using UnityEngine.Rendering;
using UnityEngine.Rendering.LookDev;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace UnityEditor.Rendering.LookDev
{
///
/// Main entry point for scripting LookDev
///
public static class LookDev
{
const string lastRenderingDataSavePath = "Library/LookDevConfig.asset";
//TODO: ensure only one displayer at time for the moment
static IViewDisplayer s_ViewDisplayer;
static IEnvironmentDisplayer s_EnvironmentDisplayer;
static Compositer s_Compositor;
static StageCache s_Stages;
static Context s_CurrentContext;
internal static IDataProvider dataProvider
=> RenderPipelineManager.currentPipeline as IDataProvider;
///
/// Get all the data used in LookDev currently (views, layout, debug... )
///
internal static Context currentContext
{
//Lazy init: load it when needed instead in static even if you do not support lookdev
get
{
if (s_CurrentContext == null || s_CurrentContext.Equals(null))
{
// In case the context is still alive somewhere but the static reference has been lost, we can find the object back with this
s_CurrentContext = TryFindCurrentContext();
if (s_CurrentContext != null)
return s_CurrentContext;
s_CurrentContext = LoadConfigInternal();
if (s_CurrentContext == null)
s_CurrentContext = defaultContext;
ReloadStage(false);
}
return s_CurrentContext;
}
private set => s_CurrentContext = value;
}
static Context TryFindCurrentContext()
{
Context context = s_CurrentContext;
if (context != null)
return context;
return Resources.FindObjectsOfTypeAll().FirstOrDefault();
}
static Context defaultContext
{
get
{
var context = UnityEngine.ScriptableObject.CreateInstance();
context.hideFlags = HideFlags.HideAndDontSave;
context.Init();
return context;
}
}
//[TODO: not compatible with multiple displayer. To rework if needed]
internal static IViewDisplayer currentViewDisplayer => s_ViewDisplayer;
internal static IEnvironmentDisplayer currentEnvironmentDisplayer => s_EnvironmentDisplayer;
[MenuItem("Window/Render Pipeline/Look Dev", false, 10200)]
static void OpenLookDev() => Open();
[MenuItem("Window/Render Pipeline/Look Dev", true, 10200)]
static bool LookDevAvailable() => supported;
internal static bool waitingConfigure { get; private set; } = true;
/// State of the LookDev window
public static bool open { get; private set; }
///
/// Does LookDev is supported with the current render pipeline?
///
public static bool supported => dataProvider != null;
///
/// Reset all LookDevs datas to the default configuration
///
public static void ResetConfig()
=> currentContext = defaultContext;
static Context LoadConfigInternal(string path = lastRenderingDataSavePath)
{
var objs = InternalEditorUtility.LoadSerializedFileAndForget(path);
Context context = (objs.Length > 0 ? objs[0] : null) as Context;
if (context != null && !context.Equals(null))
context.Init();
return context;
}
///
/// Load a different set of datas
///
/// Path where to load
internal static void LoadConfig(string path = lastRenderingDataSavePath)
{
var last = LoadConfigInternal(path);
if (last != null)
currentContext = last;
}
///
/// Save the current set of datas
///
/// [optional] Path to save. By default, saved in Library folder
internal static void SaveConfig(string path = lastRenderingDataSavePath)
{
if (currentContext != null && !currentContext.Equals(null))
InternalEditorUtility.SaveToSerializedFileAndForget(new[] { currentContext }, path, true);
}
/// Open the LookDev window
public static void Open()
{
EditorWindow.GetWindow();
}
/// Close the LookDev window
public static void Close()
{
(s_ViewDisplayer as EditorWindow)?.Close();
s_ViewDisplayer = null;
(s_EnvironmentDisplayer as EditorWindow)?.Close();
s_EnvironmentDisplayer = null;
}
internal static void Initialize(DisplayWindow window)
{
s_ViewDisplayer = window;
s_EnvironmentDisplayer = window;
open = true;
// Lookdev Initialize can be called when the window is re-created by the editor layout system.
// In that case, the current context won't be null and there might be objects to reload from the temp ID
ConfigureLookDev(reloadWithTemporaryID: TryFindCurrentContext() != null);
}
[Callbacks.DidReloadScripts]
static void OnEditorReload()
{
var windows = Resources.FindObjectsOfTypeAll();
s_ViewDisplayer = windows.Length > 0 ? windows[0] : null;
s_EnvironmentDisplayer = windows.Length > 0 ? windows[0] : null;
open = s_ViewDisplayer != null;
if (open)
ConfigureLookDev(reloadWithTemporaryID: true);
}
static void ConfigureLookDev(bool reloadWithTemporaryID)
{
open = true;
waitingConfigure = true;
if (s_CurrentContext == null || s_CurrentContext.Equals(null))
LoadConfig();
WaitingSRPReloadForConfiguringRenderer(5, reloadWithTemporaryID: reloadWithTemporaryID);
}
static void WaitingSRPReloadForConfiguringRenderer(int maxAttempt, bool reloadWithTemporaryID, int attemptNumber = 0)
{
if (supported)
{
waitingConfigure = false;
ConfigureRenderer(reloadWithTemporaryID);
LinkViewDisplayer();
LinkEnvironmentDisplayer();
ReloadStage(reloadWithTemporaryID);
}
else if (attemptNumber < maxAttempt)
EditorApplication.delayCall +=
() => WaitingSRPReloadForConfiguringRenderer(maxAttempt, reloadWithTemporaryID, ++attemptNumber);
else
waitingConfigure = false;
}
static void ConfigureRenderer(bool reloadWithTemporaryID)
{
s_Stages?.Dispose(); //clean previous occurrence on reloading
s_Stages = new StageCache(dataProvider);
s_Compositor?.Dispose(); //clean previous occurrence on reloading
s_Compositor = new Compositer(s_ViewDisplayer, dataProvider, s_Stages);
}
static void LinkViewDisplayer()
{
s_ViewDisplayer.OnClosed += () =>
{
s_Compositor?.Dispose();
s_Compositor = null;
s_Stages?.Dispose();
s_Stages = null;
s_ViewDisplayer = null;
//currentContext = null;
SaveConfig();
open = false;
};
s_ViewDisplayer.OnLayoutChanged += (layout, envPanelOpen) =>
{
currentContext.layout.viewLayout = layout;
currentContext.layout.showedSidePanel = envPanelOpen;
SaveConfig();
};
s_ViewDisplayer.OnChangingObjectInView += (go, index, localPos) =>
{
switch (index)
{
case ViewCompositionIndex.First:
case ViewCompositionIndex.Second:
currentContext.GetViewContent((ViewIndex)index).UpdateViewedObject(go);
SaveContextChangeAndApply((ViewIndex)index);
break;
case ViewCompositionIndex.Composite:
ViewIndex viewIndex = s_Compositor.GetViewFromComposition(localPos);
currentContext.GetViewContent(viewIndex).UpdateViewedObject(go);
SaveContextChangeAndApply(viewIndex);
break;
}
};
s_ViewDisplayer.OnChangingEnvironmentInView += (obj, index, localPos) =>
{
switch (index)
{
case ViewCompositionIndex.First:
case ViewCompositionIndex.Second:
currentContext.GetViewContent((ViewIndex)index).UpdateEnvironment(obj);
SaveContextChangeAndApply((ViewIndex)index);
break;
case ViewCompositionIndex.Composite:
ViewIndex viewIndex = s_Compositor.GetViewFromComposition(localPos);
currentContext.GetViewContent(viewIndex).UpdateEnvironment(obj);
SaveContextChangeAndApply(viewIndex);
break;
}
};
}
static void LinkEnvironmentDisplayer()
{
s_EnvironmentDisplayer.OnChangingEnvironmentLibrary += UpdateEnvironmentLibrary;
}
static void UpdateEnvironmentLibrary(EnvironmentLibrary library)
{
LookDev.currentContext.UpdateEnvironmentLibrary(library);
}
static void ReloadStage(bool reloadWithTemporaryID)
{
currentContext.GetViewContent(ViewIndex.First).LoadAll(reloadWithTemporaryID);
ApplyContextChange(ViewIndex.First);
currentContext.GetViewContent(ViewIndex.Second).LoadAll(reloadWithTemporaryID);
ApplyContextChange(ViewIndex.Second);
}
static void ApplyContextChange(ViewIndex index)
{
s_Stages.UpdateSceneObjects(index);
s_Stages.UpdateSceneLighting(index, dataProvider);
s_ViewDisplayer.Repaint();
}
/// Update the rendered element with element in the context
/// The index of the stage to update
internal static void SaveContextChangeAndApply(ViewIndex index)
{
SaveConfig();
ApplyContextChange(index);
}
}
}