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349 行
14 KiB
349 行
14 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 System.Runtime.InteropServices;
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using System.Threading;
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using UnityEditor.Graphing.Util;
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using UnityEngine;
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using UnityEngine.Graphing;
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using UnityEngine.MaterialGraph;
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using Object = UnityEngine.Object;
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namespace UnityEditor.MaterialGraph.Drawing
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{
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public class PreviewSystem : IDisposable
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{
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AbstractMaterialGraph m_Graph;
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Dictionary<Guid, PreviewData> m_Previews = new Dictionary<Guid, PreviewData>();
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HashSet<Guid> m_DirtyPreviews = new HashSet<Guid>();
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HashSet<Guid> m_DirtyShaders = new HashSet<Guid>();
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HashSet<Guid> m_TimeDependentPreviews = new HashSet<Guid>();
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Material m_PreviewMaterial;
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MaterialPropertyBlock m_PreviewPropertyBlock;
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MaterialGraphPreviewGenerator m_PreviewGenerator = new MaterialGraphPreviewGenerator();
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Texture2D m_ErrorTexture;
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DateTime m_LastUpdate;
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public PreviewRate previewRate { get; set; }
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public PreviewSystem(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.HideInHierarchy;
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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.Apply();
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foreach (var node in m_Graph.GetNodes<INode>())
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AddPreview(node);
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m_Graph.onChange += OnGraphChange;
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}
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public PreviewData GetPreview(INode node)
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{
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return m_Previews[node.guid];
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}
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void OnGraphChange(GraphChange change)
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{
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change.Match(
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nodeAdded: c => AddPreview(c.node),
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nodeRemoved: c => RemovePreview(c.node),
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edgeAdded: c => m_DirtyShaders.Add(c.edge.inputSlot.nodeGuid),
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edgeRemoved: c => m_DirtyShaders.Add(c.edge.inputSlot.nodeGuid));
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}
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void AddPreview(INode node)
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{
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var previewData = new PreviewData
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{
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renderTexture = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }
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};
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m_Previews.Add(node.guid, previewData);
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m_DirtyShaders.Add(node.guid);
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node.onModified += OnNodeModified;
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if (node.RequiresTime())
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m_TimeDependentPreviews.Add(node.guid);
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}
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void RemovePreview(INode node)
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{
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node.onModified -= OnNodeModified;
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m_Previews.Remove(node.guid);
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m_TimeDependentPreviews.Remove(node.guid);
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m_DirtyPreviews.Remove(node.guid);
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m_DirtyShaders.Remove(node.guid);
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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.guid);
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else if (scope == ModificationScope.Node)
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m_DirtyPreviews.Add(node.guid);
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if (node.RequiresTime())
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m_TimeDependentPreviews.Add(node.guid);
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else
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m_TimeDependentPreviews.Remove(node.guid);
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}
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Stack<Guid> m_Wavefront = new Stack<Guid>();
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void PropagateNodeSet(HashSet<Guid> nodeGuidSet, bool forward = true, IEnumerable<Guid> initialWavefront = null)
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{
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m_Wavefront.Clear();
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foreach (var guid in initialWavefront ?? nodeGuidSet)
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m_Wavefront.Push(guid);
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while (m_Wavefront.Count > 0)
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{
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var nodeGuid = m_Wavefront.Pop();
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var node = m_Graph.GetNodeFromGuid(nodeGuid);
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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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foreach (var slot in forward ? node.GetOutputSlots<ISlot>() : node.GetInputSlots<ISlot>())
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{
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foreach (var edge in m_Graph.GetEdges(slot.slotReference))
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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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// 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 (nodeGuidSet.Contains(connectedNodeGuid))
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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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nodeGuidSet.Add(connectedNodeGuid);
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m_Wavefront.Push(connectedNodeGuid);
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}
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}
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}
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}
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HashSet<Guid> m_PropertyNodeGuids = new HashSet<Guid>();
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List<PreviewProperty> m_PreviewProperties = new List<PreviewProperty>();
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public void Update()
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{
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if (previewRate == PreviewRate.Off)
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return;
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var updateTime = DateTime.Now;
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if (previewRate == PreviewRate.Throttled && (updateTime - m_LastUpdate) < TimeSpan.FromSeconds(1.0 / 10.0))
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return;
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m_LastUpdate = updateTime;
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PropagateNodeSet(m_DirtyShaders);
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foreach (var nodeGuid in m_DirtyShaders)
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{
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UpdateShader(nodeGuid);
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}
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m_DirtyPreviews.UnionWith(m_DirtyShaders);
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m_DirtyShaders.Clear();
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m_DirtyPreviews.UnionWith(m_TimeDependentPreviews);
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PropagateNodeSet(m_DirtyPreviews);
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// Find nodes we need properties from
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m_PropertyNodeGuids.Clear();
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foreach (var nodeGuid in m_DirtyPreviews)
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m_PropertyNodeGuids.Add(nodeGuid);
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PropagateNodeSet(m_PropertyNodeGuids, false);
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// Fill MaterialPropertyBlock
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m_PreviewPropertyBlock.Clear();
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foreach (var nodeGuid in m_PropertyNodeGuids)
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{
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var node = m_Graph.GetNodeFromGuid<AbstractMaterialNode>(nodeGuid);
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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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{
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if (previewProperty.m_PropType == PropertyType.Texture && previewProperty.m_Texture != null)
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m_PreviewPropertyBlock.SetTexture(previewProperty.m_Name, previewProperty.m_Texture);
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else if (previewProperty.m_PropType == PropertyType.Cubemap && previewProperty.m_Cubemap != null)
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m_PreviewPropertyBlock.SetTexture(previewProperty.m_Name, previewProperty.m_Cubemap);
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else if (previewProperty.m_PropType == PropertyType.Color)
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m_PreviewPropertyBlock.SetColor(previewProperty.m_Name, previewProperty.m_Color);
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else if (previewProperty.m_PropType == PropertyType.Vector2)
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m_PreviewPropertyBlock.SetVector(previewProperty.m_Name, previewProperty.m_Vector4);
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else if (previewProperty.m_PropType == PropertyType.Vector3)
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m_PreviewPropertyBlock.SetVector(previewProperty.m_Name, previewProperty.m_Vector4);
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else if (previewProperty.m_PropType == PropertyType.Vector4)
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m_PreviewPropertyBlock.SetVector(previewProperty.m_Name, previewProperty.m_Vector4);
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else if (previewProperty.m_PropType == PropertyType.Float)
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m_PreviewPropertyBlock.SetFloat(previewProperty.m_Name, previewProperty.m_Float);
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}
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m_PreviewProperties.Clear();
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}
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var time = Time.realtimeSinceStartup;
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foreach (var nodeGuid in m_DirtyPreviews)
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{
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PreviewData previewData;
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if (!m_Previews.TryGetValue(nodeGuid, out previewData))
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continue;
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if (previewData.shader == null)
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{
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previewData.texture = null;
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continue;
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}
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if (MaterialGraphAsset.ShaderHasError(previewData.shader))
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{
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previewData.texture = m_ErrorTexture;
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continue;
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}
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var node = m_Graph.GetNodeFromGuid(nodeGuid);
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m_PreviewMaterial.shader = previewData.shader;
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m_PreviewGenerator.DoRenderPreview(previewData.renderTexture, m_PreviewMaterial, previewData.previewMode, node is IMasterNode, time, m_PreviewPropertyBlock);
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previewData.texture = previewData.renderTexture;
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}
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foreach (var nodeGuid in m_DirtyPreviews)
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{
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PreviewData previewData;
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if (!m_Previews.TryGetValue(nodeGuid, out previewData))
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continue;
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if (previewData.onPreviewChanged != null)
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previewData.onPreviewChanged();
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}
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m_DirtyPreviews.Clear();
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}
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void UpdateShader(Guid nodeGuid)
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{
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var node = m_Graph.GetNodeFromGuid<AbstractMaterialNode>(nodeGuid);
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if (node == null)
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return;
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PreviewData previewData;
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if (!m_Previews.TryGetValue(nodeGuid, out previewData))
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return;
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if (node is IMasterNode)
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{
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var materialGraph = (AbstractMaterialGraph) node.owner;
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List<PropertyCollector.TextureInfo> defaultTextures;
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PreviewMode pmode;
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previewData.shaderString = materialGraph.GetShader(node, GenerationMode.Preview, node.guid + "_preview", out defaultTextures, out pmode);
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previewData.previewMode = node.previewMode;
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}
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else if (!node.hasPreview || NodeUtils.FindEffectiveShaderStage(node, true) == ShaderStage.Vertex)
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{
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previewData.shaderString = null;
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}
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else
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{
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List<PropertyCollector.TextureInfo> defaultTextures;
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PreviewMode mode;
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previewData.shaderString = m_Graph.GetPreviewShader(node, out mode);
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previewData.previewMode = mode;
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}
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// Debug output
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Debug.Log("RecreateShader: " + node.GetVariableNameForNode() + Environment.NewLine + previewData.shaderString);
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File.WriteAllText(Application.dataPath + "/../GeneratedShader.shader", (previewData.shaderString ?? "null").Replace("UnityEngine.MaterialGraph", "Generated"));
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if (string.IsNullOrEmpty(previewData.shaderString))
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{
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if (previewData.shader != null)
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Object.DestroyImmediate(previewData.shader, true);
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previewData.shader = null;
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return;
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}
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if (previewData.shader != null && MaterialGraphAsset.ShaderHasError(previewData.shader))
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{
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Object.DestroyImmediate(previewData.shader, true);
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previewData.shader = null;
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}
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if (previewData.shader == null)
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{
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previewData.shader = ShaderUtil.CreateShaderAsset(previewData.shaderString);
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previewData.shader.hideFlags = HideFlags.HideAndDontSave;
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}
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else
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{
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ShaderUtil.UpdateShaderAsset(previewData.shader, previewData.shaderString);
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}
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if (MaterialGraphAsset.ShaderHasError(previewData.shader))
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Debug.LogWarningFormat("ShaderHasError: {0}\n{1}", node.GetVariableNameForNode(), previewData.shaderString);
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}
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void DestroyPreview(Guid nodeGuid, PreviewData previewData)
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{
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if (m_Previews.Remove(nodeGuid))
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{
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if (previewData.shader != null)
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Object.DestroyImmediate(previewData.shader, true);
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if (previewData.renderTexture != null)
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Object.DestroyImmediate(previewData.renderTexture, true);
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var node = m_Graph.GetNodeFromGuid(nodeGuid);
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if (node != null)
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node.onModified -= OnNodeModified;
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m_DirtyPreviews.Remove(nodeGuid);
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m_DirtyShaders.Remove(nodeGuid);
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m_TimeDependentPreviews.Remove(nodeGuid);
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previewData.shader = null;
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previewData.renderTexture = null;
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previewData.texture = null;
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previewData.onPreviewChanged = null;
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}
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}
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void ReleaseUnmanagedResources()
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{
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if (m_PreviewMaterial != null)
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Object.DestroyImmediate(m_PreviewMaterial, true);
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m_PreviewMaterial = null;
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if (m_PreviewGenerator != null)
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m_PreviewGenerator.Dispose();
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m_PreviewGenerator = null;
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var previews = m_Previews.ToList();
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foreach (var kvp in previews)
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DestroyPreview(kvp.Key, kvp.Value);
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}
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public void Dispose()
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{
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ReleaseUnmanagedResources();
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GC.SuppressFinalize(this);
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}
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~PreviewSystem()
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{
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ReleaseUnmanagedResources();
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}
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}
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public delegate void OnPreviewChanged();
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public class PreviewData
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{
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public Shader shader { get; set; }
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public string shaderString { get; set; }
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public PreviewMode previewMode { get; set; }
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public RenderTexture renderTexture { get; set; }
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public Texture texture { get; set; }
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public OnPreviewChanged onPreviewChanged;
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}
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}
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