UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Drawing/Controllers/ShaderInputViewController.cs

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2024-10-27 10:53:47 +03:00
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine.Assertions;
using UnityEngine.UIElements;
using GraphDataStore = UnityEditor.ShaderGraph.DataStore<UnityEditor.ShaderGraph.GraphData>;
namespace UnityEditor.ShaderGraph.Drawing
{
class ChangeExposedFlagAction : IGraphDataAction
{
internal ChangeExposedFlagAction(ShaderInput shaderInput, bool newIsExposed)
{
this.shaderInputReference = shaderInput;
this.newIsExposedValue = newIsExposed;
this.oldIsExposedValue = shaderInput.generatePropertyBlock;
}
void ChangeExposedFlag(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangeExposedFlagAction");
AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ChangeExposedFlagAction");
// The Undos are currently handled in ShaderInputPropertyDrawer but we want to move that out from there and handle here
//graphData.owner.RegisterCompleteObjectUndo("Change Exposed Toggle");
shaderInputReference.generatePropertyBlock = newIsExposedValue;
}
public Action<GraphData> modifyGraphDataAction => ChangeExposedFlag;
// Reference to the shader input being modified
internal ShaderInput shaderInputReference { get; private set; }
// New value of whether the shader input should be exposed to the material inspector
internal bool newIsExposedValue { get; private set; }
internal bool oldIsExposedValue { get; private set; }
}
class ChangePropertyValueAction : IGraphDataAction
{
void ChangePropertyValue(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangePropertyValueAction");
AssertHelpers.IsNotNull(shaderInputReference, "ShaderPropertyReference is null while carrying out ChangePropertyValueAction");
// The Undos are currently handled in ShaderInputPropertyDrawer but we want to move that out from there and handle here
//graphData.owner.RegisterCompleteObjectUndo("Change Property Value");
var material = graphData.owner.materialArtifact;
switch (shaderInputReference)
{
case BooleanShaderProperty booleanProperty:
booleanProperty.value = ((ToggleData)newShaderInputValue).isOn;
if (material) material.SetFloat(shaderInputReference.referenceName, booleanProperty.value ? 1.0f : 0.0f);
break;
case Vector1ShaderProperty vector1Property:
vector1Property.value = (float)newShaderInputValue;
if (material) material.SetFloat(shaderInputReference.referenceName, vector1Property.value);
break;
case Vector2ShaderProperty vector2Property:
vector2Property.value = (Vector2)newShaderInputValue;
if (material) material.SetVector(shaderInputReference.referenceName, vector2Property.value);
break;
case Vector3ShaderProperty vector3Property:
vector3Property.value = (Vector3)newShaderInputValue;
if (material) material.SetVector(shaderInputReference.referenceName, vector3Property.value);
break;
case Vector4ShaderProperty vector4Property:
vector4Property.value = (Vector4)newShaderInputValue;
if (material) material.SetVector(shaderInputReference.referenceName, vector4Property.value);
break;
case ColorShaderProperty colorProperty:
colorProperty.value = (Color)newShaderInputValue;
if (material) material.SetColor(shaderInputReference.referenceName, colorProperty.value);
break;
case Texture2DShaderProperty texture2DProperty:
texture2DProperty.value.texture = (Texture)newShaderInputValue;
if (material) material.SetTexture(shaderInputReference.referenceName, texture2DProperty.value.texture);
break;
case Texture2DArrayShaderProperty texture2DArrayProperty:
texture2DArrayProperty.value.textureArray = (Texture2DArray)newShaderInputValue;
if (material) material.SetTexture(shaderInputReference.referenceName, texture2DArrayProperty.value.textureArray);
break;
case Texture3DShaderProperty texture3DProperty:
texture3DProperty.value.texture = (Texture3D)newShaderInputValue;
if (material) material.SetTexture(shaderInputReference.referenceName, texture3DProperty.value.texture);
break;
case CubemapShaderProperty cubemapProperty:
cubemapProperty.value.cubemap = (Cubemap)newShaderInputValue;
if (material) material.SetTexture(shaderInputReference.referenceName, cubemapProperty.value.cubemap);
break;
case Matrix2ShaderProperty matrix2Property:
matrix2Property.value = (Matrix4x4)newShaderInputValue;
break;
case Matrix3ShaderProperty matrix3Property:
matrix3Property.value = (Matrix4x4)newShaderInputValue;
break;
case Matrix4ShaderProperty matrix4Property:
matrix4Property.value = (Matrix4x4)newShaderInputValue;
break;
case SamplerStateShaderProperty samplerStateProperty:
samplerStateProperty.value = (TextureSamplerState)newShaderInputValue;
break;
case GradientShaderProperty gradientProperty:
gradientProperty.value = (Gradient)newShaderInputValue;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public Action<GraphData> modifyGraphDataAction => ChangePropertyValue;
// Reference to the shader input being modified
internal ShaderInput shaderInputReference { get; set; }
// New value of the shader property
internal object newShaderInputValue { get; set; }
}
class ChangeDisplayNameAction : IGraphDataAction
{
void ChangeDisplayName(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangeDisplayNameAction");
AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ChangeDisplayNameAction");
graphData.owner.RegisterCompleteObjectUndo("Change Display Name");
if (newDisplayNameValue != shaderInputReference.displayName)
{
shaderInputReference.SetDisplayNameAndSanitizeForGraph(graphData, newDisplayNameValue);
}
}
public Action<GraphData> modifyGraphDataAction => ChangeDisplayName;
// Reference to the shader input being modified
internal ShaderInput shaderInputReference { get; set; }
internal string newDisplayNameValue { get; set; }
}
class ChangeReferenceNameAction : IGraphDataAction
{
void ChangeReferenceName(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ChangeReferenceNameAction");
AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ChangeReferenceNameAction");
// The Undos are currently handled in ShaderInputPropertyDrawer but we want to move that out from there and handle here
//graphData.owner.RegisterCompleteObjectUndo("Change Reference Name");
if (newReferenceNameValue != shaderInputReference.overrideReferenceName)
{
graphData.SanitizeGraphInputReferenceName(shaderInputReference, newReferenceNameValue);
}
}
public Action<GraphData> modifyGraphDataAction => ChangeReferenceName;
// Reference to the shader input being modified
internal ShaderInput shaderInputReference { get; set; }
internal string newReferenceNameValue { get; set; }
}
class ResetReferenceNameAction : IGraphDataAction
{
void ResetReferenceName(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out ResetReferenceNameAction");
AssertHelpers.IsNotNull(shaderInputReference, "ShaderInputReference is null while carrying out ResetReferenceNameAction");
graphData.owner.RegisterCompleteObjectUndo("Reset Reference Name");
shaderInputReference.overrideReferenceName = null;
}
public Action<GraphData> modifyGraphDataAction => ResetReferenceName;
// Reference to the shader input being modified
internal ShaderInput shaderInputReference { get; set; }
}
class DeleteShaderInputAction : IGraphDataAction
{
void DeleteShaderInput(GraphData graphData)
{
AssertHelpers.IsNotNull(graphData, "GraphData is null while carrying out DeleteShaderInputAction");
AssertHelpers.IsNotNull(shaderInputsToDelete, "ShaderInputsToDelete is null while carrying out DeleteShaderInputAction");
// This is called by MaterialGraphView currently, no need to repeat it here, though ideally it would live here
//graphData.owner.RegisterCompleteObjectUndo("Delete Graph Input(s)");
foreach (var shaderInput in shaderInputsToDelete)
{
graphData.RemoveGraphInput(shaderInput);
}
}
public Action<GraphData> modifyGraphDataAction => DeleteShaderInput;
// Reference to the shader input(s) being deleted
internal IList<ShaderInput> shaderInputsToDelete { get; set; } = new List<ShaderInput>();
}
class ShaderInputViewController : SGViewController<ShaderInput, ShaderInputViewModel>
{
// Exposed for PropertyView
internal GraphData graphData => DataStore.State;
internal ShaderInputViewController(ShaderInput shaderInput, ShaderInputViewModel inViewModel, GraphDataStore graphDataStore)
: base(shaderInput, inViewModel, graphDataStore)
{
InitializeViewModel();
m_SgBlackboardField = new SGBlackboardField(ViewModel);
m_SgBlackboardField.controller = this;
m_BlackboardRowView = new SGBlackboardRow(m_SgBlackboardField, null);
m_BlackboardRowView.expanded = SessionState.GetBool($"Unity.ShaderGraph.Input.{shaderInput.objectId}.isExpanded", false);
}
void InitializeViewModel()
{
if (Model == null)
{
AssertHelpers.Fail("Could not initialize shader input view model as shader input was null.");
return;
}
ViewModel.model = Model;
ViewModel.isSubGraph = DataStore.State.isSubGraph;
ViewModel.isInputExposed = (DataStore.State.isSubGraph || Model.isExposed);
ViewModel.inputName = Model.displayName;
switch (Model)
{
case AbstractShaderProperty shaderProperty:
ViewModel.inputTypeName = shaderProperty.GetPropertyTypeString();
// Handles upgrade fix for deprecated old Color property
shaderProperty.onBeforeVersionChange += (_) => graphData.owner.RegisterCompleteObjectUndo($"Change {shaderProperty.displayName} Version");
break;
case ShaderKeyword shaderKeyword:
ViewModel.inputTypeName = shaderKeyword.keywordType + " Keyword";
ViewModel.inputTypeName = shaderKeyword.isBuiltIn ? "Built-in " + ViewModel.inputTypeName : ViewModel.inputTypeName;
break;
case ShaderDropdown shaderDropdown:
ViewModel.inputTypeName = "Dropdown";
break;
}
ViewModel.requestModelChangeAction = this.RequestModelChange;
}
SGBlackboardRow m_BlackboardRowView;
SGBlackboardField m_SgBlackboardField;
internal SGBlackboardRow BlackboardItemView => m_BlackboardRowView;
protected override void RequestModelChange(IGraphDataAction changeAction)
{
DataStore.Dispatch(changeAction);
}
// Called by GraphDataStore.Subscribe after the model has been changed
protected override void ModelChanged(GraphData graphData, IGraphDataAction changeAction)
{
switch (changeAction)
{
case ChangeExposedFlagAction changeExposedFlagAction:
// ModelChanged is called overzealously on everything
// but we only care if the action pertains to our Model
if (changeExposedFlagAction.shaderInputReference == Model)
{
ViewModel.isInputExposed = Model.generatePropertyBlock;
if (changeExposedFlagAction.oldIsExposedValue != changeExposedFlagAction.newIsExposedValue)
DirtyNodes(ModificationScope.Graph);
m_SgBlackboardField.UpdateFromViewModel();
}
break;
case ChangePropertyValueAction changePropertyValueAction:
if (changePropertyValueAction.shaderInputReference == Model)
{
DirtyNodes(ModificationScope.Graph);
m_SgBlackboardField.MarkDirtyRepaint();
}
break;
case ResetReferenceNameAction resetReferenceNameAction:
if (resetReferenceNameAction.shaderInputReference == Model)
{
DirtyNodes(ModificationScope.Graph);
}
break;
case ChangeReferenceNameAction changeReferenceNameAction:
if (changeReferenceNameAction.shaderInputReference == Model)
{
DirtyNodes(ModificationScope.Graph);
}
break;
case ChangeDisplayNameAction changeDisplayNameAction:
if (changeDisplayNameAction.shaderInputReference == Model)
{
ViewModel.inputName = Model.displayName;
DirtyNodes(ModificationScope.Layout);
m_SgBlackboardField.UpdateFromViewModel();
}
break;
}
}
// TODO: This should communicate to node controllers instead of searching for the nodes themselves everytime, but that's going to take a while...
internal void DirtyNodes(ModificationScope modificationScope = ModificationScope.Node)
{
foreach (var observer in Model.InputObservers)
{
observer.OnShaderInputUpdated(modificationScope);
}
switch (Model)
{
case AbstractShaderProperty property:
var graphEditorView = m_BlackboardRowView.GetFirstAncestorOfType<GraphEditorView>();
if (graphEditorView == null)
return;
var colorManager = graphEditorView.colorManager;
var nodes = graphEditorView.graphView.Query<MaterialNodeView>().ToList();
colorManager.SetNodesDirty(nodes);
colorManager.UpdateNodeViews(nodes);
break;
case ShaderKeyword keyword:
// Cant determine if Sub Graphs contain the keyword so just update them
foreach (var node in DataStore.State.GetNodes<SubGraphNode>())
{
node.Dirty(modificationScope);
}
break;
case ShaderDropdown dropdown:
// Cant determine if Sub Graphs contain the dropdown so just update them
foreach (var node in DataStore.State.GetNodes<SubGraphNode>())
{
node.Dirty(modificationScope);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public override void Dispose()
{
if (m_SgBlackboardField == null)
return;
Model?.ClearObservers();
base.Dispose();
Cleanup();
BlackboardItemView.Dispose();
m_SgBlackboardField.Dispose();
m_BlackboardRowView = null;
m_SgBlackboardField = null;
}
}
}