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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- [Obsolete("This is obsolete, please use DrawCascadeSplitGUI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- [Obsolete("This is obsolete, please use HandleCascadeSliderGUI(ref float[] normalizedCascadePartitions, float distance, EditorUtils.Unit unit) instead.", false)]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;
- }
- }
- }
- }
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