b486678290
Library -Artifacts
356 lines
16 KiB
C#
356 lines
16 KiB
C#
using UnityEngine;
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using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine.Assertions;
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using UnityEngine.UIElements;
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using GraphDataStore = UnityEditor.ShaderGraph.DataStore<UnityEditor.ShaderGraph.GraphData>;
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namespace UnityEditor.ShaderGraph.Drawing
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{
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class ChangeExposedFlagAction : IGraphDataAction
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{
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internal ChangeExposedFlagAction(ShaderInput shaderInput, bool newIsExposed)
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{
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this.shaderInputReference = shaderInput;
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this.newIsExposedValue = newIsExposed;
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this.oldIsExposedValue = shaderInput.generatePropertyBlock;
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}
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void ChangeExposedFlag(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangeExposedFlagAction");
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AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ChangeExposedFlagAction");
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// The Undos are currently handled in ShaderInputPropertyDrawer but we want to move that out from there and handle here
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//graphData.owner.RegisterCompleteObjectUndo("Change Exposed Toggle");
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shaderInputReference.generatePropertyBlock = newIsExposedValue;
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}
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public Action<GraphData> modifyGraphDataAction => ChangeExposedFlag;
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// Reference to the shader input being modified
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internal ShaderInput shaderInputReference { get; private set; }
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// New value of whether the shader input should be exposed to the material inspector
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internal bool newIsExposedValue { get; private set; }
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internal bool oldIsExposedValue { get; private set; }
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}
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class ChangePropertyValueAction : IGraphDataAction
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{
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void ChangePropertyValue(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangePropertyValueAction");
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AssertHelpers.IsNotNull(shaderInputReference, "ShaderPropertyReference is null while carrying out ChangePropertyValueAction");
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// The Undos are currently handled in ShaderInputPropertyDrawer but we want to move that out from there and handle here
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//graphData.owner.RegisterCompleteObjectUndo("Change Property Value");
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switch (shaderInputReference)
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{
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case BooleanShaderProperty booleanProperty:
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booleanProperty.value = ((ToggleData)newShaderInputValue).isOn;
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break;
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case Vector1ShaderProperty vector1Property:
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vector1Property.value = (float)newShaderInputValue;
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break;
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case Vector2ShaderProperty vector2Property:
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vector2Property.value = (Vector2)newShaderInputValue;
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break;
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case Vector3ShaderProperty vector3Property:
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vector3Property.value = (Vector3)newShaderInputValue;
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break;
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case Vector4ShaderProperty vector4Property:
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vector4Property.value = (Vector4)newShaderInputValue;
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break;
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case ColorShaderProperty colorProperty:
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colorProperty.value = (Color)newShaderInputValue;
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break;
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case Texture2DShaderProperty texture2DProperty:
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texture2DProperty.value.texture = (Texture)newShaderInputValue;
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break;
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case Texture2DArrayShaderProperty texture2DArrayProperty:
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texture2DArrayProperty.value.textureArray = (Texture2DArray)newShaderInputValue;
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break;
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case Texture3DShaderProperty texture3DProperty:
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texture3DProperty.value.texture = (Texture3D)newShaderInputValue;
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break;
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case CubemapShaderProperty cubemapProperty:
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cubemapProperty.value.cubemap = (Cubemap)newShaderInputValue;
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break;
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case Matrix2ShaderProperty matrix2Property:
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matrix2Property.value = (Matrix4x4)newShaderInputValue;
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break;
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case Matrix3ShaderProperty matrix3Property:
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matrix3Property.value = (Matrix4x4)newShaderInputValue;
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break;
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case Matrix4ShaderProperty matrix4Property:
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matrix4Property.value = (Matrix4x4)newShaderInputValue;
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break;
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case SamplerStateShaderProperty samplerStateProperty:
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samplerStateProperty.value = (TextureSamplerState)newShaderInputValue;
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break;
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case GradientShaderProperty gradientProperty:
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gradientProperty.value = (Gradient)newShaderInputValue;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public Action<GraphData> modifyGraphDataAction => ChangePropertyValue;
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// Reference to the shader input being modified
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internal ShaderInput shaderInputReference { get; set; }
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// New value of the shader property
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internal object newShaderInputValue { get; set; }
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}
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class ChangeDisplayNameAction : IGraphDataAction
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{
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void ChangeDisplayName(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangeDisplayNameAction");
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AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ChangeDisplayNameAction");
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graphData.owner.RegisterCompleteObjectUndo("Change Display Name");
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if (newDisplayNameValue != shaderInputReference.displayName)
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{
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shaderInputReference.SetDisplayNameAndSanitizeForGraph(graphData, newDisplayNameValue);
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}
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}
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public Action<GraphData> modifyGraphDataAction => ChangeDisplayName;
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// Reference to the shader input being modified
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internal ShaderInput shaderInputReference { get; set; }
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internal string newDisplayNameValue { get; set; }
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}
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class ChangeReferenceNameAction : IGraphDataAction
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{
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void ChangeReferenceName(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangeReferenceNameAction");
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AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ChangeReferenceNameAction");
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// The Undos are currently handled in ShaderInputPropertyDrawer but we want to move that out from there and handle here
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//graphData.owner.RegisterCompleteObjectUndo("Change Reference Name");
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if (newReferenceNameValue != shaderInputReference.overrideReferenceName)
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{
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graphData.SanitizeGraphInputReferenceName(shaderInputReference, newReferenceNameValue);
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}
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}
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public Action<GraphData> modifyGraphDataAction => ChangeReferenceName;
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// Reference to the shader input being modified
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internal ShaderInput shaderInputReference { get; set; }
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internal string newReferenceNameValue { get; set; }
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}
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class ResetReferenceNameAction : IGraphDataAction
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{
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void ResetReferenceName(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ResetReferenceNameAction");
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AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ResetReferenceNameAction");
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graphData.owner.RegisterCompleteObjectUndo("Reset Reference Name");
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shaderInputReference.overrideReferenceName = null;
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}
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public Action<GraphData> modifyGraphDataAction => ResetReferenceName;
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// Reference to the shader input being modified
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internal ShaderInput shaderInputReference { get; set; }
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}
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class DeleteShaderInputAction : IGraphDataAction
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{
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void DeleteShaderInput(GraphData graphData)
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{
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AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out DeleteShaderInputAction");
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AssertHelpers.IsNotNull(shaderInputsToDelete, "ShaderInputsToDelete is null while carrying out DeleteShaderInputAction");
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// This is called by MaterialGraphView currently, no need to repeat it here, though ideally it would live here
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//graphData.owner.RegisterCompleteObjectUndo("Delete Graph Input(s)");
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foreach (var shaderInput in shaderInputsToDelete)
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{
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graphData.RemoveGraphInput(shaderInput);
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}
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}
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public Action<GraphData> modifyGraphDataAction => DeleteShaderInput;
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// Reference to the shader input(s) being deleted
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internal IList<ShaderInput> shaderInputsToDelete { get; set; } = new List<ShaderInput>();
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}
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class ShaderInputViewController : SGViewController<ShaderInput, ShaderInputViewModel>
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{
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// Exposed for PropertyView
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internal GraphData graphData => DataStore.State;
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internal ShaderInputViewController(ShaderInput shaderInput, ShaderInputViewModel inViewModel, GraphDataStore graphDataStore)
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: base(shaderInput, inViewModel, graphDataStore)
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{
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InitializeViewModel();
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m_SgBlackboardField = new SGBlackboardField(ViewModel);
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m_SgBlackboardField.controller = this;
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m_BlackboardRowView = new SGBlackboardRow(m_SgBlackboardField, null);
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m_BlackboardRowView.expanded = SessionState.GetBool($"Unity.ShaderGraph.Input.{shaderInput.objectId}.isExpanded", false);
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}
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void InitializeViewModel()
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{
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if (Model == null)
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{
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AssertHelpers.Fail("Could not initialize shader input view model as shader input was null.");
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return;
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}
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ViewModel.model = Model;
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ViewModel.isSubGraph = DataStore.State.isSubGraph;
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ViewModel.isInputExposed = (DataStore.State.isSubGraph || (Model.isExposable && Model.generatePropertyBlock));
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ViewModel.inputName = Model.displayName;
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switch (Model)
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{
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case AbstractShaderProperty shaderProperty:
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ViewModel.inputTypeName = shaderProperty.GetPropertyTypeString();
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// Handles upgrade fix for deprecated old Color property
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shaderProperty.onBeforeVersionChange += (_) => graphData.owner.RegisterCompleteObjectUndo($"Change {shaderProperty.displayName} Version");
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break;
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case ShaderKeyword shaderKeyword:
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ViewModel.inputTypeName = shaderKeyword.keywordType + " Keyword";
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ViewModel.inputTypeName = shaderKeyword.isBuiltIn ? "Built-in " + ViewModel.inputTypeName : ViewModel.inputTypeName;
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break;
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case ShaderDropdown shaderDropdown:
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ViewModel.inputTypeName = "Dropdown";
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break;
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}
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ViewModel.requestModelChangeAction = this.RequestModelChange;
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}
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SGBlackboardRow m_BlackboardRowView;
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SGBlackboardField m_SgBlackboardField;
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internal SGBlackboardRow BlackboardItemView => m_BlackboardRowView;
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protected override void RequestModelChange(IGraphDataAction changeAction)
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{
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DataStore.Dispatch(changeAction);
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}
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// Called by GraphDataStore.Subscribe after the model has been changed
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protected override void ModelChanged(GraphData graphData, IGraphDataAction changeAction)
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{
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switch (changeAction)
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{
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case ChangeExposedFlagAction changeExposedFlagAction:
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// ModelChanged is called overzealously on everything
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// but we only care if the action pertains to our Model
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if (changeExposedFlagAction.shaderInputReference == Model)
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{
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ViewModel.isInputExposed = Model.generatePropertyBlock;
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if (changeExposedFlagAction.oldIsExposedValue != changeExposedFlagAction.newIsExposedValue)
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DirtyNodes(ModificationScope.Graph);
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m_SgBlackboardField.UpdateFromViewModel();
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}
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break;
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case ChangePropertyValueAction changePropertyValueAction:
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if (changePropertyValueAction.shaderInputReference == Model)
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{
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DirtyNodes(ModificationScope.Graph);
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m_SgBlackboardField.MarkDirtyRepaint();
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}
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break;
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case ResetReferenceNameAction resetReferenceNameAction:
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if (resetReferenceNameAction.shaderInputReference == Model)
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{
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DirtyNodes(ModificationScope.Graph);
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}
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break;
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case ChangeReferenceNameAction changeReferenceNameAction:
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if (changeReferenceNameAction.shaderInputReference == Model)
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{
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DirtyNodes(ModificationScope.Graph);
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}
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break;
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case ChangeDisplayNameAction changeDisplayNameAction:
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if (changeDisplayNameAction.shaderInputReference == Model)
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{
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ViewModel.inputName = Model.displayName;
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DirtyNodes(ModificationScope.Topological);
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m_SgBlackboardField.UpdateFromViewModel();
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}
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break;
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}
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}
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// TODO: This should communicate to node controllers instead of searching for the nodes themselves everytime, but that's going to take a while...
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internal void DirtyNodes(ModificationScope modificationScope = ModificationScope.Node)
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{
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switch (Model)
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{
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case AbstractShaderProperty property:
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var graphEditorView = m_BlackboardRowView.GetFirstAncestorOfType<GraphEditorView>();
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if (graphEditorView == null)
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return;
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var colorManager = graphEditorView.colorManager;
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var nodes = graphEditorView.graphView.Query<MaterialNodeView>().ToList();
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colorManager.SetNodesDirty(nodes);
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colorManager.UpdateNodeViews(nodes);
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foreach (var node in DataStore.State.GetNodes<PropertyNode>())
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{
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node.Dirty(modificationScope);
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}
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break;
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case ShaderKeyword keyword:
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foreach (var node in DataStore.State.GetNodes<KeywordNode>())
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{
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node.UpdateNode();
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node.Dirty(modificationScope);
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}
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// Cant determine if Sub Graphs contain the keyword so just update them
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foreach (var node in DataStore.State.GetNodes<SubGraphNode>())
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{
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node.Dirty(modificationScope);
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}
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break;
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case ShaderDropdown dropdown:
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foreach (var node in DataStore.State.GetNodes<DropdownNode>())
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{
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node.UpdateNode();
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node.Dirty(modificationScope);
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}
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// Cant determine if Sub Graphs contain the dropdown so just update them
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foreach (var node in DataStore.State.GetNodes<SubGraphNode>())
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{
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node.Dirty(modificationScope);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void Destroy()
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{
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Cleanup();
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BlackboardItemView.RemoveFromHierarchy();
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}
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}
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}
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