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694 行
28 KiB
694 行
28 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEngine.Rendering;
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using Debug = UnityEngine.Debug;
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using Object = UnityEngine.Object;
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namespace UnityEditor.ShaderGraph.Drawing
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{
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public class PreviewManager : IDisposable
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{
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AbstractMaterialGraph m_Graph;
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List<PreviewRenderData> m_RenderDatas = new List<PreviewRenderData>();
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PreviewRenderData m_MasterRenderData;
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List<Identifier> m_Identifiers = new List<Identifier>();
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IndexSet m_DirtyPreviews = new IndexSet();
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IndexSet m_DirtyShaders = new IndexSet();
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IndexSet m_TimeDependentPreviews = new IndexSet();
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Material m_PreviewMaterial;
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MaterialPropertyBlock m_PreviewPropertyBlock;
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PreviewSceneResources m_SceneResources;
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Texture2D m_ErrorTexture;
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Shader m_UberShader;
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string m_OutputIdName;
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Vector2? m_NewMasterPreviewSize;
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public PreviewRenderData masterRenderData
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{
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get { return m_MasterRenderData; }
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}
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public PreviewManager(AbstractMaterialGraph graph)
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{
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m_Graph = graph;
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m_PreviewMaterial = new Material(Shader.Find("Unlit/Color")) { hideFlags = HideFlags.HideInHierarchy };
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m_PreviewMaterial.hideFlags = HideFlags.HideAndDontSave;
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m_PreviewPropertyBlock = new MaterialPropertyBlock();
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m_ErrorTexture = new Texture2D(2, 2);
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m_ErrorTexture.SetPixel(0, 0, Color.magenta);
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m_ErrorTexture.SetPixel(0, 1, Color.black);
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m_ErrorTexture.SetPixel(1, 0, Color.black);
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m_ErrorTexture.SetPixel(1, 1, Color.magenta);
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m_ErrorTexture.filterMode = FilterMode.Point;
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m_ErrorTexture.Apply();
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m_SceneResources = new PreviewSceneResources();
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m_UberShader = ShaderUtil.CreateShaderAsset(k_EmptyShader);
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m_UberShader.hideFlags = HideFlags.HideAndDontSave;
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m_MasterRenderData = new PreviewRenderData
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{
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renderTexture = new RenderTexture(400, 400, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }
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};
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m_MasterRenderData.renderTexture.Create();
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foreach (var node in m_Graph.GetNodes<INode>())
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AddPreview(node);
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}
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public void ResizeMasterPreview(Vector2 newSize)
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{
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m_NewMasterPreviewSize = newSize;
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if (masterRenderData.shaderData != null)
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m_DirtyPreviews.Add(masterRenderData.shaderData.node.tempId.index);
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}
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public PreviewRenderData GetPreview(AbstractMaterialNode node)
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{
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return m_RenderDatas[node.tempId.index];
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}
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void AddPreview(INode node)
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{
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var shaderData = new PreviewShaderData
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{
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node = node
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};
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var renderData = new PreviewRenderData
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{
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shaderData = shaderData,
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renderTexture = new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }
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};
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renderData.renderTexture.Create();
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Set(m_Identifiers, node.tempId, node.tempId);
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Set(m_RenderDatas, node.tempId, renderData);
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m_DirtyShaders.Add(node.tempId.index);
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node.RegisterCallback(OnNodeModified);
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if (node.RequiresTime())
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m_TimeDependentPreviews.Add(node.tempId.index);
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var masterNode = node as IMasterNode;
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if (masterRenderData.shaderData == null && masterNode != null)
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masterRenderData.shaderData = shaderData;
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var subGraphOutputNode = node as SubGraphOutputNode;
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if (masterRenderData.shaderData == null && subGraphOutputNode != null)
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masterRenderData.shaderData = shaderData;
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}
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void OnNodeModified(INode node, ModificationScope scope)
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{
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if (scope >= ModificationScope.Graph)
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m_DirtyShaders.Add(node.tempId.index);
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else if (scope == ModificationScope.Node)
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m_DirtyPreviews.Add(node.tempId.index);
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if (node.RequiresTime())
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m_TimeDependentPreviews.Add(node.tempId.index);
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else
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m_TimeDependentPreviews.Remove(node.tempId.index);
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}
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Stack<Identifier> m_Wavefront = new Stack<Identifier>();
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List<IEdge> m_Edges = new List<IEdge>();
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List<MaterialSlot> m_Slots = new List<MaterialSlot>();
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void PropagateNodeSet(IndexSet nodeSet, bool forward = true, IEnumerable<Identifier> initialWavefront = null)
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{
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m_Wavefront.Clear();
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if (initialWavefront != null)
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{
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foreach (var id in initialWavefront)
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m_Wavefront.Push(id);
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}
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else
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{
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foreach (var index in nodeSet)
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m_Wavefront.Push(m_Identifiers[index]);
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}
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while (m_Wavefront.Count > 0)
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{
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var index = m_Wavefront.Pop();
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var node = m_Graph.GetNodeFromTempId(index);
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if (node == null)
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continue;
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// Loop through all nodes that the node feeds into.
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m_Slots.Clear();
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if (forward)
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node.GetOutputSlots(m_Slots);
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else
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node.GetInputSlots(m_Slots);
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foreach (var slot in m_Slots)
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{
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m_Edges.Clear();
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m_Graph.GetEdges(slot.slotReference, m_Edges);
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foreach (var edge in m_Edges)
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{
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// We look at each node we feed into.
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var connectedSlot = forward ? edge.inputSlot : edge.outputSlot;
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var connectedNodeGuid = connectedSlot.nodeGuid;
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var connectedNode = m_Graph.GetNodeFromGuid(connectedNodeGuid);
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// If the input node is already in the set of time-dependent nodes, we don't need to process it.
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if (nodeSet.Contains(connectedNode.tempId.index))
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continue;
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// Add the node to the set of time-dependent nodes, and to the wavefront such that we can process the nodes that it feeds into.
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nodeSet.Add(connectedNode.tempId.index);
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m_Wavefront.Push(connectedNode.tempId);
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}
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}
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}
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}
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public void HandleGraphChanges()
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{
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foreach (var node in m_Graph.removedNodes)
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DestroyPreview(node.tempId);
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foreach (var node in m_Graph.addedNodes)
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AddPreview(node);
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foreach (var edge in m_Graph.removedEdges)
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{
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var node = m_Graph.GetNodeFromGuid(edge.inputSlot.nodeGuid);
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if (node != null)
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m_DirtyShaders.Add(node.tempId.index);
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}
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foreach (var edge in m_Graph.addedEdges)
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{
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var node = m_Graph.GetNodeFromGuid(edge.inputSlot.nodeGuid);
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if (node != null)
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m_DirtyShaders.Add(node.tempId.index);
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}
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}
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List<PreviewProperty> m_PreviewProperties = new List<PreviewProperty>();
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List<PreviewRenderData> m_RenderList2D = new List<PreviewRenderData>();
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List<PreviewRenderData> m_RenderList3D = new List<PreviewRenderData>();
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IndexSet m_PropertyNodes = new IndexSet();
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public void RenderPreviews()
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{
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UpdateShaders();
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// Union time dependent previews into dirty previews
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m_DirtyPreviews.UnionWith(m_TimeDependentPreviews);
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PropagateNodeSet(m_DirtyPreviews);
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m_NodesWith3DPreview.Clear();
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foreach (var node in m_Graph.GetNodes<AbstractMaterialNode>())
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{
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if (node.previewMode == PreviewMode.Preview3D)
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m_NodesWith3DPreview.Add(node.tempId.index);
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}
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PropagateNodeSet(m_NodesWith3DPreview);
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foreach (var index in m_DirtyPreviews)
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{
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var renderData = m_RenderDatas[index];
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renderData.previewMode = m_NodesWith3DPreview.Contains(renderData.shaderData.node.tempId.index) ? PreviewMode.Preview3D : PreviewMode.Preview2D;
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}
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// Find nodes we need properties from
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m_PropertyNodes.Clear();
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m_PropertyNodes.UnionWith(m_DirtyPreviews);
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PropagateNodeSet(m_PropertyNodes, false);
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// Fill MaterialPropertyBlock
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m_PreviewPropertyBlock.Clear();
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m_PreviewPropertyBlock.SetFloat(m_OutputIdName, -1);
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foreach (var index in m_PropertyNodes)
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{
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var node = m_Graph.GetNodeFromTempId(m_Identifiers[index]) as AbstractMaterialNode;
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if (node == null)
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continue;
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node.CollectPreviewMaterialProperties(m_PreviewProperties);
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foreach (var prop in m_Graph.properties)
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m_PreviewProperties.Add(prop.GetPreviewMaterialProperty());
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foreach (var previewProperty in m_PreviewProperties)
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m_PreviewPropertyBlock.SetPreviewProperty(previewProperty);
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m_PreviewProperties.Clear();
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}
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foreach (var i in m_DirtyPreviews)
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{
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var renderData = m_RenderDatas[i];
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if (renderData.shaderData.shader == null)
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{
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renderData.texture = null;
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continue;
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}
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if (renderData.shaderData.hasError)
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{
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renderData.texture = m_ErrorTexture;
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continue;
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}
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if (renderData.previewMode == PreviewMode.Preview2D)
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m_RenderList2D.Add(renderData);
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else
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m_RenderList3D.Add(renderData);
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}
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m_RenderList3D.Sort((data1, data2) => data1.shaderData.shader.GetInstanceID().CompareTo(data2.shaderData.shader.GetInstanceID()));
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m_RenderList2D.Sort((data1, data2) => data1.shaderData.shader.GetInstanceID().CompareTo(data2.shaderData.shader.GetInstanceID()));
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var time = Time.realtimeSinceStartup;
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EditorUtility.SetCameraAnimateMaterialsTime(m_SceneResources.camera, time);
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m_SceneResources.light0.enabled = true;
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m_SceneResources.light0.intensity = 1.0f;
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m_SceneResources.light0.transform.rotation = Quaternion.Euler(50f, 50f, 0);
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m_SceneResources.light1.enabled = true;
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m_SceneResources.light1.intensity = 1.0f;
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m_SceneResources.camera.clearFlags = CameraClearFlags.Depth;
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// Render 2D previews
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m_SceneResources.camera.transform.position = -Vector3.forward * 2;
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m_SceneResources.camera.transform.rotation = Quaternion.identity;
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m_SceneResources.camera.orthographicSize = 0.5f;
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m_SceneResources.camera.orthographic = true;
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foreach (var renderData in m_RenderList2D)
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RenderPreview(renderData, m_SceneResources.quad, Matrix4x4.identity);
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// Render 3D previews
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m_SceneResources.camera.transform.position = -Vector3.forward * 5;
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m_SceneResources.camera.transform.rotation = Quaternion.identity;
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m_SceneResources.camera.orthographic = false;
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foreach (var renderData in m_RenderList3D)
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RenderPreview(renderData, m_SceneResources.sphere, Matrix4x4.identity);
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var renderMasterPreview = masterRenderData.shaderData != null && m_DirtyPreviews.Contains(masterRenderData.shaderData.node.tempId.index);
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if (renderMasterPreview)
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{
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if (m_NewMasterPreviewSize.HasValue)
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{
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if (masterRenderData.renderTexture != null)
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Object.DestroyImmediate(masterRenderData.renderTexture, true);
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masterRenderData.renderTexture = new RenderTexture((int)m_NewMasterPreviewSize.Value.x, (int)m_NewMasterPreviewSize.Value.y, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave };
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masterRenderData.renderTexture.Create();
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masterRenderData.texture = masterRenderData.renderTexture;
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m_NewMasterPreviewSize = null;
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}
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var mesh = m_Graph.previewData.serializedMesh.mesh ? m_Graph.previewData.serializedMesh.mesh : m_SceneResources.sphere;
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var previewTransform = Matrix4x4.Rotate(m_Graph.previewData.rotation);
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var scale = m_Graph.previewData.scale;
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previewTransform *= Matrix4x4.Scale(scale * Vector3.one * (Vector3.one).magnitude / mesh.bounds.size.magnitude);
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previewTransform *= Matrix4x4.Translate(-mesh.bounds.center);
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RenderPreview(masterRenderData, mesh, previewTransform);
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}
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m_SceneResources.light0.enabled = false;
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m_SceneResources.light1.enabled = false;
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foreach (var renderData in m_RenderList2D)
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renderData.NotifyPreviewChanged();
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foreach (var renderData in m_RenderList3D)
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renderData.NotifyPreviewChanged();
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if (renderMasterPreview)
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masterRenderData.NotifyPreviewChanged();
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m_RenderList2D.Clear();
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m_RenderList3D.Clear();
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m_DirtyPreviews.Clear();
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}
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IndexSet m_NodesWith3DPreview = new IndexSet();
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void UpdateShaders()
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{
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if (m_DirtyShaders.Any())
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{
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PropagateNodeSet(m_DirtyShaders);
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var masterNodes = new List<INode>();
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var uberNodes = new List<INode>();
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foreach (var index in m_DirtyShaders)
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{
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var node = m_Graph.GetNodeFromTempId(m_Identifiers[index]);
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if (node == null)
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continue;
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var masterNode = node as IMasterNode;
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if (masterNode != null)
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masterNodes.Add(node);
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else
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uberNodes.Add(node);
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}
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var count = Math.Min(uberNodes.Count, 1) + masterNodes.Count;
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try
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{
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var i = 0;
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EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f);
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foreach (var node in masterNodes)
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{
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UpdateShader(node.tempId);
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i++;
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EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f);
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}
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if (uberNodes.Count > 0)
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{
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var results = m_Graph.GetUberPreviewShader();
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m_OutputIdName = results.outputIdProperty.referenceName;
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ShaderUtil.UpdateShaderAsset(m_UberShader, results.shader);
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var debugOutputPath = DefaultShaderIncludes.GetDebugOutputPath();
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if (debugOutputPath != null)
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File.WriteAllText(debugOutputPath + "/UberShader.shader", (results.shader ?? "null").Replace("UnityEngine.MaterialGraph", "Generated"));
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bool uberShaderHasError = false;
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if (MaterialGraphAsset.ShaderHasError(m_UberShader))
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{
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var errors = MaterialGraphAsset.GetShaderErrors(m_UberShader);
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var message = new ShaderStringBuilder();
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message.AppendLine(@"Preview shader for graph has {0} error{1}:", errors.Length, errors.Length != 1 ? "s" : "");
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foreach (var error in errors)
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{
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INode node;
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try
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{
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node = results.sourceMap.FindNode(error.line);
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message.AppendLine("Shader compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, node != null ? string.Format("node {0} ({1})", node.name, node.guid) : "graph");
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message.AppendLine(error.messageDetails);
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message.AppendNewLine();
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}
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catch
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{
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message.AppendLine("Shader compilation error in {3} at line {1} (on {2}):\n{0}", error.message, error.line, error.platform, "graph");
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}
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}
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Debug.LogWarning(message.ToString());
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ShaderUtil.ClearShaderErrors(m_UberShader);
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ShaderUtil.UpdateShaderAsset(m_UberShader, k_EmptyShader);
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uberShaderHasError = true;
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}
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foreach (var node in uberNodes)
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{
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var renderData = GetRenderData(node.tempId);
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if (renderData == null)
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continue;
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var shaderData = renderData.shaderData;
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shaderData.shader = m_UberShader;
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shaderData.hasError = uberShaderHasError;
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}
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i++;
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EditorUtility.DisplayProgressBar("Shader Graph", string.Format("Compiling preview shaders ({0}/{1})", i, count), 0f);
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}
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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}
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// Union dirty shaders into dirty previews
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m_DirtyPreviews.UnionWith(m_DirtyShaders);
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m_DirtyShaders.Clear();
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}
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}
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void RenderPreview(PreviewRenderData renderData, Mesh mesh, Matrix4x4 transform)
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{
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m_PreviewPropertyBlock.SetFloat(m_OutputIdName, renderData.shaderData.node.tempId.index);
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if (m_PreviewMaterial.shader != renderData.shaderData.shader)
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m_PreviewMaterial.shader = renderData.shaderData.shader;
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var previousRenderTexure = RenderTexture.active;
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//Temp workaround for alpha previews...
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var temp = RenderTexture.GetTemporary(renderData.renderTexture.descriptor);
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RenderTexture.active = temp;
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GL.Clear(true, true, Color.black);
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Graphics.Blit(Texture2D.whiteTexture, temp, m_SceneResources.checkerboardMaterial);
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m_SceneResources.camera.targetTexture = temp;
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Graphics.DrawMesh(mesh, transform, m_PreviewMaterial, 1, m_SceneResources.camera, 0, m_PreviewPropertyBlock, ShadowCastingMode.Off, false, null, false);
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var previousUseSRP = Unsupported.useScriptableRenderPipeline;
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Unsupported.useScriptableRenderPipeline = renderData.shaderData.node is IMasterNode;
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m_SceneResources.camera.Render();
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Unsupported.useScriptableRenderPipeline = previousUseSRP;
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Graphics.Blit(temp, renderData.renderTexture, m_SceneResources.blitNoAlphaMaterial);
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RenderTexture.ReleaseTemporary(temp);
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RenderTexture.active = previousRenderTexure;
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renderData.texture = renderData.renderTexture;
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}
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void UpdateShader(Identifier nodeId)
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{
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var node = m_Graph.GetNodeFromTempId(nodeId) as AbstractMaterialNode;
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if (node == null)
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return;
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var renderData = Get(m_RenderDatas, nodeId);
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if (renderData == null || renderData.shaderData == null)
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return;
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var shaderData = renderData.shaderData;
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if (!(node is IMasterNode) && (!node.hasPreview || NodeUtils.FindEffectiveShaderStage(node, true) == ShaderStage.Vertex))
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{
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shaderData.shaderString = null;
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}
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else
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{
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var masterNode = node as IMasterNode;
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if (masterNode != null)
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{
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List<PropertyCollector.TextureInfo> configuredTextures;
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shaderData.shaderString = masterNode.GetShader(GenerationMode.Preview, node.name, out configuredTextures);
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}
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else
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shaderData.shaderString = m_Graph.GetPreviewShader(node).shader;
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}
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var debugOutputPath = DefaultShaderIncludes.GetDebugOutputPath();
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if (debugOutputPath != null)
|
|
File.WriteAllText(debugOutputPath + "/GeneratedShader.shader", (shaderData.shaderString ?? "null").Replace("UnityEngine.MaterialGraph", "Generated"));
|
|
|
|
if (string.IsNullOrEmpty(shaderData.shaderString))
|
|
{
|
|
if (shaderData.shader != null)
|
|
{
|
|
ShaderUtil.ClearShaderErrors(shaderData.shader);
|
|
Object.DestroyImmediate(shaderData.shader, true);
|
|
shaderData.shader = null;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (shaderData.shader == null)
|
|
{
|
|
shaderData.shader = ShaderUtil.CreateShaderAsset(shaderData.shaderString);
|
|
shaderData.shader.hideFlags = HideFlags.HideAndDontSave;
|
|
}
|
|
else
|
|
{
|
|
ShaderUtil.ClearShaderErrors(shaderData.shader);
|
|
ShaderUtil.UpdateShaderAsset(shaderData.shader, shaderData.shaderString);
|
|
}
|
|
|
|
// Debug output
|
|
if (MaterialGraphAsset.ShaderHasError(shaderData.shader))
|
|
{
|
|
shaderData.hasError = true;
|
|
if (debugOutputPath != null)
|
|
{
|
|
var message = "RecreateShader: " + node.GetVariableNameForNode() + Environment.NewLine + shaderData.shaderString;
|
|
Debug.LogWarning(message);
|
|
}
|
|
ShaderUtil.ClearShaderErrors(shaderData.shader);
|
|
Object.DestroyImmediate(shaderData.shader, true);
|
|
shaderData.shader = null;
|
|
}
|
|
else
|
|
{
|
|
shaderData.hasError = false;
|
|
}
|
|
}
|
|
|
|
void DestroyRenderData(PreviewRenderData renderData)
|
|
{
|
|
if (renderData.shaderData != null
|
|
&& renderData.shaderData.shader != null
|
|
&& renderData.shaderData.shader != m_UberShader)
|
|
Object.DestroyImmediate(renderData.shaderData.shader, true);
|
|
if (renderData.renderTexture != null)
|
|
Object.DestroyImmediate(renderData.renderTexture, true);
|
|
|
|
if (renderData.shaderData != null && renderData.shaderData.node != null)
|
|
renderData.shaderData.node.UnregisterCallback(OnNodeModified);
|
|
}
|
|
|
|
void DestroyPreview(Identifier nodeId)
|
|
{
|
|
var renderData = Get(m_RenderDatas, nodeId);
|
|
if (renderData != null)
|
|
{
|
|
// Check if we're destroying the shader data used by the master preview
|
|
if (masterRenderData != null && masterRenderData.shaderData != null && masterRenderData.shaderData == renderData.shaderData)
|
|
masterRenderData.shaderData = m_RenderDatas.Where(x => x != null && x.shaderData.node is IMasterNode && x != renderData).Select(x => x.shaderData).FirstOrDefault();
|
|
|
|
DestroyRenderData(renderData);
|
|
|
|
m_TimeDependentPreviews.Remove(nodeId.index);
|
|
m_DirtyPreviews.Remove(nodeId.index);
|
|
m_DirtyPreviews.Remove(nodeId.index);
|
|
Set(m_RenderDatas, nodeId, null);
|
|
Set(m_Identifiers, nodeId, default(Identifier));
|
|
}
|
|
}
|
|
|
|
void ReleaseUnmanagedResources()
|
|
{
|
|
if (m_UberShader != null)
|
|
{
|
|
Object.DestroyImmediate(m_UberShader, true);
|
|
m_UberShader = null;
|
|
}
|
|
if (m_ErrorTexture != null)
|
|
{
|
|
Object.DestroyImmediate(m_ErrorTexture);
|
|
m_ErrorTexture = null;
|
|
}
|
|
if (m_PreviewMaterial != null)
|
|
{
|
|
Object.DestroyImmediate(m_PreviewMaterial, true);
|
|
m_PreviewMaterial = null;
|
|
}
|
|
if (m_SceneResources != null)
|
|
{
|
|
m_SceneResources.Dispose();
|
|
m_SceneResources = null;
|
|
}
|
|
if (m_MasterRenderData != null)
|
|
DestroyRenderData(m_MasterRenderData);
|
|
foreach (var renderData in m_RenderDatas.ToList().Where(x => x != null))
|
|
DestroyRenderData(renderData);
|
|
m_RenderDatas.Clear();
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
ReleaseUnmanagedResources();
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
~PreviewManager()
|
|
{
|
|
throw new Exception("PreviewManager was not disposed of properly.");
|
|
}
|
|
|
|
const string k_EmptyShader = @"
|
|
Shader ""hidden/preview""
|
|
{
|
|
SubShader
|
|
{
|
|
Tags { ""RenderType""=""Opaque"" }
|
|
LOD 100
|
|
|
|
Pass
|
|
{
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include ""UnityCG.cginc""
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
};
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
return 0;
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
}";
|
|
|
|
T Get<T>(List<T> list, Identifier id)
|
|
{
|
|
var existingId = Get(m_Identifiers, id.index);
|
|
if (existingId.valid && existingId.version != id.version)
|
|
throw new Exception("Identifier version mismatch");
|
|
return Get(list, id.index);
|
|
}
|
|
|
|
static T Get<T>(List<T> list, int index)
|
|
{
|
|
return index < list.Count ? list[index] : default(T);
|
|
}
|
|
|
|
void Set<T>(List<T> list, Identifier id, T value)
|
|
{
|
|
var existingId = Get(m_Identifiers, id.index);
|
|
if (existingId.valid && existingId.version != id.version)
|
|
throw new Exception("Identifier version mismatch");
|
|
Set(list, id.index, value);
|
|
}
|
|
|
|
static void Set<T>(List<T> list, int index, T value)
|
|
{
|
|
// Make sure the list is large enough for the index
|
|
for (var i = list.Count; i <= index; i++)
|
|
list.Add(default(T));
|
|
list[index] = value;
|
|
}
|
|
|
|
PreviewRenderData GetRenderData(Identifier id)
|
|
{
|
|
var value = Get(m_RenderDatas, id);
|
|
if (value != null && value.shaderData.node.tempId.version != id.version)
|
|
throw new Exception("Trying to access render data of a previous version of a node");
|
|
return value;
|
|
}
|
|
}
|
|
|
|
public delegate void OnPreviewChanged();
|
|
|
|
public class PreviewShaderData
|
|
{
|
|
public INode node { get; set; }
|
|
public Shader shader { get; set; }
|
|
public string shaderString { get; set; }
|
|
public bool hasError { get; set; }
|
|
}
|
|
|
|
public class PreviewRenderData
|
|
{
|
|
public PreviewShaderData shaderData { get; set; }
|
|
public RenderTexture renderTexture { get; set; }
|
|
public Texture texture { get; set; }
|
|
public PreviewMode previewMode { get; set; }
|
|
public OnPreviewChanged onPreviewChanged;
|
|
|
|
public void NotifyPreviewChanged()
|
|
{
|
|
if (onPreviewChanged != null)
|
|
onPreviewChanged();
|
|
}
|
|
}
|
|
}
|