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- using UnityEngine.Rendering;
- using UnityEngine.Rendering.LookDev;
- using UnityEditorInternal;
- using UnityEngine;
- using System.Linq;
- namespace UnityEditor.Rendering.LookDev
- {
- /// <summary>
- /// Main entry point for scripting LookDev
- /// </summary>
- 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;
- /// <summary>
- /// Get all the data used in LookDev currently (views, layout, debug... )
- /// </summary>
- 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<Context>().FirstOrDefault();
- }
- static Context defaultContext
- {
- get
- {
- var context = UnityEngine.ScriptableObject.CreateInstance<Context>();
- 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;
- /// <summary>State of the LookDev window</summary>
- public static bool open { get; private set; }
- /// <summary>
- /// Does LookDev is supported with the current render pipeline?
- /// </summary>
- public static bool supported => dataProvider != null;
- /// <summary>
- /// Reset all LookDevs datas to the default configuration
- /// </summary>
- 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;
- }
- /// <summary>
- /// Load a different set of datas
- /// </summary>
- /// <param name="path">Path where to load</param>
- internal static void LoadConfig(string path = lastRenderingDataSavePath)
- {
- var last = LoadConfigInternal(path);
- if (last != null)
- currentContext = last;
- }
- /// <summary>
- /// Save the current set of datas
- /// </summary>
- /// <param name="path">[optional] Path to save. By default, saved in Library folder</param>
- internal static void SaveConfig(string path = lastRenderingDataSavePath)
- {
- if (currentContext != null && !currentContext.Equals(null))
- InternalEditorUtility.SaveToSerializedFileAndForget(new[] { currentContext }, path, true);
- }
- /// <summary>Open the LookDev window</summary>
- public static void Open()
- {
- EditorWindow.GetWindow<DisplayWindow>();
- }
- /// <summary>Close the LookDev window</summary>
- 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<DisplayWindow>();
- 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();
- }
- /// <summary>Update the rendered element with element in the context</summary>
- /// <param name="index">The index of the stage to update</param>
- internal static void SaveContextChangeAndApply(ViewIndex index)
- {
- SaveConfig();
- ApplyContextChange(index);
- }
- }
- }
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