using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEditor.Experimental.UIElements.GraphView; using UnityEngine; using UnityEngine.Experimental.UIElements; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine.Experimental.UIElements.StyleEnums; using Node = UnityEditor.Experimental.UIElements.GraphView.Node; #if UNITY_2018_1 using GeometryChangedEvent = UnityEngine.Experimental.UIElements.PostLayoutEvent; #endif namespace UnityEditor.ShaderGraph.Drawing { public sealed class MaterialNodeView : Node { PreviewRenderData m_PreviewRenderData; Image m_PreviewImage; VisualElement m_PreviewContainer; VisualElement m_ControlItems; VisualElement m_PreviewFiller; VisualElement m_ControlsDivider; IEdgeConnectorListener m_ConnectorListener; VisualElement m_PortInputContainer; public void Initialize(AbstractMaterialNode inNode, PreviewManager previewManager, IEdgeConnectorListener connectorListener) { AddStyleSheetPath("Styles/MaterialNodeView"); AddToClassList("MaterialNode"); if (inNode == null) return; var contents = this.Q("contents"); m_ConnectorListener = connectorListener; node = inNode; persistenceKey = node.guid.ToString(); UpdateTitle(); // Add controls container var controlsContainer = new VisualElement { name = "controls" }; { m_ControlsDivider = new VisualElement { name = "divider" }; m_ControlsDivider.AddToClassList("horizontal"); controlsContainer.Add(m_ControlsDivider); m_ControlItems = new VisualElement { name = "items" }; controlsContainer.Add(m_ControlItems); // Instantiate control views from node foreach (var propertyInfo in node.GetType().GetProperties(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic)) foreach (IControlAttribute attribute in propertyInfo.GetCustomAttributes(typeof(IControlAttribute), false)) m_ControlItems.Add(attribute.InstantiateControl(node, propertyInfo)); } if (m_ControlItems.childCount > 0) contents.Add(controlsContainer); if (node.hasPreview) { // Add actual preview which floats on top of the node m_PreviewContainer = new VisualElement { name = "previewContainer", clippingOptions = ClippingOptions.ClipAndCacheContents, pickingMode = PickingMode.Ignore }; m_PreviewImage = new Image { name = "preview", pickingMode = PickingMode.Ignore, image = Texture2D.whiteTexture, }; { // Add preview collapse button on top of preview var collapsePreviewButton = new VisualElement { name = "collapse" }; collapsePreviewButton.Add(new VisualElement { name = "icon" }); collapsePreviewButton.AddManipulator(new Clickable(() => { node.owner.owner.RegisterCompleteObjectUndo("Collapse Preview"); UpdatePreviewExpandedState(false); })); m_PreviewImage.Add(collapsePreviewButton); } m_PreviewContainer.Add(m_PreviewImage); // Hook up preview image to preview manager m_PreviewRenderData = previewManager.GetPreview(inNode); m_PreviewRenderData.onPreviewChanged += UpdatePreviewTexture; UpdatePreviewTexture(); // Add fake preview which pads out the node to provide space for the floating preview m_PreviewFiller = new VisualElement { name = "previewFiller" }; m_PreviewFiller.AddToClassList("expanded"); { var previewDivider = new VisualElement { name = "divider" }; previewDivider.AddToClassList("horizontal"); m_PreviewFiller.Add(previewDivider); var expandPreviewButton = new VisualElement { name = "expand" }; expandPreviewButton.Add(new VisualElement { name = "icon" }); expandPreviewButton.AddManipulator(new Clickable(() => { node.owner.owner.RegisterCompleteObjectUndo("Expand Preview"); UpdatePreviewExpandedState(true); })); m_PreviewFiller.Add(expandPreviewButton); } contents.Add(m_PreviewFiller); UpdatePreviewExpandedState(node.previewExpanded); } // Add port input container, which acts as a pixel cache for all port inputs m_PortInputContainer = new VisualElement { name = "portInputContainer", clippingOptions = ClippingOptions.ClipAndCacheContents, pickingMode = PickingMode.Ignore }; Add(m_PortInputContainer); AddSlots(node.GetSlots()); UpdatePortInputs(); base.expanded = node.drawState.expanded; RefreshExpandedState(); //This should not be needed. GraphView needs to improve the extension api here UpdatePortInputVisibilities(); SetPosition(new Rect(node.drawState.position.x, node.drawState.position.y, 0, 0)); /*if (node is PreviewNode) { var resizeHandle = new Label { name = "resize", text = "" }; resizeHandle.AddManipulator(new Draggable(OnResize)); Add(resizeHandle); UpdateSize(); }*/ if (node is SubGraphNode) { RegisterCallback(OnSubGraphDoubleClick); } m_PortInputContainer.SendToBack(); if (node.hasPreview) m_PreviewFiller.BringToFront(); } void OnSubGraphDoubleClick(MouseDownEvent evt) { if (evt.clickCount == 2 && evt.button == 0) { SubGraphNode subgraphNode = node as SubGraphNode; var path = AssetDatabase.GetAssetPath(subgraphNode.subGraphAsset); ShaderGraphImporterEditor.ShowGraphEditWindow(path); } } public AbstractMaterialNode node { get; private set; } public override bool expanded { get { return base.expanded; } set { if (base.expanded != value) base.expanded = value; if (node.drawState.expanded != value) { var ds = node.drawState; ds.expanded = value; node.drawState = ds; } RefreshExpandedState(); //This should not be needed. GraphView needs to improve the extension api here UpdatePortInputVisibilities(); if (node.hasPreview) m_PreviewFiller.BringToFront(); } } public override void BuildContextualMenu(ContextualMenuPopulateEvent evt) { if (evt.target is Node) evt.menu.AppendAction("Copy shader", ConvertToShader, ConvertToShaderStatus); base.BuildContextualMenu(evt); } ContextualMenu.MenuAction.StatusFlags ConvertToShaderStatus(EventBase eventBase) { return node.hasPreview ? ContextualMenu.MenuAction.StatusFlags.Normal : ContextualMenu.MenuAction.StatusFlags.Hidden; } void ConvertToShader(EventBase eventBase) { List textureInfo; var masterNode = node as IMasterNode; if (masterNode != null) { var shader = masterNode.GetShader(GenerationMode.ForReals, node.name, out textureInfo); GUIUtility.systemCopyBuffer = shader; } else { var graph = (AbstractMaterialGraph)node.owner; GUIUtility.systemCopyBuffer = graph.GetShader(node, GenerationMode.ForReals, node.name).shader; } } void UpdatePreviewExpandedState(bool expanded) { node.previewExpanded = expanded; if (m_PreviewFiller == null) return; if (expanded) { if (m_PreviewContainer.parent != this) { Add(m_PreviewContainer); } m_PreviewFiller.AddToClassList("expanded"); m_PreviewFiller.RemoveFromClassList("collapsed"); } else { if (m_PreviewContainer.parent == m_PreviewFiller) { m_PreviewContainer.RemoveFromHierarchy(); } m_PreviewFiller.RemoveFromClassList("expanded"); m_PreviewFiller.AddToClassList("collapsed"); } } void UpdateTitle() { var subGraphNode = node as SubGraphNode; if (subGraphNode != null && subGraphNode.subGraphAsset != null) title = subGraphNode.subGraphAsset.name; else title = node.name; } public void OnModified(ModificationScope scope) { UpdateTitle(); if (node.hasPreview) UpdatePreviewExpandedState(node.previewExpanded); base.expanded = node.drawState.expanded; // Update slots to match node modification if (scope == ModificationScope.Topological) { var slots = node.GetSlots().ToList(); var inputPorts = inputContainer.Children().OfType().ToList(); foreach (var port in inputPorts) { var currentSlot = port.slot; var newSlot = slots.FirstOrDefault(s => s.id == currentSlot.id); if (newSlot == null) { // Slot doesn't exist anymore, remove it inputContainer.Remove(port); // We also need to remove the inline input var portInputView = m_PortInputContainer.OfType().FirstOrDefault(v => Equals(v.slot, port.slot)); if (portInputView != null) portInputView.RemoveFromHierarchy(); } else { port.slot = newSlot; slots.Remove(newSlot); } } var outputPorts = outputContainer.Children().OfType().ToList(); foreach (var port in outputPorts) { var currentSlot = port.slot; var newSlot = slots.FirstOrDefault(s => s.id == currentSlot.id); if (newSlot == null) { outputContainer.Remove(port); } else { port.slot = newSlot; slots.Remove(newSlot); } } AddSlots(slots); slots.Clear(); slots.AddRange(node.GetSlots()); if (inputContainer.childCount > 0) inputContainer.Sort((x, y) => slots.IndexOf(((ShaderPort)x).slot) - slots.IndexOf(((ShaderPort)y).slot)); if (outputContainer.childCount > 0) outputContainer.Sort((x, y) => slots.IndexOf(((ShaderPort)x).slot) - slots.IndexOf(((ShaderPort)y).slot)); } RefreshExpandedState(); //This should not be needed. GraphView needs to improve the extension api here UpdatePortInputs(); UpdatePortInputVisibilities(); foreach (var control in m_ControlItems) { var listener = control as INodeModificationListener; if (listener != null) listener.OnNodeModified(scope); } } void AddSlots(IEnumerable slots) { foreach (var slot in slots) { if (slot.hidden) continue; var port = ShaderPort.Create(slot, m_ConnectorListener); if (slot.isOutputSlot) outputContainer.Add(port); else inputContainer.Add(port); } } void UpdatePortInputs() { foreach (var port in inputContainer.OfType()) { if (!m_PortInputContainer.OfType().Any(a => Equals(a.slot, port.slot))) { var portInputView = new PortInputView(port.slot) { style = { positionType = PositionType.Absolute } }; m_PortInputContainer.Add(portInputView); port.RegisterCallback(evt => UpdatePortInput((ShaderPort)evt.target)); } } } void UpdatePortInput(ShaderPort port) { var inputView = m_PortInputContainer.OfType().First(x => Equals(x.slot, port.slot)); var currentRect = new Rect(inputView.style.positionLeft, inputView.style.positionTop, inputView.style.width, inputView.style.height); var targetRect = new Rect(0.0f, 0.0f, port.layout.width, port.layout.height); targetRect = port.ChangeCoordinatesTo(inputView.shadow.parent, targetRect); var centerY = targetRect.center.y; var centerX = targetRect.xMax - currentRect.width; currentRect.center = new Vector2(centerX, centerY); inputView.style.positionTop = currentRect.yMin; var newHeight = inputView.parent.layout.height; foreach (var element in inputView.parent.Children()) newHeight = Mathf.Max(newHeight, element.style.positionTop + element.layout.height); if (Math.Abs(inputView.parent.style.height - newHeight) > 1e-3) inputView.parent.style.height = newHeight; } public void UpdatePortInputVisibilities() { foreach (var portInputView in m_PortInputContainer.OfType()) { var slot = portInputView.slot; var oldVisibility = portInputView.visible; portInputView.visible = expanded && !node.owner.GetEdges(node.GetSlotReference(slot.id)).Any(); if (portInputView.visible != oldVisibility) m_PortInputContainer.Dirty(ChangeType.Repaint); } } public void UpdatePortInputTypes() { foreach (var anchor in inputContainer.Concat(outputContainer).OfType()) { var slot = anchor.slot; anchor.portName = slot.displayName; anchor.visualClass = slot.concreteValueType.ToClassName(); } foreach (var portInputView in m_PortInputContainer.OfType()) portInputView.UpdateSlotType(); } void OnResize(Vector2 deltaSize) { var updatedWidth = topContainer.layout.width + deltaSize.x; var updatedHeight = m_PreviewImage.layout.height + deltaSize.y; var previewNode = node as PreviewNode; if (previewNode != null) { previewNode.SetDimensions(updatedWidth, updatedHeight); UpdateSize(); } } void UpdatePreviewTexture() { if (m_PreviewRenderData.texture == null || !node.previewExpanded) { m_PreviewImage.visible = false; m_PreviewImage.image = Texture2D.blackTexture; } else { m_PreviewImage.visible = true; m_PreviewImage.AddToClassList("visible"); m_PreviewImage.RemoveFromClassList("hidden"); if (m_PreviewImage.image != m_PreviewRenderData.texture) m_PreviewImage.image = m_PreviewRenderData.texture; else m_PreviewImage.Dirty(ChangeType.Repaint); } } void UpdateSize() { var previewNode = node as PreviewNode; if (previewNode == null) return; var width = previewNode.width; var height = previewNode.height; m_PreviewImage.style.height = height; m_PreviewImage.style.width = width; } public void Dispose() { foreach (var portInputView in m_PortInputContainer.OfType()) portInputView.Dispose(); node = null; if (m_PreviewRenderData != null) { m_PreviewRenderData.onPreviewChanged -= UpdatePreviewTexture; m_PreviewRenderData = null; } } } }