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