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700 行
25 KiB
700 行
25 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.Text;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.Graphing.Util;
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using UnityEngine.Assertions;
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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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delegate void OnPrimaryMasterChanged();
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class PreviewManager : IDisposable
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{
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GraphData m_Graph;
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MessageManager m_Messenger;
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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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HashSet<AbstractMaterialNode> m_NodesToUpdate = new HashSet<AbstractMaterialNode>();
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HashSet<AbstractMaterialNode> m_NodesToDraw = new HashSet<AbstractMaterialNode>();
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HashSet<AbstractMaterialNode> m_TimedNodes = new HashSet<AbstractMaterialNode>();
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bool m_RefreshTimedNodes;
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PreviewSceneResources m_SceneResources;
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Texture2D m_ErrorTexture;
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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(GraphData graph, MessageManager messenger)
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{
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m_Graph = graph;
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m_Messenger = messenger;
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m_ErrorTexture = GenerateFourSquare(Color.magenta, Color.black);
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m_SceneResources = new PreviewSceneResources();
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foreach (var node in m_Graph.GetNodes<AbstractMaterialNode>())
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AddPreview(node);
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}
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public OnPrimaryMasterChanged onPrimaryMasterChanged;
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static Texture2D GenerateFourSquare(Color c1, Color c2)
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{
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var tex = new Texture2D(2, 2);
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tex.SetPixel(0, 0, c1);
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tex.SetPixel(0, 1, c2);
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tex.SetPixel(1, 0, c2);
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tex.SetPixel(1, 1, c1);
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tex.filterMode = FilterMode.Point;
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tex.Apply();
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return tex;
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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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}
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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(AbstractMaterialNode node)
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{
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var renderData = new PreviewRenderData
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{
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renderTexture =
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new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default)
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{
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hideFlags = HideFlags.HideAndDontSave
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}
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};
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if (masterRenderData == null && (node is IMasterNode || node is SubGraphOutputNode))
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{
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m_MasterRenderData = renderData;
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renderData.renderTexture.width = renderData.renderTexture.height = 400;
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}
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renderData.renderTexture.Create();
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var shaderData = new PreviewShaderData
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{
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node = node,
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isCompiling = false,
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hasError = false,
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shader = ShaderUtil.CreateShaderAsset(k_EmptyShader, false)
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};
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shaderData.shader.hideFlags = HideFlags.HideAndDontSave;
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shaderData.mat = new Material(shaderData.shader) {hideFlags = HideFlags.HideAndDontSave};
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renderData.shaderData = shaderData;
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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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node.RegisterCallback(OnNodeModified);
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if (node.RequiresTime())
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{
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m_RefreshTimedNodes = true;
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}
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if (m_MasterRenderData == renderData && onPrimaryMasterChanged != null)
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{
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onPrimaryMasterChanged();
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}
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m_NodesToUpdate.Add(node);
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}
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void OnNodeModified(AbstractMaterialNode node, ModificationScope scope)
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{
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if (scope == ModificationScope.Topological ||
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scope == ModificationScope.Graph)
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{
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m_NodesToUpdate.Add(node);
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m_RefreshTimedNodes = true;
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}
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else if (scope == ModificationScope.Node)
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{
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m_NodesToDraw.Add(node);
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}
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}
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Stack<AbstractMaterialNode> m_NodeWave = new Stack<AbstractMaterialNode>();
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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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List<AbstractMaterialNode> m_NextLevelNodes = new List<AbstractMaterialNode>();
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enum PropagationDirection
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{
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Upstream,
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Downstream
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}
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void PropagateNodeList<T>(T nodes, PropagationDirection dir) where T : ICollection<AbstractMaterialNode>
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{
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m_NodeWave.Clear();
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foreach (var node in nodes)
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m_NodeWave.Push(node);
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while (m_NodeWave.Count > 0)
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{
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var node = m_NodeWave.Pop();
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if (node == null)
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continue;
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m_NextLevelNodes.Clear();
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GetConnectedNodes(node, dir, m_NextLevelNodes);
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foreach (var nextNode in m_NextLevelNodes)
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{
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nodes.Add(nextNode);
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m_NodeWave.Push(nextNode);
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}
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}
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}
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void GetConnectedNodes<T>(AbstractMaterialNode node, PropagationDirection dir, T connections) where T : ICollection<AbstractMaterialNode>
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{
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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 (dir == PropagationDirection.Downstream)
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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 = (dir == PropagationDirection.Downstream) ? 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, we don't need to process it.
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if (connections.Contains(connectedNode))
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continue;
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// Add the node to the set, and to the wavefront such that we can process the nodes that it feeds into.
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connections.Add(connectedNode);
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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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{
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DestroyPreview(node.tempId);
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m_NodesToUpdate.Remove(node);
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m_NodesToDraw.Remove(node);
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m_RefreshTimedNodes = true;
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}
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m_Messenger.ClearNodesFromProvider(this, m_Graph.removedNodes);
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foreach (var node in m_Graph.addedNodes)
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{
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AddPreview(node);
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m_RefreshTimedNodes = true;
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}
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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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{
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m_NodesToUpdate.Add(node);
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m_RefreshTimedNodes = true;
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}
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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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{
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m_NodesToUpdate.Add(node);
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m_RefreshTimedNodes = true;
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}
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}
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}
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List<PreviewProperty> m_PreviewProperties = new List<PreviewProperty>();
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List<AbstractMaterialNode> m_PropertyNodes = new List<AbstractMaterialNode>();
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void CollectShaderProperties(AbstractMaterialNode node, PreviewRenderData renderData)
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{
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m_PreviewProperties.Clear();
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m_PropertyNodes.Clear();
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m_PropertyNodes.Add(node);
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PropagateNodeList(m_PropertyNodes, PropagationDirection.Upstream);
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foreach (var propNode in m_PropertyNodes)
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{
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propNode.CollectPreviewMaterialProperties(m_PreviewProperties);
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}
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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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renderData.shaderData.mat.SetPreviewProperty(previewProperty);
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}
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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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public void RenderPreviews()
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{
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UpdateShaders();
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UpdateTimedNodeList();
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PropagateNodeList(m_NodesToDraw, PropagationDirection.Downstream);
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foreach (var node in m_TimedNodes.Union(m_NodesToDraw))
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{
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if(node == null || !node.hasPreview || !node.previewExpanded)
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continue;
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var renderData = GetRenderData(node.tempId);
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renderData.previewMode = PreviewMode.Preview3D;
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if (node.previewMode == PreviewMode.Preview2D)
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{
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renderData.previewMode = PreviewMode.Preview2D;
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}
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CollectShaderProperties(node, renderData);
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if (renderData.shaderData.shader == null)
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{
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renderData.texture = null;
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renderData.NotifyPreviewChanged();
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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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renderData.NotifyPreviewChanged();
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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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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.Color;
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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 != null;
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if (renderMasterPreview)
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{
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CollectShaderProperties(masterRenderData.shaderData.node, masterRenderData);
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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_NodesToDraw.Clear();
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}
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public void ForceShaderUpdate()
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{
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foreach (var data in m_RenderDatas)
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{
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if (data != null)
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{
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m_NodesToUpdate.Add(data.shaderData.node);
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}
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}
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}
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void UpdateShaders()
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{
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// Check for shaders that finished compiling and set them to redraw
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foreach (var renderData in m_RenderDatas)
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{
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if (renderData != null && renderData.shaderData.isCompiling &&
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ShaderUtil.IsPassCompiled(renderData.shaderData.mat, 0))
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{
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renderData.shaderData.isCompiling = false;
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CheckForErrors(renderData.shaderData);
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m_NodesToDraw.Add(renderData.shaderData.node);
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}
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}
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if (m_NodesToUpdate.Count == 0)
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return;
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PropagateNodeList(m_NodesToUpdate, PropagationDirection.Downstream);
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// Reset error states for the UI, the shader, and all render data for nodes we're updating
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m_Messenger.ClearNodesFromProvider(this, m_NodesToUpdate);
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var wasAsyncAllowed = ShaderUtil.allowAsyncCompilation;
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ShaderUtil.allowAsyncCompilation = true;
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foreach (var node in m_NodesToUpdate)
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{
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if (node is IMasterNode)
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{
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UpdateMasterNodeShader();
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continue;
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}
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if (!node.hasPreview && !(node is SubGraphOutputNode))
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continue;
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var results = m_Graph.GetPreviewShader(node);
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var renderData = GetRenderData(node.tempId);
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ShaderUtil.ClearCachedData(renderData.shaderData.shader);
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// Always explicitly use pass 0 for preview shaders
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BeginCompile(renderData, results.shader, 0);
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}
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ShaderUtil.allowAsyncCompilation = wasAsyncAllowed;
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m_NodesToUpdate.Clear();
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}
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void BeginCompile(PreviewRenderData renderData, string shaderStr, int shaderPass)
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{
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var shaderData = renderData.shaderData;
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ShaderUtil.UpdateShaderAsset(shaderData.shader, shaderStr, false);
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ShaderUtil.CompilePass(shaderData.mat, shaderPass);
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shaderData.isCompiling = true;
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renderData.NotifyPreviewChanged();
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}
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void UpdateTimedNodeList()
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{
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if (!m_RefreshTimedNodes)
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return;
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m_TimedNodes.Clear();
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foreach (var timeNode in m_Graph.GetNodes<AbstractMaterialNode>().Where(node => node.RequiresTime()))
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{
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m_TimedNodes.Add(timeNode);
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}
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PropagateNodeList(m_TimedNodes, PropagationDirection.Downstream);
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m_RefreshTimedNodes = false;
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}
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void RenderPreview(PreviewRenderData renderData, Mesh mesh, Matrix4x4 transform)
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{
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var node = renderData.shaderData.node;
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Assert.IsTrue((node != null && node.hasPreview && node.previewExpanded) || node == masterRenderData?.shaderData?.node);
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if (renderData.shaderData.hasError)
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{
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renderData.texture = m_ErrorTexture;
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return;
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}
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var previousRenderTexture = 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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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, renderData.shaderData.mat, 1, m_SceneResources.camera, 0, null, 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 = previousRenderTexture;
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renderData.texture = renderData.renderTexture;
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}
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void CheckForErrors(PreviewShaderData shaderData)
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{
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shaderData.hasError = ShaderUtil.ShaderHasError(shaderData.shader);
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if (shaderData.hasError)
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{
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var messages = ShaderUtil.GetShaderMessages(shaderData.shader);
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if (messages.Length > 0)
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{
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m_Messenger.AddOrAppendError(this, shaderData.node.tempId, messages[0]);
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}
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}
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}
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void UpdateMasterNodeShader()
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{
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var shaderData = masterRenderData?.shaderData;
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var masterNode = shaderData?.node as IMasterNode;
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if (masterNode == null)
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return;
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List<PropertyCollector.TextureInfo> configuredTextures;
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shaderData.shaderString = masterNode.GetShader(GenerationMode.Preview, shaderData.node.name, out configuredTextures);
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if (string.IsNullOrEmpty(shaderData.shaderString))
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{
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if (shaderData.shader != null)
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{
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ShaderUtil.ClearShaderMessages(shaderData.shader);
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Object.DestroyImmediate(shaderData.shader, true);
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shaderData.shader = null;
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}
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return;
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}
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if (shaderData.shader == null)
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{
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shaderData.shader = ShaderUtil.CreateShaderAsset(shaderData.shaderString, false);
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shaderData.shader.hideFlags = HideFlags.HideAndDontSave;
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}
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else
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{
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ShaderUtil.ClearCachedData(shaderData.shader);
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}
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BeginCompile(masterRenderData, shaderData.shaderString, masterNode.GetActiveSubShader()?.GetPreviewPassIndex() ?? 0);
|
|
}
|
|
|
|
void DestroyRenderData(PreviewRenderData renderData)
|
|
{
|
|
if (renderData.shaderData != null
|
|
&& renderData.shaderData.shader != null)
|
|
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);
|
|
// Check if we're destroying the shader data used by the master preview
|
|
if (masterRenderData == renderData)
|
|
{
|
|
m_MasterRenderData =
|
|
m_RenderDatas.FirstOrDefault(x => x?.shaderData.node is IMasterNode && x != renderData);
|
|
ResizeMasterPreview(new Vector2(400, 400));
|
|
|
|
if (m_MasterRenderData != null)
|
|
{
|
|
m_NodesToUpdate.Add(m_MasterRenderData.shaderData.node);
|
|
}
|
|
|
|
if (onPrimaryMasterChanged != null)
|
|
onPrimaryMasterChanged();
|
|
}
|
|
|
|
DestroyRenderData(renderData);
|
|
|
|
Set(m_RenderDatas, nodeId, null);
|
|
Set(m_Identifiers, nodeId, default(Identifier));
|
|
}
|
|
|
|
void ReleaseUnmanagedResources()
|
|
{
|
|
if (m_ErrorTexture != null)
|
|
{
|
|
Object.DestroyImmediate(m_ErrorTexture);
|
|
m_ErrorTexture = null;
|
|
}
|
|
if (m_SceneResources != null)
|
|
{
|
|
m_SceneResources.Dispose();
|
|
m_SceneResources = null;
|
|
}
|
|
foreach (var renderData in m_RenderDatas.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;
|
|
}
|
|
}
|
|
|
|
delegate void OnPreviewChanged();
|
|
|
|
class PreviewShaderData
|
|
{
|
|
public AbstractMaterialNode node { get; set; }
|
|
public Shader shader { get; set; }
|
|
public Material mat { get; set; }
|
|
public string shaderString { get; set; }
|
|
public bool isCompiling { get; set; }
|
|
public bool hasError { get; set; }
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|