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