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. bool hdr = param.flags.HasFlag(ShaderParameterFlag.HDR);
  165. layout.AddSpace(5);
  166. guiParams.Add(new MaterialParamColorGUI(param, path, hdr, component, mat, layout));
  167. break;
  168. case ShaderParameterType.Texture2D:
  169. case ShaderParameterType.Texture3D:
  170. case ShaderParameterType.TextureCube:
  171. layout.AddSpace(5);
  172. guiParams.Add(new MaterialParamTextureGUI(param, path, component, mat, layout));
  173. break;
  174. }
  175. }
  176. return guiParams.ToArray();
  177. }
  178. }
  179. /// <summary>
  180. /// Draws GUI that allows the user to change the active shader variation for a material.
  181. /// </summary>
  182. internal class MaterialVariationGUI
  183. {
  184. private Material material;
  185. private ShaderVariation variation;
  186. /// <summary>
  187. /// Creates necessary GUI elements for selecting a material variation.
  188. /// </summary>
  189. /// <param name="material">Material for which to provide variation selection.</param>
  190. /// <param name="layout">GUI layout to which to append GUI elements.</param>
  191. internal MaterialVariationGUI(Material material, GUILayout layout)
  192. {
  193. this.material = material;
  194. variation = material.Variation;
  195. Shader shader = material.Shader.Value;
  196. if (shader == null)
  197. return;
  198. ShaderVariationParamInfo[] variationParams = shader.VariationParams;
  199. foreach (var param in variationParams)
  200. {
  201. if (param.isInternal)
  202. continue;
  203. LocString[] names = new LocString[param.values.Length];
  204. int[] values = new int[names.Length];
  205. for (int i = 0; i < names.Length; i++)
  206. {
  207. names[i] = new LocEdString(param.values[i].name);
  208. values[i] = param.values[i].value;
  209. }
  210. GUIListBoxField listBox = new GUIListBoxField(names, new LocEdString(param.name));
  211. listBox.OnSelectionChanged += idx =>
  212. {
  213. int value = values[idx];
  214. variation.SetInt(param.identifier, value);
  215. material.Variation = variation;
  216. };
  217. int curValue = variation.GetInt(param.identifier);
  218. for (int j = 0; j < values.Length; j++)
  219. {
  220. if (curValue == values[j])
  221. {
  222. listBox.Index = j;
  223. break;
  224. }
  225. }
  226. layout.AddElement(listBox);
  227. }
  228. }
  229. }
  230. /// <summary>
  231. /// Contains GUI element(s) for a single parameter in a <see cref="Material"/>.
  232. /// </summary>
  233. internal abstract class MaterialParamGUI
  234. {
  235. protected ShaderParameter shaderParam;
  236. protected string path;
  237. protected Component component;
  238. /// <summary>
  239. /// Underlying shader parameter the field is representing.
  240. /// </summary>
  241. internal ShaderParameter Param { get => shaderParam; }
  242. /// <summary>
  243. /// Creates a new material parameter GUI.
  244. /// </summary>
  245. /// <param name="shaderParam">Shader parameter to create the GUI for.</param>
  246. /// <param name="path">Path to the material field in the parent object.</param>
  247. /// <param name="component">Optional component the material is part of (if any).</param>
  248. protected MaterialParamGUI(ShaderParameter shaderParam, string path, Component component)
  249. {
  250. this.shaderParam = shaderParam;
  251. this.path = path;
  252. this.component = component;
  253. }
  254. /// <summary>
  255. /// Checks if the data stored in GUI and in the material matches, and updates the GUI if it doesn't.
  256. /// </summary>
  257. /// <param name="material">Material whose data to check.</param>
  258. internal abstract void Refresh(Material material);
  259. /// <summary>
  260. /// Destroys the internal GUI elements.
  261. /// </summary>
  262. internal abstract void Destroy();
  263. /// <summary>
  264. /// Moves keyboard focus to this field.
  265. /// </summary>
  266. /// <param name="subFieldName">
  267. /// Name of the sub-field to focus on. Only relevant if the field represents multiple GUI input elements.
  268. /// </param>
  269. public virtual void SetHasFocus(string subFieldName = null) { }
  270. /// <summary>
  271. /// Zero parameter wrapper for <see cref="StartUndo(string)"/>
  272. /// </summary>
  273. protected void StartUndo()
  274. {
  275. StartUndo(null);
  276. }
  277. /// <summary>
  278. /// Notifies the system to start recording a new undo command. Any changes to the field after this is called
  279. /// will be recorded in the command. User must call <see cref="EndUndo"/> after field is done being changed.
  280. /// </summary>
  281. /// <param name="subPath">Additional path to append to the end of the current field path.</param>
  282. protected void StartUndo(string subPath)
  283. {
  284. if (component != null)
  285. {
  286. string fullPath = path.TrimEnd('/');
  287. fullPath += "/" + shaderParam.name;
  288. if (!string.IsNullOrEmpty(subPath))
  289. fullPath += '/' + subPath.TrimStart('/');
  290. GameObjectUndo.RecordComponent(component, fullPath);
  291. }
  292. }
  293. /// <summary>
  294. /// Finishes recording an undo command started via <see cref="StartUndo(string)"/>. If any changes are detected on
  295. /// the field an undo command is recorded onto the undo-redo stack, otherwise nothing is done.
  296. /// </summary>
  297. protected void EndUndo()
  298. {
  299. GameObjectUndo.ResolveDiffs();
  300. }
  301. }
  302. /// <summary>
  303. /// Contains GUI element(s) for a single floating point parameter in a <see cref="Material"/>.
  304. /// </summary>
  305. internal class MaterialParamFloatGUI : MaterialParamGUI
  306. {
  307. private GUILayout fieldLayout;
  308. private GUIFloatField guiConstant;
  309. private GUICurvesField guiCurves;
  310. /// <summary>
  311. /// Creates a new material parameter GUI.
  312. /// </summary>
  313. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of floating point type.</param>
  314. /// <param name="path">Path to the material field in the parent object.</param>
  315. /// <param name="component">Optional component the material is part of (if any).</param>
  316. /// <param name="material">Material the parameter is a part of.</param>
  317. /// <param name="layout">Layout to append the GUI elements to.</param>
  318. internal MaterialParamFloatGUI(ShaderParameter shaderParam, string path, Component component,
  319. Material material, GUILayout layout)
  320. : base(shaderParam, path, component)
  321. {
  322. LocString title = new LocEdString(shaderParam.name);
  323. var guiToggle = new GUIToggle(new GUIContent(
  324. EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
  325. guiConstant = new GUIFloatField(title);
  326. guiCurves = new GUICurvesField(title);
  327. bool isAnimated = material.IsAnimated(shaderParam.name);
  328. guiConstant.Active = !isAnimated;
  329. guiCurves.Active = isAnimated;
  330. fieldLayout = layout.AddLayoutX();
  331. fieldLayout.AddElement(guiConstant);
  332. fieldLayout.AddElement(guiCurves);
  333. fieldLayout.AddSpace(10);
  334. fieldLayout.AddElement(guiToggle);
  335. guiConstant.OnChanged += (x) =>
  336. {
  337. material.SetFloat(shaderParam.name, x);
  338. EditorApplication.SetDirty(material);
  339. };
  340. guiConstant.OnFocusGained += () => StartUndo("constant");
  341. guiConstant.OnFocusLost += EndUndo;
  342. guiConstant.OnConfirmed += () =>
  343. {
  344. EndUndo();
  345. StartUndo("constant");
  346. };
  347. guiCurves.OnChanged += x =>
  348. {
  349. StartUndo("curve");
  350. material.SetFloatCurve(shaderParam.name, x);
  351. EditorApplication.SetDirty(material);
  352. EndUndo();
  353. };
  354. guiToggle.OnToggled += x =>
  355. {
  356. guiConstant.Active = !x;
  357. guiCurves.Active = x;
  358. };
  359. }
  360. /// <inheritdoc/>
  361. internal override void Refresh(Material material)
  362. {
  363. bool isAnimated = material.IsAnimated(shaderParam.name);
  364. if (isAnimated)
  365. guiCurves.SetCurve(material.GetFloatCurve(shaderParam.name));
  366. else
  367. guiConstant.Value = material.GetFloat(shaderParam.name);
  368. }
  369. /// <inheritdoc/>
  370. internal override void Destroy()
  371. {
  372. fieldLayout.Destroy();
  373. }
  374. /// <inheritdoc />
  375. public override void SetHasFocus(string subFieldName = null)
  376. {
  377. if (subFieldName == "constant")
  378. guiConstant.Focus = true;
  379. }
  380. }
  381. /// <summary>
  382. /// Contains GUI element(s) for a single 2D vector parameter in a <see cref="Material"/>.
  383. /// </summary>
  384. internal class MaterialParamVec2GUI : MaterialParamGUI
  385. {
  386. private GUIVector2Field guiElem;
  387. /// <summary>
  388. /// Creates a new material parameter GUI.
  389. /// </summary>
  390. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 2D vector type.</param>
  391. /// <param name="path">Path to the material field in the parent object.</param>
  392. /// <param name="component">Optional component the material is part of (if any).</param>
  393. /// <param name="material">Material the parameter is a part of.</param>
  394. /// <param name="layout">Layout to append the GUI elements to.</param>
  395. internal MaterialParamVec2GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  396. GUILayout layout)
  397. : base(shaderParam, path, component)
  398. {
  399. LocString title = new LocEdString(shaderParam.name);
  400. guiElem = new GUIVector2Field(title);
  401. guiElem.OnValueChanged += (x) =>
  402. {
  403. material.SetVector2(shaderParam.name, x);
  404. EditorApplication.SetDirty(material);
  405. };
  406. guiElem.OnComponentFocusChanged += (focus, comp) =>
  407. {
  408. if(focus)
  409. StartUndo(comp.ToString());
  410. else
  411. EndUndo();
  412. };
  413. guiElem.OnConfirm += comp =>
  414. {
  415. EndUndo();
  416. StartUndo(comp.ToString());
  417. };
  418. layout.AddElement(guiElem);
  419. }
  420. /// <inheritdoc/>
  421. internal override void Refresh(Material material)
  422. {
  423. guiElem.Value = material.GetVector2(shaderParam.name);
  424. }
  425. /// <inheritdoc/>
  426. internal override void Destroy()
  427. {
  428. guiElem.Destroy();
  429. }
  430. /// <inheritdoc />
  431. public override void SetHasFocus(string subFieldName = null)
  432. {
  433. if (subFieldName == "x")
  434. guiElem.SetInputFocus(VectorComponent.X, true);
  435. else if(subFieldName == "y")
  436. guiElem.SetInputFocus(VectorComponent.Y, true);
  437. }
  438. }
  439. /// <summary>
  440. /// Contains GUI element(s) for a single 3D vector parameter in a <see cref="Material"/>.
  441. /// </summary>
  442. internal class MaterialParamVec3GUI : MaterialParamGUI
  443. {
  444. private GUIVector3Field guiElem;
  445. /// <summary>
  446. /// Creates a new material parameter GUI.
  447. /// </summary>
  448. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3D vector type.</param>
  449. /// <param name="path">Path to the material field in the parent object.</param>
  450. /// <param name="component">Optional component the material is part of (if any).</param>
  451. /// <param name="material">Material the parameter is a part of.</param>
  452. /// <param name="layout">Layout to append the GUI elements to.</param>
  453. /// <param name="loadResources">
  454. /// If true, any assigned texture resources will be loaded in memory. If false the resources will be just referenced
  455. /// without loading.
  456. /// </param>
  457. internal MaterialParamVec3GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  458. GUILayout layout)
  459. : base(shaderParam, path, component)
  460. {
  461. LocString title = new LocEdString(shaderParam.name);
  462. guiElem = new GUIVector3Field(title);
  463. guiElem.OnValueChanged += (x) =>
  464. {
  465. material.SetVector3(shaderParam.name, x);
  466. EditorApplication.SetDirty(material);
  467. };
  468. guiElem.OnComponentFocusChanged += (focus, comp) =>
  469. {
  470. if(focus)
  471. StartUndo(comp.ToString());
  472. else
  473. EndUndo();
  474. };
  475. guiElem.OnConfirm += comp =>
  476. {
  477. EndUndo();
  478. StartUndo(comp.ToString());
  479. };
  480. layout.AddElement(guiElem);
  481. }
  482. /// <inheritdoc/>
  483. internal override void Refresh(Material material)
  484. {
  485. guiElem.Value = material.GetVector3(shaderParam.name);
  486. }
  487. /// <inheritdoc/>
  488. internal override void Destroy()
  489. {
  490. guiElem.Destroy();
  491. }
  492. /// <inheritdoc />
  493. public override void SetHasFocus(string subFieldName = null)
  494. {
  495. if (subFieldName == "x")
  496. guiElem.SetInputFocus(VectorComponent.X, true);
  497. else if(subFieldName == "y")
  498. guiElem.SetInputFocus(VectorComponent.Y, true);
  499. else if(subFieldName == "z")
  500. guiElem.SetInputFocus(VectorComponent.Z, true);
  501. }
  502. }
  503. /// <summary>
  504. /// Contains GUI element(s) for a single 4D vector parameter in a <see cref="Material"/>.
  505. /// </summary>
  506. internal class MaterialParamVec4GUI : MaterialParamGUI
  507. {
  508. private GUIVector4Field guiElem;
  509. /// <summary>
  510. /// Creates a new material parameter GUI.
  511. /// </summary>
  512. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4D vector type.</param>
  513. /// <param name="path">Path to the material field in the parent object.</param>
  514. /// <param name="component">Optional component the material is part of (if any).</param>
  515. /// <param name="material">Material the parameter is a part of.</param>
  516. /// <param name="layout">Layout to append the GUI elements to.</param>
  517. internal MaterialParamVec4GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  518. GUILayout layout)
  519. : base(shaderParam, path, component)
  520. {
  521. LocString title = new LocEdString(shaderParam.name);
  522. guiElem = new GUIVector4Field(title);
  523. guiElem.OnValueChanged += (x) =>
  524. {
  525. material.SetVector4(shaderParam.name, x);
  526. EditorApplication.SetDirty(material);
  527. };
  528. guiElem.OnComponentFocusChanged += (focus, comp) =>
  529. {
  530. if(focus)
  531. StartUndo(comp.ToString());
  532. else
  533. EndUndo();
  534. };
  535. guiElem.OnConfirm += comp =>
  536. {
  537. EndUndo();
  538. StartUndo(comp.ToString());
  539. };
  540. layout.AddElement(guiElem);
  541. }
  542. /// <inheritdoc/>
  543. internal override void Refresh(Material material)
  544. {
  545. guiElem.Value = material.GetVector4(shaderParam.name);
  546. }
  547. /// <inheritdoc/>
  548. internal override void Destroy()
  549. {
  550. guiElem.Destroy();
  551. }
  552. /// <inheritdoc />
  553. public override void SetHasFocus(string subFieldName = null)
  554. {
  555. if (subFieldName == "x")
  556. guiElem.SetInputFocus(VectorComponent.X, true);
  557. else if(subFieldName == "y")
  558. guiElem.SetInputFocus(VectorComponent.Y, true);
  559. else if(subFieldName == "z")
  560. guiElem.SetInputFocus(VectorComponent.Z, true);
  561. else if(subFieldName == "w")
  562. guiElem.SetInputFocus(VectorComponent.W, true);
  563. }
  564. }
  565. /// <summary>
  566. /// Contains GUI element(s) for a single 3x3 matrix parameter in a <see cref="Material"/>.
  567. /// </summary>
  568. internal class MaterialParamMat3GUI : MaterialParamGUI
  569. {
  570. private const int MAT_SIZE = 3;
  571. private GUILayout mainLayout;
  572. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  573. /// <summary>
  574. /// Creates a new material parameter GUI.
  575. /// </summary>
  576. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 3x3 matrix type.</param>
  577. /// <param name="path">Path to the material field in the parent object.</param>
  578. /// <param name="component">Optional component the material is part of (if any).</param>
  579. /// <param name="material">Material the parameter is a part of.</param>
  580. /// <param name="layout">Layout to append the GUI elements to.</param>
  581. internal MaterialParamMat3GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  582. GUILayout layout)
  583. : base(shaderParam, path, component)
  584. {
  585. LocString title = new LocEdString(shaderParam.name);
  586. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  587. mainLayout = layout.AddLayoutY();
  588. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  589. titleLayout.AddElement(guiTitle);
  590. titleLayout.AddFlexibleSpace();
  591. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  592. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  593. for (int i = 0; i < rows.Length; i++)
  594. rows[i] = contentLayout.AddLayoutX();
  595. for (int row = 0; row < MAT_SIZE; row++)
  596. {
  597. for (int col = 0; col < MAT_SIZE; col++)
  598. {
  599. int index = row * MAT_SIZE + col;
  600. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  601. GUIFloatField field = guiMatFields[index];
  602. rows[row].AddElement(field);
  603. rows[row].AddSpace(5);
  604. int hoistedRow = row;
  605. int hoistedCol = col;
  606. field.OnChanged += (x) =>
  607. {
  608. Matrix3 value = material.GetMatrix3(shaderParam.name);
  609. value[hoistedRow, hoistedCol] = x;
  610. material.SetMatrix3(shaderParam.name, value);
  611. EditorApplication.SetDirty(material);
  612. };
  613. field.OnFocusGained += () => StartUndo(hoistedRow + "x" + hoistedCol);
  614. field.OnFocusLost += EndUndo;
  615. field.OnConfirmed += () =>
  616. {
  617. EndUndo();
  618. StartUndo(hoistedRow + "x" + hoistedCol);
  619. };
  620. }
  621. }
  622. }
  623. /// <inheritdoc/>
  624. internal override void Refresh(Material material)
  625. {
  626. Matrix3 value = material.GetMatrix3(shaderParam.name);
  627. for (int row = 0; row < MAT_SIZE; row++)
  628. {
  629. for (int col = 0; col < MAT_SIZE; col++)
  630. {
  631. int index = row * MAT_SIZE + col;
  632. guiMatFields[index].Value = value[row, col];
  633. }
  634. }
  635. }
  636. /// <inheritdoc/>
  637. internal override void Destroy()
  638. {
  639. mainLayout.Destroy();
  640. }
  641. /// <inheritdoc />
  642. public override void SetHasFocus(string subFieldName = null)
  643. {
  644. if (string.IsNullOrEmpty(subFieldName))
  645. return;
  646. string[] parts = subFieldName.Split('x');
  647. if (parts.Length != 2)
  648. return;
  649. if (!int.TryParse(parts[0], out int row) || !int.TryParse(parts[1], out int col))
  650. return;
  651. if (row >= MAT_SIZE && col >= MAT_SIZE)
  652. return;
  653. int index = row * MAT_SIZE + col;
  654. guiMatFields[index].Focus = true;
  655. }
  656. }
  657. /// <summary>
  658. /// Contains GUI element(s) for a single 4x4 matrix parameter in a <see cref="Material"/>.
  659. /// </summary>
  660. internal class MaterialParamMat4GUI : MaterialParamGUI
  661. {
  662. private const int MAT_SIZE = 4;
  663. private GUILayout mainLayout;
  664. private GUIFloatField[] guiMatFields = new GUIFloatField[MAT_SIZE * MAT_SIZE];
  665. /// <summary>
  666. /// Creates a new material parameter GUI.
  667. /// </summary>
  668. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of 4x4 matrix type.</param>
  669. /// <param name="path">Path to the material field in the parent object.</param>
  670. /// <param name="component">Optional component the material is part of (if any).</param>
  671. /// <param name="material">Material the parameter is a part of.</param>
  672. /// <param name="layout">Layout to append the GUI elements to.</param>
  673. internal MaterialParamMat4GUI(ShaderParameter shaderParam, string path, Component component, Material material,
  674. GUILayout layout)
  675. : base(shaderParam, path, component)
  676. {
  677. LocString title = new LocEdString(shaderParam.name);
  678. GUILabel guiTitle = new GUILabel(title, GUIOption.FixedWidth(100));
  679. mainLayout = layout.AddLayoutY();
  680. GUILayoutX titleLayout = mainLayout.AddLayoutX();
  681. titleLayout.AddElement(guiTitle);
  682. titleLayout.AddFlexibleSpace();
  683. GUILayoutY contentLayout = mainLayout.AddLayoutY();
  684. GUILayoutX[] rows = new GUILayoutX[MAT_SIZE];
  685. for (int i = 0; i < rows.Length; i++)
  686. rows[i] = contentLayout.AddLayoutX();
  687. for (int row = 0; row < MAT_SIZE; row++)
  688. {
  689. for (int col = 0; col < MAT_SIZE; col++)
  690. {
  691. int index = row * MAT_SIZE + col;
  692. guiMatFields[index] = new GUIFloatField(row + "," + col, 20, "", GUIOption.FixedWidth(80));
  693. GUIFloatField field = guiMatFields[index];
  694. rows[row].AddElement(field);
  695. rows[row].AddSpace(5);
  696. int hoistedRow = row;
  697. int hoistedCol = col;
  698. field.OnChanged += (x) =>
  699. {
  700. Matrix4 value = material.GetMatrix4(shaderParam.name);
  701. value[hoistedRow, hoistedCol] = x;
  702. material.SetMatrix4(shaderParam.name, value);
  703. EditorApplication.SetDirty(material);
  704. };
  705. field.OnFocusGained += () => StartUndo(hoistedRow + "x" + hoistedCol);
  706. field.OnFocusLost += EndUndo;
  707. field.OnConfirmed += () =>
  708. {
  709. EndUndo();
  710. StartUndo(hoistedRow + "x" + hoistedCol);
  711. };
  712. }
  713. }
  714. }
  715. /// <inheritdoc/>
  716. internal override void Refresh(Material material)
  717. {
  718. Matrix4 value = material.GetMatrix4(shaderParam.name);
  719. for (int row = 0; row < MAT_SIZE; row++)
  720. {
  721. for (int col = 0; col < MAT_SIZE; col++)
  722. {
  723. int index = row * MAT_SIZE + col;
  724. guiMatFields[index].Value = value[row, col];
  725. }
  726. }
  727. }
  728. /// <inheritdoc/>
  729. internal override void Destroy()
  730. {
  731. mainLayout.Destroy();
  732. }
  733. /// <inheritdoc />
  734. public override void SetHasFocus(string subFieldName = null)
  735. {
  736. if (string.IsNullOrEmpty(subFieldName))
  737. return;
  738. string[] parts = subFieldName.Split('x');
  739. if (parts.Length != 2)
  740. return;
  741. if (!int.TryParse(parts[0], out int row) || !int.TryParse(parts[1], out int col))
  742. return;
  743. if (row >= MAT_SIZE && col >= MAT_SIZE)
  744. return;
  745. int index = row * MAT_SIZE + col;
  746. guiMatFields[index].Focus = true;
  747. }
  748. }
  749. /// <summary>
  750. /// Contains GUI element(s) for a single color parameter in a <see cref="Material"/>.
  751. /// </summary>
  752. internal class MaterialParamColorGUI : MaterialParamGUI
  753. {
  754. private GUILayout fieldLayout;
  755. private GUIColorField guiColor;
  756. private GUIColorGradientHDRField guiColorGradient;
  757. /// <summary>
  758. /// Creates a new material parameter GUI.
  759. /// </summary>
  760. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of color type.</param>
  761. /// <param name="path">Path to the material field in the parent object.</param>
  762. /// <param name="hdr">If true the color supports range outside of [0, 1].</param>
  763. /// <param name="component">Optional component the material is part of (if any).</param>
  764. /// <param name="material">Material the parameter is a part of.</param>
  765. /// <param name="layout">Layout to append the GUI elements to.</param>
  766. internal MaterialParamColorGUI(ShaderParameter shaderParam, string path, bool hdr, Component component, Material material,
  767. GUILayout layout)
  768. : base(shaderParam, path, component)
  769. {
  770. LocString title = new LocEdString(shaderParam.name);
  771. var guiToggle = new GUIToggle(new GUIContent(
  772. EditorBuiltin.GetEditorToggleIcon(EditorToggleIcon.AnimateProperty), new LocString("Animate")));
  773. guiColor = new GUIColorField(title);
  774. guiColor.AllowHDR = hdr;
  775. guiColorGradient = new GUIColorGradientHDRField(title);
  776. bool isAnimated = material.IsAnimated(shaderParam.name);
  777. guiColor.Active = !isAnimated;
  778. guiColorGradient.Active = isAnimated;
  779. fieldLayout = layout.AddLayoutX();
  780. fieldLayout.AddElement(guiColor);
  781. fieldLayout.AddElement(guiColorGradient);
  782. fieldLayout.AddSpace(10);
  783. fieldLayout.AddElement(guiToggle);
  784. guiColor.OnChanged += (x) =>
  785. {
  786. StartUndo();
  787. material.SetColor(shaderParam.name, x);
  788. EditorApplication.SetDirty(material);
  789. EndUndo();
  790. };
  791. guiColorGradient.OnChanged += x =>
  792. {
  793. StartUndo();
  794. material.SetColorGradient(shaderParam.name, x);
  795. EditorApplication.SetDirty(material);
  796. EndUndo();
  797. };
  798. guiToggle.OnToggled += x =>
  799. {
  800. guiColor.Active = !x;
  801. guiColorGradient.Active = x;
  802. if (x)
  803. {
  804. ColorGradientHDR gradient = material.GetColorGradient(shaderParam.name);
  805. if (gradient.NumKeys == 0)
  806. material.SetColorGradient(shaderParam.name, new ColorGradientHDR(material.GetColor(shaderParam.name)));
  807. }
  808. };
  809. }
  810. /// <inheritdoc/>
  811. internal override void Refresh(Material material)
  812. {
  813. bool isAnimated = material.IsAnimated(shaderParam.name);
  814. if (isAnimated)
  815. guiColorGradient.Value = material.GetColorGradient(shaderParam.name);
  816. else
  817. guiColor.Value = material.GetColor(shaderParam.name);
  818. }
  819. /// <inheritdoc/>
  820. internal override void Destroy()
  821. {
  822. fieldLayout.Destroy();
  823. }
  824. }
  825. /// <summary>
  826. /// Contains GUI element(s) for a single texture parameter in a <see cref="Material"/>.
  827. /// </summary>
  828. internal class MaterialParamTextureGUI : MaterialParamGUI
  829. {
  830. private GUITextureField guiElem;
  831. /// <summary>
  832. /// Creates a new material parameter GUI.
  833. /// </summary>
  834. /// <param name="shaderParam">Shader parameter to create the GUI for. Must be of texture type.</param>
  835. /// <param name="path">Path to the material field in the parent object.</param>
  836. /// <param name="component">Optional component the material is part of (if any).</param>
  837. /// <param name="material">Material the parameter is a part of.</param>
  838. /// <param name="layout">Layout to append the GUI elements to.</param>
  839. internal MaterialParamTextureGUI(ShaderParameter shaderParam, string path, Component component, Material material,
  840. GUILayout layout)
  841. : base(shaderParam, path, component)
  842. {
  843. LocString title = new LocEdString(shaderParam.name);
  844. GUITextureFieldType type = shaderParam.type == ShaderParameterType.Texture2D ?
  845. GUITextureFieldType.TextureOrSpriteTexture :
  846. GUITextureFieldType.Texture;
  847. guiElem = new GUITextureField(type, title);
  848. switch (shaderParam.type)
  849. {
  850. case ShaderParameterType.Texture2D:
  851. case ShaderParameterType.Texture3D:
  852. case ShaderParameterType.TextureCube:
  853. guiElem.OnChanged += (x) =>
  854. {
  855. string texPath = ProjectLibrary.GetPath(x.UUID);
  856. if (!string.IsNullOrEmpty(texPath))
  857. {
  858. if (ProjectLibrary.GetEntry(texPath) is FileEntry fileEntry)
  859. {
  860. if (fileEntry.ResourceMetas.Length > 0)
  861. {
  862. StartUndo();
  863. // Note: Ideally we can avoid loading texture resources if the material is not
  864. // referenced anywhere in the scene. But we don't have a good way to check that at
  865. // the moment.
  866. ResourceMeta meta = fileEntry.ResourceMetas[0];
  867. if (meta.ResType == ResourceType.SpriteTexture)
  868. material.SetSpriteTexture(shaderParam.name, Resources.LoadAsync<SpriteTexture>(x.UUID));
  869. else if (meta.ResType == ResourceType.Texture)
  870. material.SetTexture(shaderParam.name, Resources.LoadAsync<Texture>(x.UUID));
  871. EndUndo();
  872. }
  873. }
  874. }
  875. else
  876. {
  877. StartUndo();
  878. material.SetTexture(shaderParam.name, null);
  879. EndUndo();
  880. }
  881. EditorApplication.SetDirty(material);
  882. };
  883. break;
  884. }
  885. layout.AddElement(guiElem);
  886. }
  887. /// <inheritdoc/>
  888. internal override void Refresh(Material material)
  889. {
  890. RRef<Texture> texture;
  891. switch (shaderParam.type)
  892. {
  893. case ShaderParameterType.Texture2D:
  894. RRef<SpriteTexture> spriteTex = material.GetSpriteTexture(shaderParam.name);
  895. if (spriteTex != null && spriteTex.UUID != UUID.Empty)
  896. guiElem.SpriteTextureRef = spriteTex;
  897. else
  898. {
  899. texture = material.GetTexture(shaderParam.name);
  900. guiElem.TextureRef = texture;
  901. }
  902. break;
  903. case ShaderParameterType.Texture3D:
  904. case ShaderParameterType.TextureCube:
  905. texture = material.GetTexture(shaderParam.name);
  906. guiElem.TextureRef = texture;
  907. break;
  908. }
  909. }
  910. /// <inheritdoc/>
  911. internal override void Destroy()
  912. {
  913. guiElem.Destroy();
  914. }
  915. }
  916. /** @} */
  917. }