// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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//#define ASE_CONSOLE_WINDOW
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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namespace AmplifyShaderEditor
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{
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public sealed class DebugConsoleWindow : EditorWindow
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{
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private const float WindowSizeX = 250;
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private const float WindowSizeY = 250;
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private const float WindowPosX = 5;
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private const float WindowPosY = 5;
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private Rect m_availableArea;
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private bool m_wikiAreaFoldout = true;
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private bool m_miscAreaFoldout = true;
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private Vector2 m_currentScrollPos;
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#if ASE_CONSOLE_WINDOW
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public readonly static bool DeveloperMode = true;
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public static bool UseShaderPanelsInfo = true;
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[MenuItem( "Window/Amplify Shader Editor/Open Debug Console" )]
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static void OpenMainShaderGraph()
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{
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OpenWindow();
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}
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[MenuItem( "Window/Amplify Shader Editor/Create Template Menu Items" )]
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public static void CreateTemplateMenuItems()
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{
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UIUtils.CurrentWindow.TemplatesManagerInstance.CreateTemplateMenuItems();
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}
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#else
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public readonly static bool DeveloperMode = false;
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public static bool UseShaderPanelsInfo = false;
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#endif
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public static DebugConsoleWindow OpenWindow()
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{
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if ( DeveloperMode )
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{
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DebugConsoleWindow currentWindow = ( DebugConsoleWindow ) DebugConsoleWindow.GetWindow( typeof( DebugConsoleWindow ), false, "ASE Debug Console" );
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currentWindow.titleContent.tooltip = "Debug Options for ASE. Intented only for ASE development team";
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currentWindow.minSize = new Vector2( WindowSizeX, WindowSizeY );
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currentWindow.maxSize = new Vector2( WindowSizeX, 2 * WindowSizeY ); ;
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currentWindow.wantsMouseMove = true;
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return currentWindow;
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}
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return null;
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}
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void OnGUI()
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{
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m_availableArea = new Rect( WindowPosX, WindowPosY, position.width - 2 * WindowPosX, position.height - 2 * WindowPosY );
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GUILayout.BeginArea( m_availableArea );
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{
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m_currentScrollPos = EditorGUILayout.BeginScrollView( m_currentScrollPos, GUILayout.Width( 0 ), GUILayout.Height( 0 ) );
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{
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EditorGUILayout.BeginVertical();
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{
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AmplifyShaderEditorWindow window = UIUtils.CurrentWindow;
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if ( window != null )
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{
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EditorGUILayout.Separator();
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NodeUtils.DrawPropertyGroup( ref m_wikiAreaFoldout, "Wiki Helper", ShowWikiHelperFunctions );
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EditorGUILayout.Separator();
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NodeUtils.DrawPropertyGroup( ref m_miscAreaFoldout, "Misc", ShowMiscFuntions );
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EditorGUILayout.Separator();
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}
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else
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{
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EditorGUILayout.LabelField( "Please open an ASE window to access debug options" );
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}
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}
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EditorGUILayout.EndVertical();
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}
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EditorGUILayout.EndScrollView();
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}
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GUILayout.EndArea();
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}
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void ShowWikiHelperFunctions()
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{
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AmplifyShaderEditorWindow window = UIUtils.CurrentWindow;
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EditorGUILayout.Separator();
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if ( GUILayout.Button( "Nodes Screen Shots" ) )
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{
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window.CurrentNodeExporterUtils.ActivateAutoScreenShot( Application.dataPath + "/../NodesInfo/Shots/" );
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}
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EditorGUILayout.Separator();
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if( GUILayout.Button( "Nodes Undo Test" ) )
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{
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window.CurrentNodeExporterUtils.ActivateAutoUndo();
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}
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EditorGUILayout.Separator();
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if ( GUILayout.Button( "Nodes Info" ) )
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{
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window.CurrentPaletteWindow.DumpAvailableNodes( false, Application.dataPath + "/../NodesInfo/" );
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window.CurrentPaletteWindow.DumpAvailableNodes( true, Application.dataPath + "/../NodesInfo/" );
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}
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EditorGUILayout.Separator();
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if ( GUILayout.Button( "Shortcuts Info" ) )
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{
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window.ShortcutManagerInstance.DumpShortcutsToDisk( Application.dataPath + "/../NodesInfo/" );
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}
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}
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void ShowMiscFuntions()
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{
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AmplifyShaderEditorWindow window = UIUtils.CurrentWindow;
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if ( GUILayout.Button( "Force Example Shader Compilation" ) )
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{
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UIUtils.ForceExampleShaderCompilation();
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}
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EditorGUILayout.Separator();
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if ( GUILayout.Button( "Refresh Available Nodes" ) )
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{
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window.RefreshAvaibleNodes();
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}
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EditorGUILayout.Separator();
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if ( GUILayout.Button( "Dump Uniform Names" ) )
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{
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//window.CurrentPaletteWindow.NewList()
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window.DuplicatePrevBufferInstance.DumpUniformNames();
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}
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EditorGUILayout.Separator();
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if ( GUILayout.Button( "Force Palette Update" ) )
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{
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Debug.Log( UIUtils.CurrentWindow.IsShaderFunctionWindow );
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window.CurrentPaletteWindow.ForceUpdate = true;
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}
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EditorGUILayout.Separator();
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if( GUILayout.Button( "Detect Infinite Loops" ) )
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{
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if( window.IsShaderFunctionWindow )
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{
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Debug.Log( "Starting infinite loop detection over shader functions" );
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List<FunctionOutput> nodes = window.OutsideGraph.FunctionOutputNodes.NodesList;
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for( int i = 0; i < nodes.Count; i++ )
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{
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UIUtils.DetectNodeLoopsFrom( nodes[ i ], new Dictionary<int, int>() );
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}
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}
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else
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{
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if( window.OutsideGraph.MultiPassMasterNodes.Count > 0 )
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{
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Debug.Log( "Starting infinite loop detection over shader from template" );
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List<TemplateMultiPassMasterNode> nodes = window.OutsideGraph.MultiPassMasterNodes.NodesList;
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for( int i = 0; i < nodes.Count; i++ )
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{
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UIUtils.DetectNodeLoopsFrom( nodes[ i ], new Dictionary<int, int>() );
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}
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}
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else
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{
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Debug.Log( "Starting infinite loop detection over standard shader" );
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UIUtils.DetectNodeLoopsFrom( window.OutsideGraph.CurrentMasterNode, new Dictionary<int, int>() );
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}
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}
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Debug.Log( "End infinite loop detection" );
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}
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}
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}
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}
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