Files
UShaderLab/Source/UShaderLabEditor/Private/ShaderLabEditorModule.cpp
Eragon-Brisingr a861b4680b Init repo
2026-06-30 15:36:02 +08:00

169 lines
5.3 KiB
C++

// Copyright FlecsProj. All Rights Reserved.
#include "DirectoryWatcherModule.h"
#include "Engine/Engine.h"
#include "IDirectoryWatcher.h"
#include "Interfaces/IPluginManager.h"
#include "Materials/Material.h"
#include "Misc/Paths.h"
#include "Modules/ModuleManager.h"
#include "ShaderCore.h"
#include "ShaderLabDiscovery.h"
#include "ShaderLabGraphBuilder.h"
#include "ShaderLabMaterialRegistry.h"
#include "ShaderLabModel.h"
#include "ShaderLabSubsystem.h"
#include "UObject/Package.h"
DEFINE_LOG_CATEGORY_STATIC(LogShaderLabEditor, Log, All);
namespace
{
/** Editor-side reaction to a base material needing build: rebuild graph + trigger compile. */
void BuildAndCompile(UMaterial& Material, const FShaderLabModel& Model)
{
TArray<FString> Errors;
if (!FShaderLabGraphBuilder::BuildInto(Material, Model, Errors))
{
for (const FString& E : Errors)
{
UE_LOG(LogShaderLabEditor, Error, TEXT("ShaderLab build '%s': %s"), *Model.ShaderName, *E);
}
return;
}
// Recompile for rendering / editor preview (async).
Material.PostEditChange();
}
}
class FShaderLabEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override
{
// Map the plugin's Shaders/ directory so generated Custom nodes can #include
// "/Plugin/ShaderLab/Private/ShaderLabCommon.ush" at shader-compile time.
if (const TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(TEXT("UShaderLab")))
{
const FString ShaderDir = FPaths::Combine(Plugin->GetBaseDir(), TEXT("Shaders"));
if (!AllShaderSourceDirectoryMappings().Contains(TEXT("/Plugin/ShaderLab")))
{
AddShaderSourceDirectoryMapping(TEXT("/Plugin/ShaderLab"), ShaderDir);
}
}
// Map the project's Shaders/ directory to the virtual root "/Project" so user .ush library
// files placed there (alongside .usl) can be #included from a shader's Includes { } block.
{
const FString ProjectShaderDir = FPaths::Combine(FPaths::ProjectDir(), TEXT("Shaders"));
if (FPaths::DirectoryExists(ProjectShaderDir) && !AllShaderSourceDirectoryMappings().Contains(TEXT("/Project")))
{
AddShaderSourceDirectoryMapping(TEXT("/Project"), ProjectShaderDir);
}
}
// Fill in / recompile base materials whenever the registry asks (startup + hot reload).
BuildHandle = FShaderLabMaterialRegistry::Get().OnBuildMaterial().AddStatic(&BuildAndCompile);
StartWatchingSources();
// Note: ShaderLab base materials are deliberately NOT surfaced to the Content Browser — they are
// hidden templates. Users create UShaderLabMaterialInstanceConstant instances via the factory
// (Content Browser ▸ Material ▸ ShaderLab Material Instance), which picks a base directly from
// the registry. The instances are the only assets users interact with.
//
// There is NO cook-time hook: the .usl sources are staged into packaged builds (a wildcard
// RuntimeDependency in ShaderLab.Build.cs) and the cooked runtime re-parses them directly, so
// nothing special needs to be written at cook.
UE_LOG(LogShaderLabEditor, Log, TEXT("ShaderLabEditor module started."));
}
virtual void ShutdownModule() override
{
StopWatchingSources();
if (BuildHandle.IsValid())
{
FShaderLabMaterialRegistry::Get().OnBuildMaterial().Remove(BuildHandle);
BuildHandle.Reset();
}
}
private:
void StartWatchingSources()
{
FDirectoryWatcherModule& Module =
FModuleManager::LoadModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
IDirectoryWatcher* Watcher = Module.Get();
if (!Watcher)
{
return;
}
for (const FString& Root : FShaderLabDiscovery::GetSearchRoots())
{
if (!FPaths::DirectoryExists(Root))
{
continue;
}
FDelegateHandle Handle;
Watcher->RegisterDirectoryChangedCallback_Handle(
Root,
IDirectoryWatcher::FDirectoryChanged::CreateStatic(&FShaderLabEditorModule::OnDirectoryChanged),
Handle,
IDirectoryWatcher::WatchOptions::IncludeDirectoryChanges);
WatchedRoots.Add(Root, Handle);
}
}
void StopWatchingSources()
{
if (FModuleManager::Get().IsModuleLoaded(TEXT("DirectoryWatcher")))
{
FDirectoryWatcherModule& Module =
FModuleManager::GetModuleChecked<FDirectoryWatcherModule>(TEXT("DirectoryWatcher"));
if (IDirectoryWatcher* Watcher = Module.Get())
{
for (const TPair<FString, FDelegateHandle>& Pair : WatchedRoots)
{
Watcher->UnregisterDirectoryChangedCallback_Handle(Pair.Key, Pair.Value);
}
}
}
WatchedRoots.Reset();
}
static void OnDirectoryChanged(const TArray<FFileChangeData>& Changes)
{
UShaderLabSubsystem* Subsystem = GEngine ? GEngine->GetEngineSubsystem<UShaderLabSubsystem>() : nullptr;
if (!Subsystem)
{
return;
}
TSet<FString> Rebuilt;
for (const FFileChangeData& Change : Changes)
{
if (!Change.Filename.EndsWith(TEXT(".usl")))
{
continue;
}
if (Change.Action == FFileChangeData::FCA_Removed)
{
continue; // Leave the existing in-memory material in place on delete.
}
const FString Normalized = FPaths::ConvertRelativePathToFull(Change.Filename);
if (Rebuilt.Contains(Normalized))
{
continue;
}
Rebuilt.Add(Normalized);
Subsystem->RebuildFromFile(Normalized);
UE_LOG(LogShaderLabEditor, Log, TEXT("ShaderLab hot-reloaded '%s'"), *Normalized);
}
}
FDelegateHandle BuildHandle;
TMap<FString, FDelegateHandle> WatchedRoots;
};
IMPLEMENT_MODULE(FShaderLabEditorModule, UShaderLabEditor)