  23. protected internal override void Initialize()
  24. {
  25. LoadResource();
  26. material = InspectedObject as Material;
  27. if (material == null)
  28. return;
  29. Shader activeShader = material.Shader.Value;
  30. BuiltinShader builtinType = ShaderToBuiltin(activeShader);
  31. builtinShaderField = new GUIEnumField(typeof(BuiltinShader), new LocEdString("Shader"));
  32. builtinShaderField.Value = (ulong) builtinType;
  33. builtinShaderField.OnSelectionChanged += OnBuiltinShaderFieldChanged;
  34. shaderField = new GUIResourceField(typeof(Shader), new LocEdString("Shader file"));
  35. shaderField.ValueRef = material.Shader;
  36. shaderField.OnChanged += (x) =>
  37. {
  38. Shader shader = Resources.Load<Shader>(x.UUID);
  39. material.Shader = shader;
  40. EditorApplication.SetDirty(material);
  41. RebuildParamGUI(material);
  42. };
  43. bool isCustom = builtinType == BuiltinShader.Custom;
  44. shaderField.Active = isCustom;
  45. RebuildParamGUI(material);
  46. }
  47. /// <inheritdoc/>
  48. protected internal override InspectableState Refresh(bool force = false)
  49. {
  50. if (material == null)
  51. return InspectableState.NotModified;
  52. if (material.Shader != shaderField.ValueRef)
  53. {
  54. shaderField.ValueRef = material.Shader;
  55. RebuildParamGUI(material);
  56. }
  57. if (guiParams != null)
  58. {
  59. foreach (var param in guiParams)
  60. param.Refresh(material);
  61. }
  62. return InspectableState.NotModified;
  63. }
  64. private void OnBuiltinShaderFieldChanged(UInt64 value)
  65. {
  66. Shader activeShader = material.Shader.Value;
  67. BuiltinShader builtinType = ShaderToBuiltin(activeShader);
  68. BuiltinShader newBuiltinType = (BuiltinShader)value;
  69. if (builtinType == newBuiltinType)
  70. return;
  71. material.Shader = Builtin.GetShader(newBuiltinType);
  72. EditorApplication.SetDirty(material);
  73. RebuildParamGUI(material);
  74. bool newIsCustom = newBuiltinType == BuiltinShader.Custom;
  75. shaderField.Active = newIsCustom;
  76. }
  77. /// <summary>
  78. /// Recreates GUI elements for all material parameters.
  79. /// </summary>
  80. /// <param name="material">Material to create parameters for</param>
  81. private void RebuildParamGUI(Material material)
  82. {
  83. if (guiParams != null)
  84. {
  85. foreach (var param in guiParams)
  86. param.Destroy();
  87. guiParams = null;
  88. }
  89. guiVariations = null;
  90. Layout.Clear();
  91. Layout.AddElement(builtinShaderField);
  92. Layout.AddElement(shaderField);
  93. if (material != null && material.Shader != null)
  94. {
  95. guiVariations = new MaterialVariationGUI(material, Layout);
  96. guiParams = CreateMaterialGUI(material, "", null, Layout);
  97. }
  98. }
  99. /// <summary>
  100. /// Converts a shader resource into a builtin shader.
  101. /// </summary>
  102. /// <param name="shader">Shader resource to convert.</param>
  103. /// <returns>Type of builtin shader, if any.</returns>
  104. private BuiltinShader ShaderToBuiltin(Shader shader)
  105. {
  106. // Note: Might be nice to have a better way to detect the builtin shader perhaps (store it in Material?)
  107. // - Or I could just compare UUID's here to avoid loading the shaders
  108. var enumValues = Enum.GetValues(typeof(BuiltinShader));
  109. for (int i = 1; i < enumValues.Length; i++)
  110. {
  111. Shader builtinShader = Builtin.GetShader((BuiltinShader) i);
  112. if (builtinShader == shader)
  113. return (BuiltinShader) i;
  114. }
  115. return BuiltinShader.Custom;
  116. }
  117. /// <summary>
  118. /// Creates a set of objects in which each object represents a GUI for a material parameter.
  119. /// </summary>
  120. /// <param name="mat">Material for whose parameters to create GUI for.</param>
  121. /// <param name="path">Path to the material field in the parent object.</param>
  122. /// <param name="component">Optional component the material is part of (if any).</param>
  123. /// <param name="layout">Layout to add the parameter GUI elements to.</param>
  124. /// <returns>A material parameter GUI object for each supported material parameter.</returns>
  125. internal static MaterialParamGUI[] CreateMaterialGUI(Material mat, string path, Component component,
  126. GUILayout layout)
  127. {
  128. Shader shader = mat.Shader.Value;
  129. if (shader == null)
  130. return new MaterialParamGUI[0];
  131. List<MaterialParamGUI> guiParams = new List<MaterialParamGUI>();
  132. ShaderParameter[] shaderParams = shader.Parameters;
  133. foreach (var param in shaderParams)
  134. {
  135. if (param.flags.HasFlag(ShaderParameterFlag.Internal) || param.flags.HasFlag(ShaderParameterFlag.HideInInspector))
  136. continue;
  137. switch (param.type)
  138. {
  139. case ShaderParameterType.Float:
  140. layout.AddSpace(5);
  141. guiParams.Add(new MaterialParamFloatGUI(param, path, component, mat, layout));
  142. break;
  143. case ShaderParameterType.Vector2:
  144. layout.AddSpace(5);
  145. guiParams.Add(new MaterialParamVec2GUI(param, path, component, mat, layout));
  146. break;
  147. case ShaderParameterType.Vector3:
  148. layout.AddSpace(5);
  149. guiParams.Add(new MaterialParamVec3GUI(param, path, component, mat, layout));
  150. break;
  151. case ShaderParameterType.Vector4:
  152. layout.AddSpace(5);
  153. guiParams.Add(new MaterialParamVec4GUI(param, path, component, mat, layout));
  154. break;
  155. case ShaderParameterType.Matrix3:
  156. layout.AddSpace(5);
  157. guiParams.Add(new MaterialParamMat3GUI(param, path, component, mat, layout));
  158. break;
  159. case ShaderParameterType.Matrix4:
  160. layout.AddSpace(5);
  161. guiParams.Add(new MaterialParamMat4GUI(param, path, component, mat, layout));
  162. break;
  163. case ShaderParameterType.Color:
  164. layout.AddSpace(5);
  165. guiParams.Add(new MaterialParamColorGUI(param, path, component, mat, layout));
  166. break;
  167. case ShaderParameterType.Texture2D:
  168. case ShaderParameterType.Texture3D:
  169. case ShaderParameterType.TextureCube:
  170. layout.AddSpace(5);
  171. guiParams.Add(new MaterialParamTextureGUI(param, path, component, mat, layout));
  172. break;
  173. }
  174. }
  175. return guiParams.ToArray();
  176. }
  177. }
  178. /// <summary>
  179. /// Draws GUI that allows the user to change the active shader variation for a material.
  180. /// </summary>
  181. internal class MaterialVariationGUI
  182. {
  183. private Material material;
  184. private ShaderVariation variation;
  185. /// <summary>
  186. /// Creates necessary GUI elements for selecting a material variation.
  187. /// </summary>
  188. /// <param name="material">Material for which to provide variation selection.</param>
  189. /// <param name="layout">GUI layout to which to append GUI elements.</param>
  190. internal MaterialVariationGUI(Material material, GUILayout layout)
  191. {
  192. this.material = material;
  193. variation = material.Variation;
  194. Shader shader = material.Shader.Value;
  195. if (shader == null)
  196. return;
  197. ShaderVariationParamInfo[] variationParams = shader.VariationParams;
  198. foreach (var param in variationParams)
  199. {
  200. if (param.isInternal)
  201. continue;
  202. LocString[] names = new LocString[param.values.Length];
  203. int[] values = new int[names.Length];
  204. for (int i = 0; i < names.Length; i++)
  205. {
  206. names[i] = new LocEdString(param.values[i].name);
  207. values[i] = param.values[i].value;
  208. }
  209. GUIListBoxField listBox = new GUIListBoxField(names, new LocEdString(param.name));
  210. listBox.OnSelectionChanged += idx =>
  211. {
  212. int value = values[idx];
  213. variation.SetInt(param.identifier, value);
  214. material.Variation = variation;
  215. };
  216. int curValue = variation.GetInt(param.identifier);
  217. for (int j = 0; j < values.Length; j++)
  218. {
  219. if (curValue == values[j])
  220. {
  221. listBox.Index = j;
  222. break;
  223. }
  224. }
  225. layout.AddElement(listBox);
  226. }
  227. }
  228. }
  229. /// <summary>
  230. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  231. /// </summary>
  232. internal abstract class MaterialParamGUI
  233. {
  234. protected ShaderParameter shaderParam;
  235. protected string path;
  236. protected Component component;
  237. /// <summary>
  238. /// Underlying shader parameter the field is representing.
  239. /// </summary>
  240. internal ShaderParameter Param { get => shaderParam; }
  241. /// <summary>
  242. /// Creates a new material parameter GUI.
  243. /// </summary>
  244. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  245. /// <param name="path">Path to the material field in the parent object.</param>
  246. /// <param name="component">Optional component the material is part of (if any).</param>
  247. protected MaterialParamGUI(ShaderParameter shaderParam, string path, Component component)
  248. {
  249. this.shaderParam = shaderParam;
  250. this.path = path;
  251. this.component = component;
  252. }
  253. /// <summary>
  254. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  255. /// </summary>
  256. /// <param name="material">Material whose data to check.</param>
  257. internal abstract void Refresh(Material material);
  258. /// <summary>
  259. /// Destroys the internal GUI elements.
  260. /// </summary>
  261. internal abstract void Destroy();
  262. /// <summary>
  263. /// Moves keyboard focus to this field.
  264. /// </summary>
  265. /// <param name="subFieldName">
  266. /// Name of the sub-field to focus on. Only relevant if the field represents multiple GUI input elements.
  267. /// </param>
  268. public virtual void SetHasFocus(string subFieldName = null) { }
  269. /// <summary>
  270. /// Zero parameter wrapper for <see cref="StartUndo(string)"/>
  271. /// </summary>
  272. protected void StartUndo()
  273. {
  274. StartUndo(null);
  275. }
  276. /// <summary>
  277. /// Notifies the system to start recording a new undo command. Any changes to the field after this is called
  278. /// will be recorded in the command. User must call <see cref="EndUndo"/> after field is done being changed.
  279. /// </summary>
  280. /// <param name="subPath">Additional path to append to the end of the current field path.</param>
  281. protected void StartUndo(string subPath)
  282. {
  283. if (component != null)
  284. {
  285. string fullPath = path.TrimEnd('/');
  286. fullPath += "/" + shaderParam.name;
  287. if (!string.IsNullOrEmpty(subPath))
  288. fullPath += '/' + subPath.TrimStart('/');
  289. GameObjectUndo.RecordComponent(component, fullPath);
  290. }
  291. }
  292. /// <summary>
  293. /// Finishes recording an undo command started via <see cref="StartUndo(string)"/>. If any changes are detected on
  294. /// the field an undo command is recorded onto the undo-redo stack, otherwise nothing is done.
  295. /// </summary>
  296. protected void EndUndo()
  297. {
  298. GameObjectUndo.ResolveDiffs();
  299. }
  300. }
  301. /// <summary>
  302. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  303. /// </summary>
  304. internal class MaterialParamFloatGUI : MaterialParamGUI
  305. {
  306. private GUILayout fieldLayout;
  307. private GUIFloatField guiConstant;
  308. private GUICurvesField guiCurves;
  309. /// <summary>
  310. /// Creates a new material parameter GUI.
  311. /// </summary>
  312. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  313. /// <param name="path">Path to the material field in the parent object.</param>
  314. /// <param name="component">Optional component the material is part of (if any).</param>
  315. /// <param name="material">Material the parameter is a part of.</param>
  316. /// <param name="layout">Layout to append the GUI elements to.</param>
  317. internal MaterialParamFloatGUI(ShaderParameter shaderParam, string path, Component component,
  318. Material material, GUILayout layout)
  319. : base(shaderParam, path, component)
  320. {
  321. LocString title = new LocEdString(shaderParam.name);
  322. var guiToggle = new GUIToggle(new GUIContent(
  323. EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
  324. guiConstant = new GUIFloatField(title);
  325. guiCurves = new GUICurvesField(title);
  326. bool isAnimated = material.IsAnimated(shaderParam.name);
  327. guiConstant.Active = !isAnimated;
  328. guiCurves.Active = isAnimated;
  329. fieldLayout = layout.AddLayoutX();
  330. fieldLayout.AddElement(guiConstant);
  331. fieldLayout.AddElement(guiCurves);
  332. fieldLayout.AddSpace(10);
  333. fieldLayout.AddElement(guiToggle);
  334. guiConstant.OnChanged += (x) =>
  335. {
  336. material.SetFloat(shaderParam.name, x);
  337. EditorApplication.SetDirty(material);
  338. };
  339. guiConstant.OnFocusGained += () => StartUndo("constant");
  340. guiConstant.OnFocusLost += EndUndo;
  341. guiConstant.OnConfirmed += () =>
  342. {
  343. EndUndo();
  344. StartUndo("constant");
  345. };
  346. guiCurves.OnChanged += x =>
  347. {
  348. StartUndo("curve");
  349. material.SetFloatCurve(shaderParam.name, x);
  350. EditorApplication.SetDirty(material);
  351. EndUndo();
  352. };
  353. guiToggle.OnToggled += x =>
  354. {
  355. guiConstant.Active = !x;
  356. guiCurves.Active = x;
  357. };
  358. }
  359. /// <inheritdoc/>
  360. internal override void Refresh(Material material)
  361. {
  362. bool isAnimated = material.IsAnimated(shaderParam.name);
  363. if (isAnimated)
  364. guiCurves.SetCurve(material.GetFloatCurve(shaderParam.name));
  365. else
  366. guiConstant.Value = material.GetFloat(shaderParam.name);
  367. }
  368. /// <inheritdoc/>
  369. internal override void Destroy()
  370. {
  371. fieldLayout.Destroy();
  372. }
  373. /// <inheritdoc />
  374. public override void SetHasFocus(string subFieldName = null)
  375. {
  376. if (subFieldName == "constant")
  377. guiConstant.Focus = true;
  378. }
  379. }
  380. /// <summary>
  381. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  382. /// </summary>
  383. internal class MaterialParamVec2GUI : MaterialParamGUI
  384. {
  385. private GUIVector2Field guiElem;
  386. /// <summary>
  387. /// Creates a new material parameter GUI.
  388. /// </summary>
  389. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  390. /// <param name="path">Path to the material field in the parent object.</param>
  391. /// <param name="component">Optional component the material is part of (if any).</param>
  392. /// <param name="material">Material the parameter is a part of.</param>
  393. /// <param name="layout">Layout to append the GUI elements to.</param>
  394. internal MaterialParamVec2GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  395. GUILayout layout)
  396. : base(shaderParam, path, component)
  397. {
  398. LocString title = new LocEdString(shaderParam.name);
  399. guiElem = new GUIVector2Field(title);
  400. guiElem.OnValueChanged += (x) =>
  401. {
  402. material.SetVector2(shaderParam.name, x);
  403. EditorApplication.SetDirty(material);
  404. };
  405. guiElem.OnComponentFocusChanged += (focus, comp) =>
  406. {
  407. if(focus)
  408. StartUndo(comp.ToString());
  409. else
  410. EndUndo();
  411. };
  412. guiElem.OnConfirm += comp =>
  413. {
  414. EndUndo();
  415. StartUndo(comp.ToString());
  416. };
  417. layout.AddElement(guiElem);
  418. }
  419. /// <inheritdoc/>
  420. internal override void Refresh(Material material)
  421. {
  422. guiElem.Value = material.GetVector2(shaderParam.name);
  423. }
  424. /// <inheritdoc/>
  425. internal override void Destroy()
  426. {
  427. guiElem.Destroy();
  428. }
  429. /// <inheritdoc />
  430. public override void SetHasFocus(string subFieldName = null)
  431. {
  432. if (subFieldName == "x")
  433. guiElem.SetInputFocus(VectorComponent.X, true);
  434. else if(subFieldName == "y")
  435. guiElem.SetInputFocus(VectorComponent.Y, true);
  436. }
  437. }
  438. /// <summary>
  439. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  440. /// </summary>
  441. internal class MaterialParamVec3GUI : MaterialParamGUI
  442. {
  443. private GUIVector3Field guiElem;
  444. /// <summary>
  445. /// Creates a new material parameter GUI.
  446. /// </summary>
  447. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  448. /// <param name="path">Path to the material field in the parent object.</param>
  449. /// <param name="component">Optional component the material is part of (if any).</param>
  450. /// <param name="material">Material the parameter is a part of.</param>
  451. /// <param name="layout">Layout to append the GUI elements to.</param>
  452. /// <param name="loadResources">
  453. /// If true, any assigned texture resources will be loaded in memory. If false the resources will be just referenced
  454. /// without loading.
  455. /// </param>
  456. internal MaterialParamVec3GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  457. GUILayout layout)
  458. : base(shaderParam, path, component)
  459. {
  460. LocString title = new LocEdString(shaderParam.name);
  461. guiElem = new GUIVector3Field(title);
  462. guiElem.OnValueChanged += (x) =>
  463. {
  464. material.SetVector3(shaderParam.name, x);
  465. EditorApplication.SetDirty(material);
  466. };
  467. guiElem.OnComponentFocusChanged += (focus, comp) =>
  468. {
  469. if(focus)
  470. StartUndo(comp.ToString());
  471. else
  472. EndUndo();
  473. };
  474. guiElem.OnConfirm += comp =>
  475. {
  476. EndUndo();
  477. StartUndo(comp.ToString());
  478. };
  479. layout.AddElement(guiElem);
  480. }
  481. /// <inheritdoc/>
  482. internal override void Refresh(Material material)
  483. {
  484. guiElem.Value = material.GetVector3(shaderParam.name);
  485. }
  486. /// <inheritdoc/>
  487. internal override void Destroy()
  488. {
  489. guiElem.Destroy();
  490. }
  491. /// <inheritdoc />
  492. public override void SetHasFocus(string subFieldName = null)
  493. {
  494. if (subFieldName == "x")
  495. guiElem.SetInputFocus(VectorComponent.X, true);
  496. else if(subFieldName == "y")
  497. guiElem.SetInputFocus(VectorComponent.Y, true);
  498. else if(subFieldName == "z")
  499. guiElem.SetInputFocus(VectorComponent.Z, true);
  500. }
  501. }
  502. /// <summary>
  503. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  504. /// </summary>
  505. internal class MaterialParamVec4GUI : MaterialParamGUI
  506. {
  507. private GUIVector4Field guiElem;
  508. /// <summary>
  509. /// Creates a new material parameter GUI.
  510. /// </summary>
  511. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  512. /// <param name="path">Path to the material field in the parent object.</param>
  513. /// <param name="component">Optional component the material is part of (if any).</param>
  514. /// <param name="material">Material the parameter is a part of.</param>
  515. /// <param name="layout">Layout to append the GUI elements to.</param>
  516. internal MaterialParamVec4GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  517. GUILayout layout)
  518. : base(shaderParam, path, component)
  519. {
  520. LocString title = new LocEdString(shaderParam.name);
  521. guiElem = new GUIVector4Field(title);
  522. guiElem.OnValueChanged += (x) =>
  523. {
  524. material.SetVector4(shaderParam.name, x);
  525. EditorApplication.SetDirty(material);
  526. };
  527. guiElem.OnComponentFocusChanged += (focus, comp) =>
  528. {
  529. if(focus)
  530. StartUndo(comp.ToString());
  531. else
  532. EndUndo();
  533. };
  534. guiElem.OnConfirm += comp =>
  535. {
  536. EndUndo();
  537. StartUndo(comp.ToString());
  538. };
  539. layout.AddElement(guiElem);
  540. }
  541. /// <inheritdoc/>
  542. internal override void Refresh(Material material)
  543. {
  544. guiElem.Value = material.GetVector4(shaderParam.name);
  545. }
  546. /// <inheritdoc/>
  547. internal override void Destroy()
  548. {
  549. guiElem.Destroy();
  550. }
  551. /// <inheritdoc />
  552. public override void SetHasFocus(string subFieldName = null)
  553. {
  554. if (subFieldName == "x")
  555. guiElem.SetInputFocus(VectorComponent.X, true);
  556. else if(subFieldName == "y")
  557. guiElem.SetInputFocus(VectorComponent.Y, true);
  558. else if(subFieldName == "z")
  559. guiElem.SetInputFocus(VectorComponent.Z, true);
  560. else if(subFieldName == "w")
  561. guiElem.SetInputFocus(VectorComponent.W, true);
  562. }
  563. }
  564. /// <summary>
  565. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  566. /// </summary>
  567. internal class MaterialParamMat3GUI : MaterialParamGUI
  568. {
  569. private const int MAT_SIZE = 3;
  570. private GUILayout mainLayout;
  571. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  572. /// <summary>
  573. /// Creates a new material parameter GUI.
  574. /// </summary>
  575. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  576. /// <param name="path">Path to the material field in the parent object.</param>
  577. /// <param name="component">Optional component the material is part of (if any).</param>
  578. /// <param name="material">Material the parameter is a part of.</param>
  579. /// <param name="layout">Layout to append the GUI elements to.</param>
  580. internal MaterialParamMat3GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  581. GUILayout layout)
  582. : base(shaderParam, path, component)
  583. {
  584. LocString title = new LocEdString(shaderParam.name);
  585. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  586. mainLayout = layout.AddLayoutY();
  587. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  588. titleLayout.AddElement(guiTitle);
  589. titleLayout.AddFlexibleSpace();
  590. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  591. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  592. for (int i = 0; i < rows.Length; i++)
  593. rows[i] = contentLayout.AddLayoutX();
  594. for (int row = 0; row < MAT_SIZE; row++)
  595. {
  596. for (int col = 0; col < MAT_SIZE; col++)
  597. {
  598. int index = row * MAT_SIZE + col;
  599. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  600. GUIFloatField field = guiMatFields[index];
  601. rows[row].AddElement(field);
  602. rows[row].AddSpace(5);
  603. int hoistedRow = row;
  604. int hoistedCol = col;
  605. field.OnChanged += (x) =>
  606. {
  607. Matrix3 value = material.GetMatrix3(shaderParam.name);
  608. value[hoistedRow, hoistedCol] = x;
  609. material.SetMatrix3(shaderParam.name, value);
  610. EditorApplication.SetDirty(material);
  611. };
  612. field.OnFocusGained += () => StartUndo(hoistedRow + "x" + hoistedCol);
  613. field.OnFocusLost += EndUndo;
  614. field.OnConfirmed += () =>
  615. {
  616. EndUndo();
  617. StartUndo(hoistedRow + "x" + hoistedCol);
  618. };
  619. }
  620. }
  621. }
  622. /// <inheritdoc/>
  623. internal override void Refresh(Material material)
  624. {
  625. Matrix3 value = material.GetMatrix3(shaderParam.name);
  626. for (int row = 0; row < MAT_SIZE; row++)
  627. {
  628. for (int col = 0; col < MAT_SIZE; col++)
  629. {
  630. int index = row * MAT_SIZE + col;
  631. guiMatFields[index].Value = value[row, col];
  632. }
  633. }
  634. }
  635. /// <inheritdoc/>
  636. internal override void Destroy()
  637. {
  638. mainLayout.Destroy();
  639. }
  640. /// <inheritdoc />
  641. public override void SetHasFocus(string subFieldName = null)
  642. {
  643. if (string.IsNullOrEmpty(subFieldName))
  644. return;
  645. string[] parts = subFieldName.Split('x');
  646. if (parts.Length != 2)
  647. return;
  648. if (!int.TryParse(parts[0], out int row) || !int.TryParse(parts[1], out int col))
  649. return;
  650. if (row >= MAT_SIZE && col >= MAT_SIZE)
  651. return;
  652. int index = row * MAT_SIZE + col;
  653. guiMatFields[index].Focus = true;
  654. }
  655. }
  656. /// <summary>
  657. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  658. /// </summary>
  659. internal class MaterialParamMat4GUI : MaterialParamGUI
  660. {
  661. private const int MAT_SIZE = 4;
  662. private GUILayout mainLayout;
  663. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  664. /// <summary>
  665. /// Creates a new material parameter GUI.
  666. /// </summary>
  667. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  668. /// <param name="path">Path to the material field in the parent object.</param>
  669. /// <param name="component">Optional component the material is part of (if any).</param>
  670. /// <param name="material">Material the parameter is a part of.</param>
  671. /// <param name="layout">Layout to append the GUI elements to.</param>
  672. internal MaterialParamMat4GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  673. GUILayout layout)
  674. : base(shaderParam, path, component)
  675. {
  676. LocString title = new LocEdString(shaderParam.name);
  677. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  678. mainLayout = layout.AddLayoutY();
  679. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  680. titleLayout.AddElement(guiTitle);
  681. titleLayout.AddFlexibleSpace();
  682. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  683. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  684. for (int i = 0; i < rows.Length; i++)
  685. rows[i] = contentLayout.AddLayoutX();
  686. for (int row = 0; row < MAT_SIZE; row++)
  687. {
  688. for (int col = 0; col < MAT_SIZE; col++)
  689. {
  690. int index = row * MAT_SIZE + col;
  691. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  692. GUIFloatField field = guiMatFields[index];
  693. rows[row].AddElement(field);
  694. rows[row].AddSpace(5);
  695. int hoistedRow = row;
  696. int hoistedCol = col;
  697. field.OnChanged += (x) =>
  698. {
  699. Matrix4 value = material.GetMatrix4(shaderParam.name);
  700. value[hoistedRow, hoistedCol] = x;
  701. material.SetMatrix4(shaderParam.name, value);
  702. EditorApplication.SetDirty(material);
  703. };
  704. field.OnFocusGained += () => StartUndo(hoistedRow + "x" + hoistedCol);
  705. field.OnFocusLost += EndUndo;
  706. field.OnConfirmed += () =>
  707. {
  708. EndUndo();
  709. StartUndo(hoistedRow + "x" + hoistedCol);
  710. };
  711. }
  712. }
  713. }
  714. /// <inheritdoc/>
  715. internal override void Refresh(Material material)
  716. {
  717. Matrix4 value = material.GetMatrix4(shaderParam.name);
  718. for (int row = 0; row < MAT_SIZE; row++)
  719. {
  720. for (int col = 0; col < MAT_SIZE; col++)
  721. {
  722. int index = row * MAT_SIZE + col;
  723. guiMatFields[index].Value = value[row, col];
  724. }
  725. }
  726. }
  727. /// <inheritdoc/>
  728. internal override void Destroy()
  729. {
  730. mainLayout.Destroy();
  731. }
  732. /// <inheritdoc />
  733. public override void SetHasFocus(string subFieldName = null)
  734. {
  735. if (string.IsNullOrEmpty(subFieldName))
  736. return;
  737. string[] parts = subFieldName.Split('x');
  738. if (parts.Length != 2)
  739. return;
  740. if (!int.TryParse(parts[0], out int row) || !int.TryParse(parts[1], out int col))
  741. return;
  742. if (row >= MAT_SIZE && col >= MAT_SIZE)
  743. return;
  744. int index = row * MAT_SIZE + col;
  745. guiMatFields[index].Focus = true;
  746. }
  747. }
  748. /// <summary>
  749. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  750. /// </summary>
  751. internal class MaterialParamColorGUI : MaterialParamGUI
  752. {
  753. private GUILayout fieldLayout;
  754. private GUIColorField guiColor;
  755. private GUIColorGradientField guiColorGradient;
  756. /// <summary>
  757. /// Creates a new material parameter GUI.
  758. /// </summary>
  759. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  760. /// <param name="path">Path to the material field in the parent object.</param>
  761. /// <param name="component">Optional component the material is part of (if any).</param>
  762. /// <param name="material">Material the parameter is a part of.</param>
  763. /// <param name="layout">Layout to append the GUI elements to.</param>
  764. internal MaterialParamColorGUI(ShaderParameter shaderParam, string path, Component component, Material material,
  765. GUILayout layout)
  766. : base(shaderParam, path, component)
  767. {
  768. LocString title = new LocEdString(shaderParam.name);
  769. var guiToggle = new GUIToggle(new GUIContent(
  770. EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
  771. guiColor = new GUIColorField(title);
  772. guiColorGradient = new GUIColorGradientField(title);
  773. bool isAnimated = material.IsAnimated(shaderParam.name);
  774. guiColor.Active = !isAnimated;
  775. guiColorGradient.Active = isAnimated;
  776. fieldLayout = layout.AddLayoutX();
  777. fieldLayout.AddElement(guiColor);
  778. fieldLayout.AddElement(guiColorGradient);
  779. fieldLayout.AddSpace(10);
  780. fieldLayout.AddElement(guiToggle);
  781. guiColor.OnChanged += (x) =>
  782. {
  783. StartUndo();
  784. material.SetColor(shaderParam.name, x);
  785. EditorApplication.SetDirty(material);
  786. EndUndo();
  787. };
  788. guiColorGradient.OnChanged += x =>
  789. {
  790. StartUndo();
  791. material.SetColorGradient(shaderParam.name, x);
  792. EditorApplication.SetDirty(material);
  793. EndUndo();
  794. };
  795. guiToggle.OnToggled += x =>
  796. {
  797. guiColor.Active = !x;
  798. guiColorGradient.Active = x;
  799. if (x)
  800. {
  801. ColorGradient gradient = material.GetColorGradient(shaderParam.name);
  802. if (gradient.NumKeys == 0)
  803. material.SetColorGradient(shaderParam.name, new ColorGradient(material.GetColor(shaderParam.name)));
  804. }
  805. };
  806. }
  807. /// <inheritdoc/>
  808. internal override void Refresh(Material material)
  809. {
  810. bool isAnimated = material.IsAnimated(shaderParam.name);
  811. if (isAnimated)
  812. guiColorGradient.Value = material.GetColorGradient(shaderParam.name);
  813. else
  814. guiColor.Value = material.GetColor(shaderParam.name);
  815. }
  816. /// <inheritdoc/>
  817. internal override void Destroy()
  818. {
  819. fieldLayout.Destroy();
  820. }
  821. }
  822. /// <summary>
  823. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  824. /// </summary>
  825. internal class MaterialParamTextureGUI : MaterialParamGUI
  826. {
  827. private GUITextureField guiElem;
  828. /// <summary>
  829. /// Creates a new material parameter GUI.
  830. /// </summary>
  831. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  832. /// <param name="path">Path to the material field in the parent object.</param>
  833. /// <param name="component">Optional component the material is part of (if any).</param>
  834. /// <param name="material">Material the parameter is a part of.</param>
  835. /// <param name="layout">Layout to append the GUI elements to.</param>
  836. internal MaterialParamTextureGUI(ShaderParameter shaderParam, string path, Component component, Material material,
  837. GUILayout layout)
  838. : base(shaderParam, path, component)
  839. {
  840. LocString title = new LocEdString(shaderParam.name);
  841. GUITextureFieldType type = shaderParam.type == ShaderParameterType.Texture2D ?
  842. GUITextureFieldType.TextureOrSpriteTexture :
  843. GUITextureFieldType.Texture;
  844. guiElem = new GUITextureField(type, title);
  845. switch (shaderParam.type)
  846. {
  847. case ShaderParameterType.Texture2D:
  848. case ShaderParameterType.Texture3D:
  849. case ShaderParameterType.TextureCube:
  850. guiElem.OnChanged += (x) =>
  851. {
  852. string texPath = ProjectLibrary.GetPath(x.UUID);
  853. if (!string.IsNullOrEmpty(texPath))
  854. {
  855. if (ProjectLibrary.GetEntry(texPath) is FileEntry fileEntry)
  856. {
  857. if (fileEntry.ResourceMetas.Length > 0)
  858. {
  859. StartUndo();
  860. // Note: Ideally we can avoid loading texture resources if the material is not
  861. // referenced anywhere in the scene. But we don't have a good way to check that at
  862. // the moment.
  863. ResourceMeta meta = fileEntry.ResourceMetas[0];
  864. if (meta.ResType == ResourceType.SpriteTexture)
  865. material.SetSpriteTexture(shaderParam.name, Resources.LoadAsync<SpriteTexture>(x.UUID));
  866. else if (meta.ResType == ResourceType.Texture)
  867. material.SetTexture(shaderParam.name, Resources.LoadAsync<Texture>(x.UUID));
  868. EndUndo();
  869. }
  870. }
  871. }
  872. else
  873. {
  874. StartUndo();
  875. material.SetTexture(shaderParam.name, null);
  876. EndUndo();
  877. }
  878. EditorApplication.SetDirty(material);
  879. };
  880. break;
  881. }
  882. layout.AddElement(guiElem);
  883. }
  884. /// <inheritdoc/>
  885. internal override void Refresh(Material material)
  886. {
  887. RRef<Texture> texture;
  888. switch (shaderParam.type)
  889. {
  890. case ShaderParameterType.Texture2D:
  891. RRef<SpriteTexture> spriteTex = material.GetSpriteTexture(shaderParam.name);
  892. if (spriteTex != null && spriteTex.UUID != UUID.Empty)
  893. guiElem.SpriteTextureRef = spriteTex;
  894. else
  895. {
  896. texture = material.GetTexture(shaderParam.name);
  897. guiElem.TextureRef = texture;
  898. }
  899. break;
  900. case ShaderParameterType.Texture3D:
  901. case ShaderParameterType.TextureCube:
  902. texture = material.GetTexture(shaderParam.name);
  903. guiElem.TextureRef = texture;
  904. break;
  905. }
  906. }
  907. /// <inheritdoc/>
  908. internal override void Destroy()
  909. {
  910. guiElem.Destroy();
  911. }
  912. }
  913. /** @} */
  914. }