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refactored HDRenderLoopInspector

/main
vlad-andreev 8 年前
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680ca5de
共有 1 个文件被更改,包括 32 次插入12 次删除
  1. 44
      Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopInspector.cs

44
Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopInspector.cs


public readonly int[] shadowsCascadeCountValues = new int[] { 1, 2, 3, 4 };
public readonly GUIContent shadowsCascades = new GUIContent("Cascade values");
public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop settings");
public readonly GUIContent tileLightLoopSettings = new GUIContent("Tile Light Loop Settings");
public readonly string[] tileLightLoopDebugTileFlagStrings = new string[] { "Punctual Light", "Area Light", "Env Light"};
public readonly GUIContent splitLightEvaluation = new GUIContent("Split light and reflection evaluation", "Toggle");
public readonly GUIContent bigTilePrepass = new GUIContent("Enable big tile prepass", "Toggle");

public readonly GUIContent textureSettings = new GUIContent("texture Settings");
public readonly GUIContent textureSettings = new GUIContent("Texture Settings");
public readonly GUIContent spotCookieSize = new GUIContent("spotCookie Size");
public readonly GUIContent pointCookieSize = new GUIContent("pointCookie Size");
public readonly GUIContent reflectionCubemapSize = new GUIContent("reflectionCubemap Size");
public readonly GUIContent spotCookieSize = new GUIContent("Spot cookie size");
public readonly GUIContent pointCookieSize = new GUIContent("Point cookie size");
public readonly GUIContent reflectionCubemapSize = new GUIContent("Reflection cubemap size");
}
private static Styles s_Styles = null;

}
}
public override void OnInspectorGUI()
private void DebugParametersUI(HDRenderLoop renderLoop)
var renderLoop = target as HDRenderLoop;
if (!renderLoop)
return;
var debugParameters = renderLoop.debugParameters;
EditorGUILayout.LabelField(styles.debugParameters);

EditorUtility.SetDirty(renderLoop); // Repaint
}
EditorGUI.indentLevel--;
}
private void SkyParametersUI(HDRenderLoop renderLoop)
{
EditorGUILayout.Space();
var skyParameters = renderLoop.skyParameters;

EditorUtility.SetDirty(renderLoop); // Repaint
}
EditorGUI.indentLevel--;
}
private void ShadowParametersUI(HDRenderLoop renderLoop)
{
EditorGUILayout.Space();
var shadowParameters = renderLoop.shadowSettings;

EditorUtility.SetDirty(renderLoop); // Repaint
}
EditorGUI.indentLevel--;
}
private void TextureParametersUI(HDRenderLoop renderLoop)
{
EditorGUILayout.Space();
var textureParameters = renderLoop.textureSettings;

EditorUtility.SetDirty(renderLoop); // Repaint
}
EditorGUI.indentLevel--;
}
private void TilePassUI(HDRenderLoop renderLoop)
{
EditorGUILayout.Space();
// TODO: we should call a virtual method or something similar to setup the UI, inspector should not know about it

}
EditorGUI.indentLevel--;
}
}
public override void OnInspectorGUI()
{
var renderLoop = target as HDRenderLoop;
if (!renderLoop)
return;
DebugParametersUI(renderLoop);
SkyParametersUI(renderLoop);
ShadowParametersUI(renderLoop);
TextureParametersUI(renderLoop);
TilePassUI(renderLoop);
}
}
}
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