editor: add shader-driven material property inspector

This commit is contained in:
2026-04-07 21:42:08 +08:00
parent 7711a8151e
commit 4c26b410cb
2 changed files with 284 additions and 0 deletions

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@@ -440,3 +440,44 @@ Material 面板不应再次演化成随意堆字段的临时入口。所有 rend
- 关键词与属性在 Inspector 中的可视化编辑
因此Phase 2 的性质是“先把材质状态模型与保存链路做对”,而不是“材质面板功能已经完整”。
## 13. Phase 3 执行结果
状态:已完成
本阶段已经开始把正确的材质状态模型真正暴露到 Inspector 上,重点是基于 Shader schema 生成属性面板,并处理 Shader 切换时的状态重建。
### 13.1 已完成内容
- Inspector 已新增 `Properties` 区块。
- 属性区会基于当前 Shader 的 schema 动态生成,而不是写死字段。
- 当前已接入的属性类型包括:
- `Float / Range`
- `Int`
- `Color`
- `Vector`
- `Texture2D / TextureCube`
- Texture 类型已接入资源选择控件,不再只是文本占位。
- 每个属性当前会直接显示 Shader 中声明的默认值文本,作为当前参数的基线提示。
### 13.2 Shader 切换行为已收口
本阶段同时处理了一个关键一致性问题:
- 当用户切换 Shader 时Inspector 会先基于新 Shader schema 重建 `MaterialAssetState`
- 能与新 Shader 对齐的同名属性会尽量保留原值
- 已不被新 Shader 声明的旧属性不会继续残留在保存结果里
- 与新 Shader 不匹配的旧关键词也会被清理
这样可以避免旧材质属性被继续写回到新 Shader 材质文件中,从而减少生成无效材质源文件的风险。
### 13.3 本阶段仍未完成的部分
以下内容还需要后续阶段继续收口:
- 属性默认值与显式覆盖值的正式“重置/回退”交互
- 关键词的可视化编辑 UI
- 更完整的属性类型与显示策略细化
- 针对 Inspector 材质链路的专门自动化测试
因此Phase 3 的完成标准是“Shader schema 驱动的属性面板已经建立起来”,但还不是最终形态。

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@@ -726,6 +726,194 @@ bool TryGetLoadedShaderHandle(
return outShader.IsValid();
}
bool TryResolveShaderHandle(
const std::string& shaderPath,
::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader>& outShader) {
if (TryGetLoadedShaderHandle(shaderPath, outShader)) {
return true;
}
outShader.Reset();
if (shaderPath.empty()) {
return false;
}
outShader = ::XCEngine::Resources::ResourceManager::Get().Load<::XCEngine::Resources::Shader>(shaderPath.c_str());
return outShader.IsValid();
}
void CopyMaterialPropertyValue(
const InspectorPanel::MaterialPropertyState& source,
InspectorPanel::MaterialPropertyState& destination) {
destination.type = source.type;
destination.floatValue = source.floatValue;
destination.intValue = source.intValue;
destination.boolValue = source.boolValue;
destination.texturePath = source.texturePath;
}
std::vector<InspectorPanel::MaterialPropertyState> BuildShaderDefaultPropertyStates(
const ::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader>& shaderHandle) {
if (!shaderHandle.IsValid()) {
return {};
}
::XCEngine::Resources::Material scratchMaterial;
scratchMaterial.SetShader(shaderHandle);
return CollectMaterialPropertyStates(scratchMaterial);
}
void SyncMaterialAssetStateWithShader(
const ::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader>& shaderHandle,
InspectorPanel::MaterialAssetState& state) {
if (!shaderHandle.IsValid() || shaderHandle.Get() == nullptr) {
state.keywords.clear();
state.properties.clear();
return;
}
std::unordered_map<std::string, InspectorPanel::MaterialPropertyState> previousProperties;
previousProperties.reserve(state.properties.size());
for (const InspectorPanel::MaterialPropertyState& property : state.properties) {
if (!property.name.empty()) {
previousProperties.emplace(property.name, property);
}
}
std::vector<InspectorPanel::MaterialPropertyState> nextProperties =
BuildShaderDefaultPropertyStates(shaderHandle);
for (InspectorPanel::MaterialPropertyState& property : nextProperties) {
const auto previousPropertyIt = previousProperties.find(property.name);
if (previousPropertyIt == previousProperties.end()) {
continue;
}
if (previousPropertyIt->second.type != property.type) {
continue;
}
CopyMaterialPropertyValue(previousPropertyIt->second, property);
}
state.properties = std::move(nextProperties);
std::vector<InspectorPanel::MaterialKeywordState> nextKeywords;
nextKeywords.reserve(state.keywords.size());
for (const InspectorPanel::MaterialKeywordState& keyword : state.keywords) {
const std::string keywordValue = TrimCopy(keyword.value);
if (!keywordValue.empty() && shaderHandle->DeclaresKeyword(keywordValue.c_str())) {
nextKeywords.push_back(keyword);
}
}
state.keywords = std::move(nextKeywords);
}
InspectorPanel::MaterialPropertyState* FindMaterialPropertyState(
InspectorPanel::MaterialAssetState& state,
const Containers::String& propertyName) {
const std::string propertyNameText(propertyName.CStr());
for (InspectorPanel::MaterialPropertyState& property : state.properties) {
if (property.name == propertyNameText) {
return &property;
}
}
return nullptr;
}
bool DrawFloat4Property(const char* label, float values[4]) {
return UI::DrawPropertyRow(label, UI::InspectorPropertyLayout(), [&](const UI::PropertyLayoutMetrics& layout) {
UI::AlignPropertyControlVertically(layout, ImGui::GetFrameHeight());
ImGui::PushID(label);
ImGui::SetNextItemWidth(layout.controlWidth);
const bool changed = ImGui::InputFloat4("##Value", values, "%.3f");
ImGui::PopID();
return changed;
});
}
bool DrawShaderDrivenMaterialProperty(
const ::XCEngine::Resources::ShaderPropertyDesc& shaderProperty,
InspectorPanel::MaterialAssetState& state) {
InspectorPanel::MaterialPropertyState* propertyState = FindMaterialPropertyState(state, shaderProperty.name);
if (propertyState == nullptr) {
return false;
}
const char* label = shaderProperty.displayName.Empty()
? shaderProperty.name.CStr()
: shaderProperty.displayName.CStr();
switch (shaderProperty.type) {
case ::XCEngine::Resources::ShaderPropertyType::Float:
case ::XCEngine::Resources::ShaderPropertyType::Range:
return UI::DrawPropertyFloat(label, propertyState->floatValue[0], 0.01f);
case ::XCEngine::Resources::ShaderPropertyType::Int: {
int value = propertyState->intValue[0];
if (!UI::DrawPropertyInt(label, value, 1)) {
return false;
}
propertyState->intValue[0] = value;
return true;
}
case ::XCEngine::Resources::ShaderPropertyType::Color:
return UI::DrawPropertyColor4(label, propertyState->floatValue.data());
case ::XCEngine::Resources::ShaderPropertyType::Vector: {
if (propertyState->type == ::XCEngine::Resources::MaterialPropertyType::Float2) {
::XCEngine::Math::Vector2 value(propertyState->floatValue[0], propertyState->floatValue[1]);
if (!UI::DrawPropertyVec2(label, value)) {
return false;
}
propertyState->floatValue[0] = value.x;
propertyState->floatValue[1] = value.y;
return true;
}
if (propertyState->type == ::XCEngine::Resources::MaterialPropertyType::Float3) {
::XCEngine::Math::Vector3 value(
propertyState->floatValue[0],
propertyState->floatValue[1],
propertyState->floatValue[2]);
if (!UI::DrawPropertyVec3(label, value)) {
return false;
}
propertyState->floatValue[0] = value.x;
propertyState->floatValue[1] = value.y;
propertyState->floatValue[2] = value.z;
return true;
}
return DrawFloat4Property(label, propertyState->floatValue.data());
}
case ::XCEngine::Resources::ShaderPropertyType::Texture2D:
case ::XCEngine::Resources::ShaderPropertyType::TextureCube: {
const InspectorAssetReferenceInteraction textureInteraction =
DrawInspectorAssetReferenceProperty(
label,
propertyState->texturePath,
"Select Texture Asset",
{ ".png", ".jpg", ".jpeg", ".bmp", ".tga", ".dds", ".hdr", ".ppm" });
if (textureInteraction.clearRequested) {
if (propertyState->texturePath.empty()) {
return false;
}
propertyState->texturePath.clear();
return true;
}
if (!textureInteraction.assignedPath.empty() &&
textureInteraction.assignedPath != propertyState->texturePath) {
propertyState->texturePath = textureInteraction.assignedPath;
return true;
}
return false;
}
default:
return false;
}
}
std::string BuildMaterialLoadFailureMessage(const ::XCEngine::Resources::LoadResult& result) {
if (!result.errorMessage.Empty()) {
return std::string("Material file is invalid or unavailable: ") + result.errorMessage.CStr();
@@ -1068,6 +1256,7 @@ void InspectorPanel::ApplyMaterialAssetStateToSelectedMaterial() {
++m_materialShaderLoadRevision;
m_materialShaderLoadInFlight = false;
m_pendingMaterialShaderPath.clear();
SyncMaterialAssetStateWithShader(shaderHandle, m_materialAssetState);
ApplyResolvedMaterialStateToResource(m_materialAssetState, shaderHandle, material);
m_materialAssetState.errorMessage.clear();
return;
@@ -1117,6 +1306,7 @@ void InspectorPanel::ApplyMaterialAssetStateToSelectedMaterial() {
return;
}
SyncMaterialAssetStateWithShader(loadedShader, m_materialAssetState);
ApplyResolvedMaterialStateToResource(
m_materialAssetState,
loadedShader,
@@ -1325,6 +1515,15 @@ bool InspectorPanel::SaveMaterialAsset() {
}
try {
::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader> shaderHandle;
const std::string shaderPath = TrimCopy(BufferToString(m_materialAssetState.shaderPath));
if (!shaderPath.empty() && TryResolveShaderHandle(shaderPath, shaderHandle)) {
SyncMaterialAssetStateWithShader(shaderHandle, m_materialAssetState);
} else if (shaderPath.empty()) {
m_materialAssetState.keywords.clear();
m_materialAssetState.properties.clear();
}
const std::filesystem::path materialPath(Platform::Utf8ToWide(m_materialAssetState.assetFullPath));
std::ofstream output(materialPath, std::ios::out | std::ios::trunc);
if (!output.is_open()) {
@@ -1389,10 +1588,16 @@ void InspectorPanel::RenderMaterialAsset() {
{ ".shader", ".xcshader" });
if (shaderInteraction.clearRequested) {
CopyToCharBuffer(std::string(), m_materialAssetState.shaderPath);
m_materialAssetState.keywords.clear();
m_materialAssetState.properties.clear();
changed = true;
} else if (!shaderInteraction.assignedPath.empty() &&
shaderInteraction.assignedPath != BufferToString(m_materialAssetState.shaderPath)) {
CopyToCharBuffer(shaderInteraction.assignedPath, m_materialAssetState.shaderPath);
::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader> shaderHandle;
if (TryResolveShaderHandle(shaderInteraction.assignedPath, shaderHandle)) {
SyncMaterialAssetStateWithShader(shaderHandle, m_materialAssetState);
}
changed = true;
}
@@ -1421,6 +1626,44 @@ void InspectorPanel::RenderMaterialAsset() {
UI::EndComponentSection(materialSection);
}
::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader> materialShaderHandle;
const std::string materialShaderPath = TrimCopy(BufferToString(m_materialAssetState.shaderPath));
const bool hasMaterialShader =
!materialShaderPath.empty() &&
TryResolveShaderHandle(materialShaderPath, materialShaderHandle) &&
materialShaderHandle.IsValid() &&
materialShaderHandle.Get() != nullptr;
const UI::ComponentSectionResult propertiesSection = UI::BeginComponentSection(
"MaterialAssetProperties",
"Properties");
if (propertiesSection.open) {
ImGui::Indent(propertiesSection.contentIndent);
if (!hasMaterialShader) {
UI::DrawHintText("Select a shader to expose material properties.");
} else if (materialShaderHandle->GetProperties().Empty()) {
UI::DrawHintText("Selected shader does not expose editable properties.");
} else {
bool changed = false;
for (const ::XCEngine::Resources::ShaderPropertyDesc& shaderProperty : materialShaderHandle->GetProperties()) {
changed = DrawShaderDrivenMaterialProperty(shaderProperty, m_materialAssetState) || changed;
if (!shaderProperty.defaultValue.Empty()) {
const std::string defaultText =
std::string("Default: ") + shaderProperty.defaultValue.CStr();
UI::DrawHintText(defaultText.c_str());
}
}
if (changed) {
m_materialAssetState.dirty = true;
SaveMaterialAsset();
}
}
UI::EndComponentSection(propertiesSection);
}
const UI::ComponentSectionResult renderStateSection = UI::BeginComponentSection(
"MaterialAssetRenderState",
"Render State");