Firstborn/Library/PackageCache/com.unity.render-pipelines..../Editor/TrackballUIDrawer.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

224 lines
8.7 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor.Rendering.Universal
{
// TODO: Should be cleaned up and put into CoreRP/Editor
sealed class TrackballUIDrawer
{
static readonly int s_ThumbHash = "colorWheelThumb".GetHashCode();
static GUIStyle s_WheelThumb;
static Vector2 s_WheelThumbSize;
static Material s_Material;
Func<Vector4, Vector3> m_ComputeFunc;
bool m_ResetState;
Vector2 m_CursorPos;
const string k_ShaderName = "Hidden/Universal Render Pipeline/Editor/Trackball";
public void OnGUI(SerializedProperty property, SerializedProperty overrideState, GUIContent title, Func<Vector4, Vector3> computeFunc)
{
if (!CheckMaterialAndShader())
{
return;
}
if (property.propertyType != SerializedPropertyType.Vector4)
{
Debug.LogWarning("TrackballUIDrawer requires a Vector4 property");
return;
}
m_ComputeFunc = computeFunc;
var value = property.vector4Value;
using (new EditorGUILayout.VerticalScope())
{
using (new EditorGUI.DisabledScope(!overrideState.boolValue))
DrawWheel(ref value, overrideState.boolValue);
DrawLabelAndOverride(title, overrideState);
}
if (m_ResetState)
{
value = new Vector4(1f, 1f, 1f, 0f);
m_ResetState = false;
}
property.vector4Value = value;
}
void DrawWheel(ref Vector4 value, bool overrideState)
{
var wheelRect = GUILayoutUtility.GetAspectRect(1f);
float size = wheelRect.width;
float hsize = size / 2f;
float radius = 0.38f * size;
Vector3 hsv;
Color.RGBToHSV(value, out hsv.x, out hsv.y, out hsv.z);
float offset = value.w;
// Thumb
var thumbPos = Vector2.zero;
float theta = hsv.x * (Mathf.PI * 2f);
thumbPos.x = Mathf.Cos(theta + (Mathf.PI / 2f));
thumbPos.y = Mathf.Sin(theta - (Mathf.PI / 2f));
thumbPos *= hsv.y * radius;
// Draw the wheel
if (Event.current.type == EventType.Repaint)
{
// Style init
if (s_WheelThumb == null)
{
s_WheelThumb = new GUIStyle("ColorPicker2DThumb");
s_WheelThumbSize = new Vector2(
!Mathf.Approximately(s_WheelThumb.fixedWidth, 0f) ? s_WheelThumb.fixedWidth : s_WheelThumb.padding.horizontal,
!Mathf.Approximately(s_WheelThumb.fixedHeight, 0f) ? s_WheelThumb.fixedHeight : s_WheelThumb.padding.vertical
);
}
// Retina support
float scale = EditorGUIUtility.pixelsPerPoint;
// Wheel texture
var oldRT = RenderTexture.active;
var rt = RenderTexture.GetTemporary((int)(size * scale), (int)(size * scale), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
s_Material.SetFloat("_Offset", offset);
s_Material.SetFloat("_DisabledState", overrideState && GUI.enabled ? 1f : 0.5f);
s_Material.SetVector("_Resolution", new Vector2(size * scale, size * scale / 2f));
Graphics.Blit(null, rt, s_Material, EditorGUIUtility.isProSkin ? 0 : 1);
RenderTexture.active = oldRT;
GUI.DrawTexture(wheelRect, rt);
RenderTexture.ReleaseTemporary(rt);
var thumbSize = s_WheelThumbSize;
var thumbSizeH = thumbSize / 2f;
s_WheelThumb.Draw(new Rect(wheelRect.x + hsize + thumbPos.x - thumbSizeH.x, wheelRect.y + hsize + thumbPos.y - thumbSizeH.y, thumbSize.x, thumbSize.y), false, false, false, false);
}
// Input
var bounds = wheelRect;
bounds.x += hsize - radius;
bounds.y += hsize - radius;
bounds.width = bounds.height = radius * 2f;
hsv = GetInput(bounds, hsv, thumbPos, radius);
value = Color.HSVToRGB(hsv.x, hsv.y, 1f);
value.w = offset;
// Offset
var sliderRect = GUILayoutUtility.GetRect(1f, 17f);
float padding = sliderRect.width * 0.05f; // 5% padding
sliderRect.xMin += padding;
sliderRect.xMax -= padding;
value.w = GUI.HorizontalSlider(sliderRect, value.w, -1f, 1f);
if (m_ComputeFunc == null)
return;
// Values
var displayValue = m_ComputeFunc(value);
using (new EditorGUI.DisabledGroupScope(true))
{
var valuesRect = GUILayoutUtility.GetRect(1f, 17f);
valuesRect.width /= 3f;
GUI.Label(valuesRect, displayValue.x.ToString("F2"), EditorStyles.centeredGreyMiniLabel);
valuesRect.x += valuesRect.width;
GUI.Label(valuesRect, displayValue.y.ToString("F2"), EditorStyles.centeredGreyMiniLabel);
valuesRect.x += valuesRect.width;
GUI.Label(valuesRect, displayValue.z.ToString("F2"), EditorStyles.centeredGreyMiniLabel);
valuesRect.x += valuesRect.width;
}
}
void DrawLabelAndOverride(GUIContent title, SerializedProperty overrideState)
{
// Title
var areaRect = GUILayoutUtility.GetRect(1f, 17f);
var labelSize = EditorStyles.miniLabel.CalcSize(title);
var labelRect = new Rect(areaRect.x + areaRect.width / 2 - labelSize.x / 2, areaRect.y, labelSize.x, labelSize.y);
GUI.Label(labelRect, title, EditorStyles.miniLabel);
// Override checkbox
var overrideRect = new Rect(labelRect.x - 17, labelRect.y + 3, 17f, 17f);
overrideState.boolValue = GUI.Toggle(overrideRect, overrideState.boolValue, EditorGUIUtility.TrTextContent("", "Override this setting for this volume."), CoreEditorStyles.smallTickbox);
}
Vector3 GetInput(Rect bounds, Vector3 hsv, Vector2 thumbPos, float radius)
{
var e = Event.current;
var id = GUIUtility.GetControlID(s_ThumbHash, FocusType.Passive, bounds);
var mousePos = e.mousePosition;
if (e.type == EventType.MouseDown && GUIUtility.hotControl == 0 && bounds.Contains(mousePos))
{
if (e.button == 0)
{
var center = new Vector2(bounds.x + radius, bounds.y + radius);
float dist = Vector2.Distance(center, mousePos);
if (dist <= radius)
{
e.Use();
m_CursorPos = new Vector2(thumbPos.x + radius, thumbPos.y + radius);
GUIUtility.hotControl = id;
GUI.changed = true;
}
}
else if (e.button == 1)
{
e.Use();
GUI.changed = true;
m_ResetState = true;
}
}
else if (e.type == EventType.MouseDrag && e.button == 0 && GUIUtility.hotControl == id)
{
e.Use();
GUI.changed = true;
m_CursorPos += e.delta * 0.2f; // Sensitivity
GetWheelHueSaturation(m_CursorPos.x, m_CursorPos.y, radius, out hsv.x, out hsv.y);
}
else if (e.rawType == EventType.MouseUp && e.button == 0 && GUIUtility.hotControl == id)
{
e.Use();
GUIUtility.hotControl = 0;
}
return hsv;
}
void GetWheelHueSaturation(float x, float y, float radius, out float hue, out float saturation)
{
float dx = (x - radius) / radius;
float dy = (y - radius) / radius;
float d = Mathf.Sqrt(dx * dx + dy * dy);
hue = Mathf.Atan2(dx, -dy);
hue = 1f - ((hue > 0) ? hue : (Mathf.PI * 2f) + hue) / (Mathf.PI * 2f);
saturation = Mathf.Clamp01(d);
}
bool CheckMaterialAndShader()
{
if (s_Material != null)
{
return true;
}
Shader shader = Shader.Find(k_ShaderName);
if (shader == null)
{
Debug.LogError("TrackballUIDrawer: Unable to find shader \"" + k_ShaderName + "\"");
return false;
}
s_Material = new Material(shader);
return true;
}
}
}