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584 行
24 KiB
584 行
24 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq.Expressions;
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using System.Reflection;
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using System.Text;
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using UnityEngine;
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namespace UnityEditor.Experimental.Rendering
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{
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public static class CoreEditorUtils
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{
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// GUIContent cache utilities
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static Dictionary<string, GUIContent> s_GUIContentCache = new Dictionary<string, GUIContent>();
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public static GUIContent GetContent(string textAndTooltip)
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{
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if (string.IsNullOrEmpty(textAndTooltip))
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return GUIContent.none;
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GUIContent content;
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if (!s_GUIContentCache.TryGetValue(textAndTooltip, out content))
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{
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var s = textAndTooltip.Split('|');
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content = new GUIContent(s[0]);
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if (s.Length > 1 && !string.IsNullOrEmpty(s[1]))
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content.tooltip = s[1];
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s_GUIContentCache.Add(textAndTooltip, content);
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}
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return content;
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}
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// Serialization helpers
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public static string FindProperty<T, TValue>(Expression<Func<T, TValue>> expr)
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{
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// Get the field path as a string
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MemberExpression me;
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switch (expr.Body.NodeType)
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{
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case ExpressionType.MemberAccess:
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me = expr.Body as MemberExpression;
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break;
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default:
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throw new InvalidOperationException();
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}
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var members = new List<string>();
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while (me != null)
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{
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// For field, get the field name
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// For properties, get the name of the backing field
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var name = me.Member is FieldInfo
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? me.Member.Name
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: "m_" + me.Member.Name.Substring(0, 1).ToUpper() + me.Member.Name.Substring(1);
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members.Add(name);
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me = me.Expression as MemberExpression;
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}
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var sb = new StringBuilder();
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for (int i = members.Count - 1; i >= 0; i--)
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{
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sb.Append(members[i]);
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if (i > 0) sb.Append('.');
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}
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return sb.ToString();
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}
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// UI Helpers
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public static void DrawMultipleFields(string label, SerializedProperty[] ppts, GUIContent[] lbls)
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{
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GUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel(GetContent(label));
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GUILayout.BeginVertical();
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var labelWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 45;
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for (var i = 0; i < ppts.Length; ++i)
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EditorGUILayout.PropertyField(ppts[i], lbls[i]);
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GUILayout.EndVertical();
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GUILayout.EndHorizontal();
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EditorGUIUtility.labelWidth = labelWidth;
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}
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public static void DrawSplitter()
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{
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var rect = GUILayoutUtility.GetRect(1f, 1f);
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// Splitter rect should be full-width
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rect.xMin = 0f;
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rect.width += 4f;
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if (Event.current.type != EventType.Repaint)
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return;
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EditorGUI.DrawRect(rect, !EditorGUIUtility.isProSkin
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? new Color(0.6f, 0.6f, 0.6f, 1.333f)
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: new Color(0.12f, 0.12f, 0.12f, 1.333f));
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}
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public static void DrawHeader(string title)
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{
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var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
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var labelRect = backgroundRect;
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labelRect.xMin += 16f;
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labelRect.xMax -= 20f;
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var foldoutRect = backgroundRect;
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foldoutRect.y += 1f;
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foldoutRect.width = 13f;
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foldoutRect.height = 13f;
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// Background rect should be full-width
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backgroundRect.xMin = 0f;
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backgroundRect.width += 4f;
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// Background
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float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
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EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
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// Title
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EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);
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}
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public static bool DrawHeaderFoldout(string title, bool state)
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{
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var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
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var labelRect = backgroundRect;
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labelRect.xMin += 16f;
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labelRect.xMax -= 20f;
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var foldoutRect = backgroundRect;
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foldoutRect.y += 1f;
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foldoutRect.width = 13f;
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foldoutRect.height = 13f;
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// Background rect should be full-width
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backgroundRect.xMin = 0f;
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backgroundRect.width += 4f;
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// Background
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float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
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EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
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// Title
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EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);
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// Active checkbox
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state = GUI.Toggle(foldoutRect, state, GUIContent.none, EditorStyles.foldout);
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var e = Event.current;
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if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0)
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{
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state = !state;
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e.Use();
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}
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return state;
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}
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public static bool DrawHeaderToggle(string title, SerializedProperty group, SerializedProperty activeField, Action<Vector2> contextAction = null)
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{
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var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
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var labelRect = backgroundRect;
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labelRect.xMin += 32f;
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labelRect.xMax -= 20f;
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var foldoutRect = backgroundRect;
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foldoutRect.y += 1f;
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foldoutRect.width = 13f;
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foldoutRect.height = 13f;
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var toggleRect = backgroundRect;
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toggleRect.x += 16f;
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toggleRect.y += 2f;
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toggleRect.width = 13f;
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toggleRect.height = 13f;
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// Background rect should be full-width
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backgroundRect.xMin = 0f;
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backgroundRect.width += 4f;
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// Background
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float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
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EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
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// Title
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using (new EditorGUI.DisabledScope(!activeField.boolValue))
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EditorGUI.LabelField(labelRect, GetContent(title), EditorStyles.boldLabel);
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// Foldout
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group.serializedObject.Update();
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group.isExpanded = GUI.Toggle(foldoutRect, group.isExpanded, GUIContent.none, EditorStyles.foldout);
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group.serializedObject.ApplyModifiedProperties();
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// Active checkbox
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activeField.serializedObject.Update();
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activeField.boolValue = GUI.Toggle(toggleRect, activeField.boolValue, GUIContent.none, CoreEditorStyles.smallTickbox);
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activeField.serializedObject.ApplyModifiedProperties();
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// Context menu
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var menuIcon = CoreEditorStyles.paneOptionsIcon;
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var menuRect = new Rect(labelRect.xMax + 4f, labelRect.y + 4f, menuIcon.width, menuIcon.height);
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if (contextAction != null)
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GUI.DrawTexture(menuRect, menuIcon);
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// Handle events
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var e = Event.current;
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if (e.type == EventType.MouseDown)
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{
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if (contextAction != null && menuRect.Contains(e.mousePosition))
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{
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contextAction(new Vector2(menuRect.x, menuRect.yMax));
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e.Use();
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}
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else if (labelRect.Contains(e.mousePosition))
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{
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if (e.button == 0)
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group.isExpanded = !group.isExpanded;
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else if (contextAction != null)
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contextAction(e.mousePosition);
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e.Use();
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}
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}
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return group.isExpanded;
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}
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static readonly GUIContent[] k_DrawVector6Slider_LabelPositives =
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{
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new GUIContent("+X"),
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new GUIContent("+Y"),
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new GUIContent("+Z"),
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};
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static readonly GUIContent[] k_DrawVector6Slider_LabelNegatives =
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{
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new GUIContent("-X"),
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new GUIContent("-Y"),
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new GUIContent("-Z"),
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};
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const int k_DrawVector6Slider_LabelSize = 60;
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const int k_DrawVector6Slider_FieldSize = 80;
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public static void DrawVector6Slider(GUIContent label, SerializedProperty positive, SerializedProperty negative, Vector3 min, Vector3 max)
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{
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GUILayout.BeginVertical();
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EditorGUILayout.LabelField(label);
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++EditorGUI.indentLevel;
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var rect = GUILayoutUtility.GetRect(0, float.MaxValue, EditorGUIUtility.singleLineHeight, EditorGUIUtility.singleLineHeight);
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var v = positive.vector3Value;
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EditorGUI.BeginChangeCheck();
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v = DrawVector3Slider(rect, k_DrawVector6Slider_LabelPositives, v, min, max);
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if (EditorGUI.EndChangeCheck())
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positive.vector3Value = v;
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GUILayout.Space(EditorGUIUtility.standardVerticalSpacing);
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rect = GUILayoutUtility.GetRect(0, float.MaxValue, EditorGUIUtility.singleLineHeight, EditorGUIUtility.singleLineHeight);
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v = negative.vector3Value;
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EditorGUI.BeginChangeCheck();
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v = DrawVector3Slider(rect, k_DrawVector6Slider_LabelNegatives, v, min, max);
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if (EditorGUI.EndChangeCheck())
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negative.vector3Value = v;
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--EditorGUI.indentLevel;
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GUILayout.EndVertical();
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}
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static Vector3 DrawVector3Slider(Rect rect, GUIContent[] labels, Vector3 value, Vector3 min, Vector3 max)
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{
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// Use a corrected width due to the hacks used for layouting the slider properly below
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rect.width -= 20;
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var fieldWidth = rect.width / 3f;
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for (var i = 0; i < 3; ++i)
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{
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var c = new Rect(rect.x + fieldWidth * i, rect.y, fieldWidth, rect.height);
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var labelRect = new Rect(c.x, c.y, k_DrawVector6Slider_LabelSize, c.height);
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var sliderRect = new Rect(labelRect.x + labelRect.width, c.y, c.width - k_DrawVector6Slider_LabelSize - k_DrawVector6Slider_FieldSize + 45, c.height);
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var fieldRect = new Rect(sliderRect.x + sliderRect.width - 25, c.y, k_DrawVector6Slider_FieldSize, c.height);
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EditorGUI.LabelField(labelRect, labels[i]);
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value[i] = GUI.HorizontalSlider(sliderRect, value[i], min[i], max[i]);
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value[i] = EditorGUI.FloatField(fieldRect, value[i]);
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}
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return value;
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}
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public static void DrawPopup(GUIContent label, SerializedProperty property, string[] options)
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{
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var mode = property.intValue;
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EditorGUI.BeginChangeCheck();
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if (mode >= options.Length)
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Debug.LogError(string.Format("Invalid option while trying to set {0}", label.text));
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mode = EditorGUILayout.Popup(label, mode, options);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(property.objectReferenceValue, property.name);
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property.intValue = mode;
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}
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}
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public static void DrawCascadeSplitGUI<T>(ref SerializedProperty shadowCascadeSplit)
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{
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float[] cascadePartitionSizes = null;
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System.Type type = typeof(T);
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if (type == typeof(float))
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{
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cascadePartitionSizes = new float[] { shadowCascadeSplit.floatValue };
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}
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else if (type == typeof(Vector3))
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{
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Vector3 splits = shadowCascadeSplit.vector3Value;
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cascadePartitionSizes = new float[]
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{
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Mathf.Clamp(splits[0], 0.0f, 1.0f),
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Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f),
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Mathf.Clamp(splits[2] - splits[1], 0.0f, 1.0f)
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};
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}
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if (cascadePartitionSizes != null)
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{
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EditorGUI.BeginChangeCheck();
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ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref cascadePartitionSizes);
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if (EditorGUI.EndChangeCheck())
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{
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if (type == typeof(float))
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shadowCascadeSplit.floatValue = cascadePartitionSizes[0];
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else
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{
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Vector3 updatedValue = new Vector3();
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updatedValue[0] = cascadePartitionSizes[0];
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updatedValue[1] = updatedValue[0] + cascadePartitionSizes[1];
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updatedValue[2] = updatedValue[1] + cascadePartitionSizes[2];
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shadowCascadeSplit.vector3Value = updatedValue;
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}
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}
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}
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}
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public static void RemoveMaterialKeywords(Material material)
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{
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material.shaderKeywords = null;
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}
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public static T[] GetAdditionalData<T>(UnityEngine.Object[] targets, Action<T> initDefault = null)
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where T : Component
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{
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// Handles multi-selection
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var data = targets.Cast<Component>()
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.Select(t => t.GetComponent<T>())
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.ToArray();
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for (int i = 0; i < data.Length; i++)
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{
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if (data[i] == null)
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{
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data[i] = Undo.AddComponent<T>(((Component)targets[i]).gameObject);
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if (initDefault != null)
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{
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initDefault(data[i]);
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}
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}
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}
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return data;
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}
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}
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static class ShadowCascadeSplitGUI
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{
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private const int kSliderbarTopMargin = 2;
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private const int kSliderbarHeight = 24;
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private const int kSliderbarBottomMargin = 2;
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private const int kPartitionHandleWidth = 2;
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private const int kPartitionHandleExtraHitAreaWidth = 2;
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private static readonly Color[] kCascadeColors =
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{
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new Color(0.5f, 0.5f, 0.6f, 1.0f),
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new Color(0.5f, 0.6f, 0.5f, 1.0f),
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new Color(0.6f, 0.6f, 0.5f, 1.0f),
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new Color(0.6f, 0.5f, 0.5f, 1.0f),
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};
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// using a LODGroup skin
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private static readonly GUIStyle s_CascadeSliderBG = "LODSliderRange";
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private static readonly GUIStyle s_TextCenteredStyle = new GUIStyle(EditorStyles.whiteMiniLabel)
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{
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alignment = TextAnchor.MiddleCenter
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};
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// Internal struct to bundle drag information
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private class DragCache
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{
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public int m_ActivePartition; // the cascade partition that we are currently dragging/resizing
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public float m_NormalizedPartitionSize; // the normalized size of the partition (0.0f < size < 1.0f)
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public Vector2 m_LastCachedMousePosition; // mouse position the last time we registered a drag or mouse down.
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public DragCache(int activePartition, float normalizedPartitionSize, Vector2 currentMousePos)
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{
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m_ActivePartition = activePartition;
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m_NormalizedPartitionSize = normalizedPartitionSize;
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m_LastCachedMousePosition = currentMousePos;
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}
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};
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private static DragCache s_DragCache;
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private static readonly int s_CascadeSliderId = "s_CascadeSliderId".GetHashCode();
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private static SceneView s_RestoreSceneView;
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private static SceneView.CameraMode s_OldSceneDrawMode;
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private static bool s_OldSceneLightingMode;
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/**
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* Static function to handle the GUI and User input related to the cascade slider.
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*
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* @param normalizedCascadePartition The array of partition sizes in the range 0.0f - 1.0f; expects ONE entry if cascades = 2, and THREE if cascades=4
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* The last entry will be automatically determined by summing up the array, and doing 1.0f - sum
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*/
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public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions)
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{
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EditorGUILayout.LabelField("Cascade splits");
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// get the inspector width since we need it while drawing the partition rects.
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// Only way currently is to reserve the block in the layout using GetRect(), and then immediately drawing the empty box
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// to match the call to GetRect.
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// From this point on, we move to non-layout based code.
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var sliderRect = GUILayoutUtility.GetRect(GUIContent.none
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, s_CascadeSliderBG
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, GUILayout.Height(kSliderbarTopMargin + kSliderbarHeight + kSliderbarBottomMargin)
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, GUILayout.ExpandWidth(true));
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GUI.Box(sliderRect, GUIContent.none);
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float currentX = sliderRect.x;
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float cascadeBoxStartY = sliderRect.y + kSliderbarTopMargin;
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float cascadeSliderWidth = sliderRect.width - (normalizedCascadePartitions.Length * kPartitionHandleWidth);
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Color origTextColor = GUI.color;
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Color origBackgroundColor = GUI.backgroundColor;
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int colorIndex = -1;
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// setup the array locally with the last partition
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float[] adjustedCascadePartitions = new float[normalizedCascadePartitions.Length + 1];
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System.Array.Copy(normalizedCascadePartitions, adjustedCascadePartitions, normalizedCascadePartitions.Length);
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adjustedCascadePartitions[adjustedCascadePartitions.Length - 1] = 1.0f - normalizedCascadePartitions.Sum();
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// check for user input on any of the partition handles
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// this mechanism gets the current event in the queue... make sure that the mouse is over our control before consuming the event
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int sliderControlId = GUIUtility.GetControlID(s_CascadeSliderId, FocusType.Passive);
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Event currentEvent = Event.current;
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int hotPartitionHandleIndex = -1; // the index of any partition handle that we are hovering over or dragging
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// draw each cascade partition
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for (int i = 0; i < adjustedCascadePartitions.Length; ++i)
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{
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float currentPartition = adjustedCascadePartitions[i];
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colorIndex = (colorIndex + 1) % kCascadeColors.Length;
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GUI.backgroundColor = kCascadeColors[colorIndex];
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float boxLength = (cascadeSliderWidth * currentPartition);
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// main cascade box
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Rect partitionRect = new Rect(currentX, cascadeBoxStartY, boxLength, kSliderbarHeight);
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GUI.Box(partitionRect, GUIContent.none, s_CascadeSliderBG);
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currentX += boxLength;
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// cascade box percentage text
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GUI.color = Color.white;
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Rect textRect = partitionRect;
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var cascadeText = string.Format("{0}\n{1:F1}%", i, currentPartition * 100.0f);
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GUI.Label(textRect, cascadeText, s_TextCenteredStyle);
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// no need to draw the partition handle for last box
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if (i == adjustedCascadePartitions.Length - 1)
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break;
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// partition handle
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GUI.backgroundColor = Color.black;
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Rect handleRect = partitionRect;
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handleRect.x = currentX;
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handleRect.width = kPartitionHandleWidth;
|
|
GUI.Box(handleRect, GUIContent.none, s_CascadeSliderBG);
|
|
// we want a thin handle visually (since wide black bar looks bad), but a slightly larger
|
|
// hit area for easier manipulation
|
|
Rect handleHitRect = handleRect;
|
|
handleHitRect.xMin -= kPartitionHandleExtraHitAreaWidth;
|
|
handleHitRect.xMax += kPartitionHandleExtraHitAreaWidth;
|
|
if (handleHitRect.Contains(currentEvent.mousePosition))
|
|
hotPartitionHandleIndex = i;
|
|
|
|
// add regions to slider where the cursor changes to Resize-Horizontal
|
|
if (s_DragCache == null)
|
|
{
|
|
EditorGUIUtility.AddCursorRect(handleHitRect, MouseCursor.ResizeHorizontal, sliderControlId);
|
|
}
|
|
|
|
currentX += kPartitionHandleWidth;
|
|
}
|
|
|
|
GUI.color = origTextColor;
|
|
GUI.backgroundColor = origBackgroundColor;
|
|
|
|
EventType eventType = currentEvent.GetTypeForControl(sliderControlId);
|
|
switch (eventType)
|
|
{
|
|
case EventType.MouseDown:
|
|
if (hotPartitionHandleIndex >= 0)
|
|
{
|
|
s_DragCache = new DragCache(hotPartitionHandleIndex, normalizedCascadePartitions[hotPartitionHandleIndex], currentEvent.mousePosition);
|
|
if (GUIUtility.hotControl == 0)
|
|
GUIUtility.hotControl = sliderControlId;
|
|
currentEvent.Use();
|
|
|
|
// Switch active scene view into shadow cascades visualization mode, once we start
|
|
// tweaking cascade splits.
|
|
if (s_RestoreSceneView == null)
|
|
{
|
|
s_RestoreSceneView = SceneView.lastActiveSceneView;
|
|
if (s_RestoreSceneView != null)
|
|
{
|
|
s_OldSceneDrawMode = s_RestoreSceneView.cameraMode;
|
|
s_OldSceneLightingMode = s_RestoreSceneView.m_SceneLighting;
|
|
s_RestoreSceneView.cameraMode = SceneView.GetBuiltinCameraMode(DrawCameraMode.ShadowCascades);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EventType.MouseUp:
|
|
// mouseUp event anywhere should release the hotcontrol (if it belongs to us), drags (if any)
|
|
if (GUIUtility.hotControl == sliderControlId)
|
|
{
|
|
GUIUtility.hotControl = 0;
|
|
currentEvent.Use();
|
|
}
|
|
s_DragCache = null;
|
|
|
|
// Restore previous scene view drawing mode once we stop tweaking cascade splits.
|
|
if (s_RestoreSceneView != null)
|
|
{
|
|
s_RestoreSceneView.cameraMode = s_OldSceneDrawMode;
|
|
s_RestoreSceneView.m_SceneLighting = s_OldSceneLightingMode;
|
|
s_RestoreSceneView = null;
|
|
}
|
|
break;
|
|
|
|
case EventType.MouseDrag:
|
|
if (GUIUtility.hotControl != sliderControlId)
|
|
break;
|
|
|
|
// convert the mouse movement to normalized cascade width. Make sure that we are safe to apply the delta before using it.
|
|
float delta = (currentEvent.mousePosition - s_DragCache.m_LastCachedMousePosition).x / cascadeSliderWidth;
|
|
bool isLeftPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition] + delta) > 0.0f);
|
|
bool isRightPartitionHappy = ((adjustedCascadePartitions[s_DragCache.m_ActivePartition + 1] - delta) > 0.0f);
|
|
if (isLeftPartitionHappy && isRightPartitionHappy)
|
|
{
|
|
s_DragCache.m_NormalizedPartitionSize += delta;
|
|
normalizedCascadePartitions[s_DragCache.m_ActivePartition] = s_DragCache.m_NormalizedPartitionSize;
|
|
if (s_DragCache.m_ActivePartition < normalizedCascadePartitions.Length - 1)
|
|
normalizedCascadePartitions[s_DragCache.m_ActivePartition + 1] -= delta;
|
|
GUI.changed = true;
|
|
}
|
|
s_DragCache.m_LastCachedMousePosition = currentEvent.mousePosition;
|
|
currentEvent.Use();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|