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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;
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<MaterialSlot>());
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<MouseDownEvent>(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<PropertyCollector.TextureInfo> 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<MaterialSlot>().ToList();
var inputPorts = inputContainer.Children().OfType<ShaderPort>().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<PortInputView>().FirstOrDefault(v => Equals(v.slot, port.slot));
if (portInputView != null)
portInputView.RemoveFromHierarchy();
}
else
{
port.slot = newSlot;
slots.Remove(newSlot);
}
}
var outputPorts = outputContainer.Children().OfType<ShaderPort>().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<MaterialSlot>());
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<MaterialSlot> 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<ShaderPort>())
{
if (!m_PortInputContainer.OfType<PortInputView>().Any(a => Equals(a.slot, port.slot)))
{
var portInputView = new PortInputView(port.slot) { style = { positionType = PositionType.Absolute } };
m_PortInputContainer.Add(portInputView);
port.RegisterCallback<PostLayoutEvent>(evt => UpdatePortInput((ShaderPort)evt.target));
}
}
}
void UpdatePortInput(ShaderPort port)
{
var inputView = m_PortInputContainer.OfType<PortInputView>().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<PortInputView>())
{
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<ShaderPort>())
{
var slot = anchor.slot;
anchor.portName = slot.displayName;
anchor.visualClass = slot.concreteValueType.ToClassName();
}
foreach (var portInputView in m_PortInputContainer.OfType<PortInputView>())
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>())
portInputView.Dispose();
node = null;
if (m_PreviewRenderData != null)
{
m_PreviewRenderData.onPreviewChanged -= UpdatePreviewTexture;
m_PreviewRenderData = null;
}
}
}
}