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2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
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using System;
using System.Linq;
using UnityEngine;
namespace UnityEditor.Rendering.LWRP
{
// This is to keep the namespace UnityEditor.Rendering.LWRP alive,
// so that user scripts that have "using UnityEditor.Rendering.LWRP" in them still compile.
internal class Deprecated
{
}
}
namespace UnityEditor.Rendering.Universal
{
static partial class EditorUtils
{
[Obsolete("This is obsolete, please use DrawCascadeSplitGUI<T>(ref SerializedProperty shadowCascadeSplit, float distance, int cascadeCount, Unit unit) instead.", false)]
public static void DrawCascadeSplitGUI<T>(ref SerializedProperty shadowCascadeSplit)
{
float[] cascadePartitionSizes = null;
Type type = typeof(T);
if (type == typeof(float))
{
cascadePartitionSizes = new float[] { shadowCascadeSplit.floatValue };
}
else if (type == typeof(Vector3))
{
Vector3 splits = shadowCascadeSplit.vector3Value;
cascadePartitionSizes = new float[]
{
Mathf.Clamp(splits[0], 0.0f, 1.0f),
Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f),
Mathf.Clamp(splits[2] - splits[1], 0.0f, 1.0f)
};
}
if (cascadePartitionSizes != null)
{
EditorGUI.BeginChangeCheck();
ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref cascadePartitionSizes);
if (EditorGUI.EndChangeCheck())
{
if (type == typeof(float))
shadowCascadeSplit.floatValue = cascadePartitionSizes[0];
else
{
Vector3 updatedValue = new Vector3();
updatedValue[0] = cascadePartitionSizes[0];
updatedValue[1] = updatedValue[0] + cascadePartitionSizes[1];
updatedValue[2] = updatedValue[1] + cascadePartitionSizes[2];
shadowCascadeSplit.vector3Value = updatedValue;
}
}
}
}
}
static partial class ShadowCascadeSplitGUI
{
[Obsolete("This is obsolete, please use HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions, float distance, EditorUtils.Unit unit) instead.", false)]
public static void HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions)
{
EditorGUILayout.BeginHorizontal();
GUILayout.Space(EditorGUI.indentLevel * 15f);
// get the inspector width since we need it while drawing the partition rects.
// Only way currently is to reserve the block in the layout using GetRect(), and then immediately drawing the empty box
// to match the call to GetRect.
// From this point on, we move to non-layout based code.
var sliderRect = GUILayoutUtility.GetRect(GUIContent.none
, s_CascadeSliderBG
, GUILayout.Height(kSliderbarTopMargin + kSliderbarHeight + kSliderbarBottomMargin)
, GUILayout.ExpandWidth(true));
GUI.Box(sliderRect, GUIContent.none);
EditorGUILayout.EndHorizontal();
float currentX = sliderRect.x;
float cascadeBoxStartY = sliderRect.y + kSliderbarTopMargin;
float cascadeSliderWidth = sliderRect.width - (normalizedCascadePartitions.Length * kPartitionHandleWidth);
Color origTextColor = GUI.color;
Color origBackgroundColor = GUI.backgroundColor;
int colorIndex = -1;
// setup the array locally with the last partition
float[] adjustedCascadePartitions = new float[normalizedCascadePartitions.Length + 1];
System.Array.Copy(normalizedCascadePartitions, adjustedCascadePartitions, normalizedCascadePartitions.Length);
adjustedCascadePartitions[adjustedCascadePartitions.Length - 1] = 1.0f - normalizedCascadePartitions.Sum();
// check for user input on any of the partition handles
// this mechanism gets the current event in the queue... make sure that the mouse is over our control before consuming the event
int sliderControlId = GUIUtility.GetControlID(s_CascadeSliderId, FocusType.Passive);
Event currentEvent = Event.current;
int hotPartitionHandleIndex = -1; // the index of any partition handle that we are hovering over or dragging
// draw each cascade partition
for (int i = 0; i < adjustedCascadePartitions.Length; ++i)
{
float currentPartition = adjustedCascadePartitions[i];
colorIndex = (colorIndex + 1) % kCascadeColors.Length;
GUI.backgroundColor = kCascadeColors[colorIndex];
float boxLength = (cascadeSliderWidth * currentPartition);
// main cascade box
Rect partitionRect = new Rect(currentX, cascadeBoxStartY, boxLength, kSliderbarHeight);
GUI.Box(partitionRect, GUIContent.none, s_CascadeSliderBG);
currentX += boxLength;
// cascade box percentage text
GUI.color = Color.white;
Rect textRect = partitionRect;
var cascadeText = string.Format("{0}\n{1:F1}%", i, currentPartition * 100.0f);
GUI.Label(textRect, cascadeText, s_TextCenteredStyle);
// no need to draw the partition handle for last box
if (i == adjustedCascadePartitions.Length - 1)
break;
// partition handle
GUI.backgroundColor = Color.black;
Rect handleRect = partitionRect;
handleRect.x = currentX;
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;
#if UNITY_2019_1_OR_NEWER
s_OldSceneLightingMode = s_RestoreSceneView.sceneLighting;
#else
s_OldSceneLightingMode = s_RestoreSceneView.m_SceneLighting;
#endif
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;
#if UNITY_2019_1_OR_NEWER
s_RestoreSceneView.sceneLighting = s_OldSceneLightingMode;
#else
s_RestoreSceneView.m_SceneLighting = s_OldSceneLightingMode;
#endif
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;
}
}
}
}