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); } } }