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161 行
5.8 KiB
161 行
5.8 KiB
using System;
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using System.Reflection;
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using RMGUI.GraphView;
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using UnityEditor.Graphing.Drawing;
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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 UnityEngine.Experimental.UIElements;
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using Edge = RMGUI.GraphView.Edge;
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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 MaterialGraphView : SerializableGraphView
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{
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public MaterialGraphView()
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{
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AddManipulator(new ContextualMenu(DoContextMenu));
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typeFactory[typeof(MaterialNodePresenter)] = typeof(MaterialNodeDrawer);
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typeFactory[typeof(GraphAnchorPresenter)] = typeof(NodeAnchor);
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typeFactory[typeof(EdgePresenter)] = typeof(Edge);
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AddStyleSheetPath("Styles/MaterialGraph");
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}
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public virtual bool CanAddToNodeMenu(Type type)
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{
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return true;
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}
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protected EventPropagation DoContextMenu(Event evt, Object customData)
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{
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var gm = new GenericMenu();
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foreach (Type type in Assembly.GetAssembly(typeof(AbstractMaterialNode)).GetTypes())
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{
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if (type.IsClass && !type.IsAbstract && (type.IsSubclassOf(typeof(AbstractMaterialNode))))
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{
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var attrs = type.GetCustomAttributes(typeof(TitleAttribute), false) as TitleAttribute[];
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if (attrs != null && attrs.Length > 0 && CanAddToNodeMenu(type))
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{
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gm.AddItem(new GUIContent(attrs[0].m_Title), false, AddNode, new AddNodeCreationObject(type, evt.mousePosition));
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}
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}
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}
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//gm.AddSeparator("");
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// gm.AddItem(new GUIContent("Convert To/SubGraph"), true, ConvertSelectionToSubGraph);
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gm.ShowAsContext();
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return EventPropagation.Stop;
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}
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private class AddNodeCreationObject : object
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{
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public Vector2 m_Pos;
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public readonly Type m_Type;
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public AddNodeCreationObject(Type t, Vector2 p)
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{
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m_Type = t;
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m_Pos = p;
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}
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};
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private void AddNode(object obj)
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{
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var posObj = obj as AddNodeCreationObject;
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if (posObj == null)
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return;
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INode node;
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try
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{
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node = Activator.CreateInstance(posObj.m_Type) as INode;
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}
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catch (Exception e)
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{
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Debug.LogWarningFormat("Could not construct instance of: {0} - {1}", posObj.m_Type, e);
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return;
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}
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if (node == null)
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return;
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var drawstate = node.drawState;
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Vector3 localPos = contentViewContainer.transform.inverse.MultiplyPoint3x4(posObj.m_Pos);
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drawstate.position = new Rect(localPos.x, localPos.y, 0, 0);
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node.drawState = drawstate;
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var graphDataSource = GetPresenter<AbstractGraphPresenter>();
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graphDataSource.AddNode(node);
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}
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/*
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public EventPropagation Export()
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{
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var path = EditorUtility.SaveFilePanelInProject("Export shader to file...", "shader.shader", "shader", "Enter file name");
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var ds = presenter as AbstractGraphPresenter;
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if (ds != null && !string.IsNullOrEmpty(path))
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{
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ExportShader(ds.graphAsset as MaterialGraphAsset, path);
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}
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else
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EditorUtility.DisplayDialog("Export Shader Error", "Cannot export shader", "Ok");
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return EventPropagation.Stop;
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}
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public static Shader ExportShader(MaterialGraphAsset graphAsset, string path)
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{
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if (graphAsset == null)
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return null;
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var materialGraph = graphAsset.graph as UnityEngine.MaterialGraph.MaterialGraph;
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if (materialGraph == null)
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return null;
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List<PropertyGenerator.TextureInfo> configuredTextures;
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var shaderString = materialGraph.masterNode.GetShader(GenerationMode.ForReals, out configuredTextures);
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File.WriteAllText(path, shaderString);
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AssetDatabase.Refresh(); // Investigate if this is optimal
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var shader = AssetDatabase.LoadAssetAtPath(path, typeof(Shader)) as Shader;
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if (shader == null)
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return null;
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var shaderImporter = AssetImporter.GetAtPath(path) as ShaderImporter;
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if (shaderImporter == null)
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return null;
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var textureNames = new List<string>();
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var textures = new List<Texture>();
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foreach (var textureInfo in configuredTextures.Where(x => x.modifiable == TexturePropertyChunk.ModifiableState.Modifiable))
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{
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var texture = EditorUtility.InstanceIDToObject(textureInfo.textureId) as Texture;
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if (texture == null)
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continue;
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textureNames.Add(textureInfo.name);
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textures.Add(texture);
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}
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shaderImporter.SetDefaultTextures(textureNames.ToArray(), textures.ToArray());
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textureNames.Clear();
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textures.Clear();
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foreach (var textureInfo in configuredTextures.Where(x => x.modifiable == TexturePropertyChunk.ModifiableState.NonModifiable))
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{
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var texture = EditorUtility.InstanceIDToObject(textureInfo.textureId) as Texture;
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if (texture == null)
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continue;
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textureNames.Add(textureInfo.name);
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textures.Add(texture);
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}
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shaderImporter.SetNonModifiableTextures(textureNames.ToArray(), textures.ToArray());
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shaderImporter.SaveAndReimport();
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return shaderImporter.GetShader();
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}*/
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}
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}
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