Firstborn/Assets/Daz3D/Scripts/Editor/DetectRenderPipeline.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
#if UNITY_EDITOR
//[InitializeOnLoad]
public static class DetectRenderPipeline
{
public static readonly string[] usingRPSymbols = new string[] {
"USING_HDRP",
"USING_URP",
"USING_BUILTIN",
"USING_2019",
};
static string CleanPreprocessorDirectives(string definedSymbolsString)
{
List<string> allDefinedSymbols = definedSymbolsString.Split(';').ToList();
foreach (string removeSymbol in usingRPSymbols)
{
if (allDefinedSymbols.Contains(removeSymbol))
{
allDefinedSymbols.Remove(removeSymbol);
if (!allDefinedSymbols.Contains(removeSymbol))
{
// Debug.Log("Defined Symbol removed: " + removeSymbol);
}
else
{
// Debug.LogError("Defined Symbol could not be removed: " + removeSymbol);
}
}
else
{
// Debug.Log("Defined Symbol not detected: " + removeSymbol);
}
}
return string.Join(";", allDefinedSymbols.ToArray());
}
static string DetectAndSetSymbolString(string definedSymbols)
{
string newSymbolString = "";
if (definedSymbols != "")
{
newSymbolString = definedSymbols + ";";
}
if (IsHDRPInstalled())
{
newSymbolString += "USING_HDRP";
}
else if (IsURPInstalled())
{
newSymbolString += "USING_URP";
// check for 2019
if (Application.unityVersion.Contains("2019"))
{
newSymbolString += ";USING_2019";
}
}
else
{
newSymbolString += "USING_BUILTIN";
}
return newSymbolString;
}
//[UnityEditor.Callbacks.DidReloadScripts]
static void CommitDefinedSymbols(string newSymbolsString)
{
Debug.Log("Attempting to write new PreprocessorDirectives: " + newSymbolsString);
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newSymbolsString);
}
static bool IsHDRPInstalled()
{
if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null)
{
string renderAssetType = "dummy string";
renderAssetType = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset.GetType().ToString();
if (renderAssetType.Contains("HDRenderPipeline"))
{
return true;
}
}
return false;
}
static bool IsURPInstalled()
{
if (UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline != null)
{
string renderAssetType = "dummy string";
renderAssetType = UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset.GetType().ToString();
if (renderAssetType.Contains("UniversalRenderPipeline"))
{
return true;
}
}
return false;
}
public static void RunOnce()
{
string oldSymbolsString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
string newSymbolsString = oldSymbolsString;
newSymbolsString = CleanPreprocessorDirectives(newSymbolsString);
newSymbolsString = DetectAndSetSymbolString(newSymbolsString);
string renderPipelineString = "Built-In Pipeline";
if (IsHDRPInstalled())
renderPipelineString = "HDRP";
else if (IsURPInstalled())
renderPipelineString = "URP";
// Debug.Log("OldString=" + oldSymbolsString + ", NewString=" + newSymbolsString);
if (oldSymbolsString != newSymbolsString)
{
// DB: 2021-08-31, showmodal to ask to change defined symbols, warn that it will take time (minutes)
// 1. DISPLAY DETECTED RP, ASK TO COMMIT, WARN OPERATION WILL TAKE TIME (MINUTES)
// 2. IF YES, DO COMMIT
// 3. IF NO, RESET VALUES SO DETECTION CAN BE RUN LATER...
// OPTIONAL: IMPORT ASSETS WITH DEFAULT SHADER?
Daz3D.Daz3DBridge.CurrentToolbarMode = Daz3D.Daz3DBridge.ToolbarMode.Options;
string dtu_detectrp_message = "Detected [" + renderPipelineString + "]\n\nDTU Bridge must update symbol definitions to continue the Import Procedure. This may take a few minutes. " +
"You may Cancel now, and rerun the renderpipeline detection process from the DTU Bridge at another time.";
bool bUpdateSymbols = EditorUtility.DisplayDialog("Unofficial DTU RenderPipeline Detection", dtu_detectrp_message, "Update Symbol Definitions Now", "Cancel and Redetect RenderPipeline Later");
if (bUpdateSymbols)
{
Daz3D.Daz3DBridge.CurrentToolbarMode = Daz3D.Daz3DBridge.ToolbarMode.History;
CommitDefinedSymbols(newSymbolsString);
Daz3D.Daz3DDTUImporter.ImportEventRecord record = new Daz3D.Daz3DDTUImporter.ImportEventRecord();
Daz3D.Daz3DDTUImporter.EventQueue.Enqueue(record);
record.AddToken("Updating Symbol Definitions.\nThis will trigger Unity Editor to recompile all scripts and may take several minutes...");
}
else
{
Daz3D.Daz3DDTUImporter.ImportEventRecord record = new Daz3D.Daz3DDTUImporter.ImportEventRecord();
Daz3D.Daz3DDTUImporter.EventQueue.Enqueue(record);
record.AddToken("Autodetection cancelled.\nPlease click the \"Detect RenderPipeline\" button \nin the Options tab to continue import procedure.");
}
}
else
{
string dtu_detectrp_message = "Detected [" + renderPipelineString + "]\n\nNo changes need to be made to Symbol Definitions.";
EditorUtility.DisplayDialog("Unofficial DTU RenderPipeline Detection", dtu_detectrp_message, "OK");
}
}
}
#endif // UNITY_EDITOR