Files
FlaxEngine/Source/Editor/Windows/Assets/MaterialWindow.cs

410 lines
17 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using FlaxEditor.Content;
using FlaxEditor.Scripting;
using FlaxEditor.Surface;
using FlaxEditor.Viewport.Previews;
using FlaxEngine;
using FlaxEngine.Windows.Search;
// ReSharper disable UnusedMember.Local
// ReSharper disable UnusedMember.Global
// ReSharper disable MemberCanBePrivate.Local
namespace FlaxEditor.Windows.Assets
{
/// <summary>
/// Material window allows to view and edit <see cref="Material"/> asset.
/// </summary>
/// <seealso cref="Material" />
/// <seealso cref="MaterialSurface" />
/// <seealso cref="MaterialPreview" />
public sealed class MaterialWindow : VisjectSurfaceWindow<Material, MaterialSurface, MaterialPreview>, ISearchWindow
{
private readonly ScriptType[] _newParameterTypes =
{
new ScriptType(typeof(float)),
new ScriptType(typeof(Texture)),
new ScriptType(typeof(NormalMap)),
new ScriptType(typeof(CubeTexture)),
new ScriptType(typeof(GPUTexture)),
new ScriptType(typeof(ChannelMask)),
new ScriptType(typeof(bool)),
new ScriptType(typeof(int)),
new ScriptType(typeof(Float2)),
new ScriptType(typeof(Float3)),
new ScriptType(typeof(Float4)),
new ScriptType(typeof(Vector2)),
new ScriptType(typeof(Vector3)),
new ScriptType(typeof(Vector4)),
new ScriptType(typeof(Color)),
new ScriptType(typeof(Matrix)),
};
/// <summary>
/// The material properties proxy object.
/// </summary>
private sealed class PropertiesProxy
{
// General
[EditorOrder(10), EditorDisplay("General"), Tooltip("Material domain type.")]
public MaterialDomain Domain;
[EditorOrder(20), EditorDisplay("General"), Tooltip("Defines how material inputs and properties are combined to result the final surface color.")]
public MaterialShadingModel ShadingModel;
[EditorOrder(30), EditorDisplay("General"), Tooltip("Determinates how materials' color should be blended with the background colors.")]
public MaterialBlendMode BlendMode;
// Rendering
[EditorOrder(100), DefaultValue(CullMode.Normal), EditorDisplay("Rendering"), Tooltip("Defines the primitives culling mode used during geometry rendering.")]
public CullMode CullMode;
[EditorOrder(110), DefaultValue(false), EditorDisplay("Rendering"), Tooltip("If checked, geometry will be rendered in wireframe mode without solid triangles fill.")]
public bool Wireframe;
[EditorOrder(120), DefaultValue(true), EditorDisplay("Rendering"), Tooltip("Enables performing depth test during material rendering.")]
public bool DepthTest;
[EditorOrder(130), DefaultValue(true), EditorDisplay("Rendering"), Tooltip("Enable writing to the depth buffer during material rendering.")]
public bool DepthWrite;
// Transparency
[EditorOrder(200), DefaultValue(MaterialTransparentLightingMode.Surface), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Transparent material lighting mode.")]
public MaterialTransparentLightingMode TransparentLightingMode;
[EditorOrder(205), DefaultValue(true), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Enables reflections when rendering material.")]
public bool EnableReflections;
[VisibleIf(nameof(EnableReflections))]
[EditorOrder(210), DefaultValue(false), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Enables Screen Space Reflections when rendering material.")]
public bool EnableScreenSpaceReflections;
[EditorOrder(210), DefaultValue(true), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Enables fog effects when rendering material.")]
public bool EnableFog;
[EditorOrder(220), DefaultValue(true), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Enables distortion effect when rendering.")]
public bool EnableDistortion;
[EditorOrder(224), DefaultValue(false), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Enables sampling Global Illumination in material (eg. light probes or volumetric lightmap).")]
public bool EnableGlobalIllumination;
[EditorOrder(225), DefaultValue(false), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Enables refraction offset based on the difference between the per-pixel normal and the per-vertex normal. Useful for large water-like surfaces.")]
public bool PixelNormalOffsetRefraction;
[EditorOrder(230), DefaultValue(0.12f), VisibleIf(nameof(IsStandard)), EditorDisplay("Transparency"), Tooltip("Controls opacity values clipping point."), Limit(0.0f, 1.0f, 0.01f)]
public float OpacityThreshold;
// Tessellation
[EditorOrder(300), DefaultValue(TessellationMethod.None), VisibleIf(nameof(IsStandard)), EditorDisplay("Tessellation"), Tooltip("Mesh tessellation method.")]
public TessellationMethod TessellationMode;
[EditorOrder(310), DefaultValue(15), VisibleIf(nameof(IsStandard)), EditorDisplay("Tessellation"), Tooltip("Maximum triangle tessellation factor."), Limit(1, 60, 0.01f)]
public int MaxTessellationFactor;
// Misc
[EditorOrder(400), DefaultValue(false), EditorDisplay("Misc"), Tooltip("If checked, material input normal will be assumed as world-space rather than tangent-space.")]
public bool InputWorldSpaceNormal;
[EditorOrder(410), DefaultValue(false), EditorDisplay("Misc", "Dithered LOD Transition"), Tooltip("If checked, material uses dithered model LOD transition for smoother LODs switching.")]
public bool DitheredLODTransition;
[EditorOrder(420), DefaultValue(0.3f), EditorDisplay("Misc"), Tooltip("Controls mask values clipping point."), Limit(0.0f, 1.0f, 0.01f)]
public float MaskThreshold;
[EditorOrder(430), DefaultValue(MaterialDecalBlendingMode.Translucent), VisibleIf(nameof(IsDecal)), EditorDisplay("Misc"), Tooltip("The decal material blending mode.")]
public MaterialDecalBlendingMode DecalBlendingMode;
[EditorOrder(440), DefaultValue(MaterialPostFxLocation.AfterPostProcessingPass), VisibleIf(nameof(IsPostProcess)), EditorDisplay("Misc"), Tooltip("The post fx material rendering location.")]
public MaterialPostFxLocation PostFxLocation;
// Parameters
[EditorOrder(1000), EditorDisplay("Parameters"), CustomEditor(typeof(ParametersEditor)), NoSerialize]
// ReSharper disable once UnusedAutoPropertyAccessor.Local
public MaterialWindow Window { get; set; }
[HideInEditor, Serialize]
// ReSharper disable once UnusedMember.Local
public List<SurfaceParameter> Parameters
{
get => Window.Surface.Parameters;
set => throw new Exception("No setter.");
}
// Visibility conditionals
private bool IsPostProcess => Domain == MaterialDomain.PostProcess;
private bool IsDecal => Domain == MaterialDomain.Decal;
private bool IsStandard => Domain == MaterialDomain.Surface || Domain == MaterialDomain.Terrain || Domain == MaterialDomain.Particle || Domain == MaterialDomain.Deformable;
/// <summary>
/// Gathers parameters from the specified material.
/// </summary>
/// <param name="window">The window.</param>
public void OnLoad(MaterialWindow window)
{
// Update cache
var material = window.Asset;
var info = material.Info;
Wireframe = (info.FeaturesFlags & MaterialFeaturesFlags.Wireframe) != 0;
CullMode = info.CullMode;
DepthTest = (info.FeaturesFlags & MaterialFeaturesFlags.DisableDepthTest) == 0;
DepthWrite = (info.FeaturesFlags & MaterialFeaturesFlags.DisableDepthWrite) == 0;
EnableReflections = (info.FeaturesFlags & MaterialFeaturesFlags.DisableReflections) == 0;
EnableScreenSpaceReflections = (info.FeaturesFlags & MaterialFeaturesFlags.ScreenSpaceReflections) != 0;
EnableFog = (info.FeaturesFlags & MaterialFeaturesFlags.DisableFog) == 0;
EnableDistortion = (info.FeaturesFlags & MaterialFeaturesFlags.DisableDistortion) == 0;
EnableGlobalIllumination = (info.FeaturesFlags & MaterialFeaturesFlags.GlobalIllumination) != 0;
PixelNormalOffsetRefraction = (info.FeaturesFlags & MaterialFeaturesFlags.PixelNormalOffsetRefraction) != 0;
InputWorldSpaceNormal = (info.FeaturesFlags & MaterialFeaturesFlags.InputWorldSpaceNormal) != 0;
DitheredLODTransition = (info.FeaturesFlags & MaterialFeaturesFlags.DitheredLODTransition) != 0;
OpacityThreshold = info.OpacityThreshold;
TessellationMode = info.TessellationMode;
MaxTessellationFactor = info.MaxTessellationFactor;
MaskThreshold = info.MaskThreshold;
DecalBlendingMode = info.DecalBlendingMode;
TransparentLightingMode = info.TransparentLightingMode;
PostFxLocation = info.PostFxLocation;
BlendMode = info.BlendMode;
ShadingModel = info.ShadingModel;
Domain = info.Domain;
// Link
Window = window;
}
/// <summary>
/// Saves the material properties to the material info structure.
/// </summary>
/// <param name="info">The material info.</param>
public void OnSave(ref MaterialInfo info)
{
// Update flags
info.CullMode = CullMode;
if (Wireframe)
info.FeaturesFlags |= MaterialFeaturesFlags.Wireframe;
if (!DepthTest)
info.FeaturesFlags |= MaterialFeaturesFlags.DisableDepthTest;
if (!DepthWrite)
info.FeaturesFlags |= MaterialFeaturesFlags.DisableDepthWrite;
if (!EnableReflections)
info.FeaturesFlags |= MaterialFeaturesFlags.DisableReflections;
if (EnableScreenSpaceReflections)
info.FeaturesFlags |= MaterialFeaturesFlags.ScreenSpaceReflections;
if (!EnableFog)
info.FeaturesFlags |= MaterialFeaturesFlags.DisableFog;
if (!EnableDistortion)
info.FeaturesFlags |= MaterialFeaturesFlags.DisableDistortion;
if (EnableGlobalIllumination)
info.FeaturesFlags |= MaterialFeaturesFlags.GlobalIllumination;
if (PixelNormalOffsetRefraction)
info.FeaturesFlags |= MaterialFeaturesFlags.PixelNormalOffsetRefraction;
if (InputWorldSpaceNormal)
info.FeaturesFlags |= MaterialFeaturesFlags.InputWorldSpaceNormal;
if (DitheredLODTransition)
info.FeaturesFlags |= MaterialFeaturesFlags.DitheredLODTransition;
info.OpacityThreshold = OpacityThreshold;
info.TessellationMode = TessellationMode;
info.MaxTessellationFactor = MaxTessellationFactor;
info.MaskThreshold = MaskThreshold;
info.DecalBlendingMode = DecalBlendingMode;
info.TransparentLightingMode = TransparentLightingMode;
info.PostFxLocation = PostFxLocation;
info.BlendMode = BlendMode;
info.ShadingModel = ShadingModel;
info.Domain = Domain;
}
/// <summary>
/// Clears temporary data.
/// </summary>
public void OnClean()
{
// Unlink
Window = null;
}
}
private readonly PropertiesProxy _properties;
/// <inheritdoc />
public MaterialWindow(Editor editor, AssetItem item)
: base(editor, item)
{
// Asset preview
_preview = new MaterialPreview(true)
{
Parent = _split2.Panel1
};
// Asset properties proxy
_properties = new PropertiesProxy();
// Surface
_surface = new MaterialSurface(this, Save, _undo)
{
Parent = _split1.Panel1,
Enabled = false
};
// Toolstrip
_toolstrip.AddSeparator();
_toolstrip.AddButton(editor.Icons.Code64, ShowSourceCode).LinkTooltip("Show generated shader source code");
_toolstrip.AddButton(editor.Icons.Docs64, () => Platform.OpenUrl(Utilities.Constants.DocsUrl + "manual/graphics/materials/index.html")).LinkTooltip("See documentation to learn more");
}
private void ShowSourceCode()
{
var source = Editor.GetShaderSourceCode(_asset);
Utilities.Utils.ShowSourceCodeWindow(source, "Material Source", RootWindow.Window);
}
/// <summary>
/// Gets material info from UI.
/// </summary>
/// <param name="info">Output info.</param>
public void FillMaterialInfo(out MaterialInfo info)
{
info = MaterialInfo.CreateDefault();
_properties.OnSave(ref info);
}
/// <summary>
/// Gets or sets the main material node.
/// </summary>
internal Surface.Archetypes.Material.SurfaceNodeMaterial MainNode
{
get
{
var mainNode = _surface.FindNode(1, 1) as Surface.Archetypes.Material.SurfaceNodeMaterial;
if (mainNode == null)
{
Editor.LogError("Failed to find main material node.");
}
return mainNode;
}
}
/// <inheritdoc />
public override IEnumerable<ScriptType> NewParameterTypes => _newParameterTypes;
/// <inheritdoc />
public override void SetParameter(int index, object value)
{
try
{
Asset.Parameters[index].Value = value;
}
catch
{
// Ignored
}
base.SetParameter(index, value);
}
/// <inheritdoc />
protected override void OnPropertyEdited()
{
base.OnPropertyEdited();
// Refresh main node
var mainNode = MainNode;
mainNode?.UpdateBoxes();
}
/// <inheritdoc />
protected override void UnlinkItem()
{
_properties.OnClean();
_preview.Material = null;
base.UnlinkItem();
}
/// <inheritdoc />
protected override void OnAssetLinked()
{
_preview.Material = _asset;
base.OnAssetLinked();
}
/// <inheritdoc />
public override string SurfaceName => "Material";
/// <inheritdoc />
public override byte[] SurfaceData
{
get => _asset.LoadSurface(true);
set
{
FillMaterialInfo(out var info);
if (_asset.SaveSurface(value, info))
{
_surface.MarkAsEdited();
Editor.LogError("Failed to save surface data");
}
_asset.Reload();
}
}
/// <inheritdoc />
protected override bool LoadSurface()
{
// Init material properties and parameters proxy
_properties.OnLoad(this);
// Load surface graph
if (_surface.Load())
{
Editor.LogError("Failed to load material surface.");
return true;
}
return false;
}
/// <inheritdoc />
protected override bool SaveSurface()
{
_surface.Save();
return false;
}
/// <inheritdoc />
protected override void OnSurfaceEditingStart()
{
_propertiesEditor.Select(_properties);
base.OnSurfaceEditingStart();
}
/// <inheritdoc />
protected override bool CanEditSurfaceOnAssetLoadError => true;
/// <inheritdoc />
protected override bool SaveToOriginal()
{
// Copy shader cache from the temporary Particle Emitter (will skip compilation on Reload - faster)
Guid dstId = _item.ID;
Guid srcId = _asset.ID;
Editor.Internal_CopyCache(ref dstId, ref srcId);
return base.SaveToOriginal();
}
/// <inheritdoc />
public SearchAssetTypes AssetType => SearchAssetTypes.Material;
}
}