using UnityEngine; using System; using System.IO; using System.Collections.Generic; namespace UnityEditor.VFXToolbox { internal class VFXToolboxUtility { #region Readback utils public static Color[] ReadBack(RenderTexture renderTexture) { RenderTexture backup = RenderTexture.active; RenderTexture.active = renderTexture; bool hdr = false; if (renderTexture.format == RenderTextureFormat.ARGBHalf) hdr = true; Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, hdr ? TextureFormat.RGBAHalf : TextureFormat.RGBA32, false); texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0); //texture.Apply(); RenderTexture.active = backup; return texture.GetPixels(); } #endregion #region Asset Utils public static bool IsDirectory(string path) { if (path.Length > 0 && Directory.Exists(path)) return true; return false; } public static bool IsDirectorySelected() { var path = ""; var obj = Selection.activeObject; if (obj == null) path = "Assets"; else path = AssetDatabase.GetAssetPath(obj.GetInstanceID()); return IsDirectory(path); } public static string[] GetAllTexturesInPath(string path) { List files = new List(); string absolutePath = Application.dataPath + "/" + path.Remove(0, 7); string [] fileEntries = Directory.GetFiles(absolutePath); int count = fileEntries.Length; int i = 0; foreach(string fileName in fileEntries) { string fname = fileName.Replace('\\', '/'); int index = fname.LastIndexOf('/'); string localPath = path; if (index > 0) localPath += fname.Substring(index); VFXToolboxGUIUtility.DisplayProgressBar("Image Sequencer", "Discovering Assets in folder...", (float)i/count); Texture2D t = AssetDatabase.LoadAssetAtPath(localPath); if(t != null) files.Add(localPath); i++; } VFXToolboxGUIUtility.ClearProgressBar(); return files.ToArray(); } #endregion #region ReflectionUtils public static IEnumerable FindConcreteSubclasses() { List types = new List(); foreach (var domainAssembly in AppDomain.CurrentDomain.GetAssemblies()) { Type[] assemblyTypes = null; try { assemblyTypes = domainAssembly.GetTypes(); } catch(Exception) { Debug.LogWarning("Cannot access assembly: " + domainAssembly); assemblyTypes = null; } if (assemblyTypes != null) foreach (var assemblyType in assemblyTypes) if (assemblyType.IsSubclassOf(typeof(T)) && !assemblyType.IsAbstract) types.Add (assemblyType); } return types; } #endregion #region GraphicUtils public static void BlitRect(Rect rect, RenderTexture target, Texture texture, Material material = null) { RenderTexture backup = RenderTexture.active; RenderTexture.active = target; GL.PushMatrix(); GL.LoadPixelMatrix(0, target.width, target.height, 0); Graphics.DrawTexture(rect, texture, material); GL.PopMatrix(); RenderTexture.active = backup; } #endregion } }