You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

261 lines
7.3 KiB

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace AmplifyShaderEditor
{
public enum DebugScreenShotNodeState
{
CreateNode,
FocusOnNode,
TakeScreenshot,
WaitFrame,
DeleteNode
};
public enum DebugUndoNodeState
{
CreateNode,
FocusOnNode,
WaitFrameCreate,
DeleteNode,
WaitFrameDelete,
UndoNode,
WaitFrameUndo,
PrepareForNext
};
public class NodeExporterUtils
{
//Auto-Screenshot nodes
private RenderTexture m_screenshotRT;
private Texture2D m_screenshotTex2D;
private List<ContextMenuItem> m_screenshotList = new List<ContextMenuItem>();
private DebugScreenShotNodeState m_screenShotState;
private bool m_takingShots = false;
private DebugUndoNodeState m_undoState;
private bool m_testingUndo = false;
private AmplifyShaderEditorWindow m_window;
private ParentNode m_node;
private string m_pathname;
public NodeExporterUtils( AmplifyShaderEditorWindow window )
{
m_window = window;
Undo.undoRedoPerformed += OnUndoRedoPerformed;
}
public void OnUndoRedoPerformed()
{
if( m_testingUndo && m_undoState == DebugUndoNodeState.WaitFrameUndo )
{
m_undoState = DebugUndoNodeState.PrepareForNext;
}
}
public void CalculateShaderInstructions( Shader shader )
{
//Type shaderutilType = Type.GetType( "UnityEditor.ShaderUtil, UnityEditor" );
//shaderutilType.InvokeMember( "OpenCompiledShader", BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.InvokeMethod, null, null, new object[] { shader, mode, customPlatformsMask, includeAllVariants } );
}
public void ActivateAutoScreenShot( string pathname )
{
m_pathname = pathname;
if( !System.IO.Directory.Exists( m_pathname ) )
{
System.IO.Directory.CreateDirectory( m_pathname );
}
m_screenshotRT = new RenderTexture( (int)m_window.position.width, (int)m_window.position.height, 0 );
m_screenshotTex2D = new Texture2D( (int)m_window.position.width, (int)m_window.position.height, TextureFormat.RGB24, false );
RenderTexture.active = m_screenshotRT;
m_window.CurrentPaletteWindow.FillList( ref m_screenshotList, true );
m_window.CurrentGraph.ClearGraph();
if( m_window.IsShaderFunctionWindow )
{
m_window.CurrentGraph.CurrentOutputNode.Vec2Position = new Vector2( 1500, 0 );
}
else
{
m_window.CurrentGraph.CurrentMasterNode.Vec2Position = new Vector2( 1500, 0 );
}
m_window.ResetCameraSettings();
m_takingShots = true;
m_screenShotState = DebugScreenShotNodeState.CreateNode;
}
public void ActivateAutoUndo()
{
m_window.CurrentPaletteWindow.FillList( ref m_screenshotList, true );
m_window.CurrentGraph.ClearGraph();
m_window.CurrentGraph.CurrentMasterNode.Vec2Position = new Vector2( 1500, 0 );
m_window.ResetCameraSettings();
m_testingUndo = true;
m_undoState = DebugUndoNodeState.CreateNode;
}
public void Update()
{
if( m_testingUndo )
{
if( Event.current.type == EventType.Repaint )
{
m_window.Focus();
switch( m_undoState )
{
case DebugUndoNodeState.CreateNode:
{
m_window.CurrentGraph.DeSelectAll();
m_node = m_window.CreateNode( m_screenshotList[ 0 ].NodeType, Vector2.zero, null, true );
m_node.RefreshExternalReferences();
m_undoState = DebugUndoNodeState.FocusOnNode;
Debug.Log( "Created " + m_node.Attributes.Name );
}
break;
case DebugUndoNodeState.FocusOnNode:
{
m_window.FocusOnPoint( m_node.TruePosition.center, 1, false );
m_undoState = DebugUndoNodeState.WaitFrameCreate;
Debug.Log( "Focused " + m_node.Attributes.Name );
}
break;
case DebugUndoNodeState.WaitFrameCreate:
{
m_undoState = DebugUndoNodeState.DeleteNode;
Debug.Log( "Waiting on Create" );
}
break;
case DebugUndoNodeState.DeleteNode:
{
Debug.Log( "Deleting " + m_node.Attributes.Name );
m_window.DeleteSelectedNodeWithRepaint();
m_undoState = DebugUndoNodeState.WaitFrameDelete;
}
break;
case DebugUndoNodeState.WaitFrameDelete:
{
m_undoState = DebugUndoNodeState.UndoNode;
Debug.Log( "Waiting on Delete" );
}
break;
case DebugUndoNodeState.UndoNode:
{
Debug.Log( "Performing Undo" );
m_undoState = DebugUndoNodeState.WaitFrameUndo;
Undo.PerformUndo();
}
break;
case DebugUndoNodeState.WaitFrameUndo: { } break;
case DebugUndoNodeState.PrepareForNext:
{
m_screenshotList.RemoveAt( 0 );
Debug.Log( "Undo Performed. Nodes Left " + m_screenshotList.Count );
m_testingUndo = m_screenshotList.Count > 0;
if( m_testingUndo )
{
m_undoState = DebugUndoNodeState.CreateNode;
Debug.Log( "Going to next node" );
}
else
{
Debug.Log( "Finished Undo Test" );
}
}
break;
}
}
}
if( m_takingShots )
{
m_window.Focus();
switch( m_screenShotState )
{
case DebugScreenShotNodeState.CreateNode:
{
m_node = m_window.CreateNode( m_screenshotList[ 0 ].NodeType, Vector2.zero, null, false );
m_node.RefreshExternalReferences();
m_screenShotState = DebugScreenShotNodeState.FocusOnNode;
}
break;
case DebugScreenShotNodeState.FocusOnNode:
{
//m_window.FocusOnNode( m_node, 1, false );
m_window.FocusOnPoint( m_node.TruePosition.center, 1, false );
m_screenShotState = DebugScreenShotNodeState.TakeScreenshot;
}
break;
case DebugScreenShotNodeState.TakeScreenshot:
{
if( m_screenshotRT != null && Event.current.type == EventType.Repaint )
{
m_screenshotTex2D.ReadPixels( new Rect( 0, 0, m_screenshotRT.width, m_screenshotRT.height ), 0, 0 );
m_screenshotTex2D.Apply();
byte[] bytes = m_screenshotTex2D.EncodeToPNG();
string pictureFilename = UIUtils.ReplaceInvalidStrings( m_screenshotList[ 0 ].Name );
pictureFilename = UIUtils.RemoveInvalidCharacters( pictureFilename );
System.IO.File.WriteAllBytes( m_pathname + pictureFilename + ".png", bytes );
m_screenShotState = DebugScreenShotNodeState.WaitFrame;
}
}
break;
case DebugScreenShotNodeState.WaitFrame: { Debug.Log( "Wait Frame" ); m_screenShotState = DebugScreenShotNodeState.DeleteNode; } break;
case DebugScreenShotNodeState.DeleteNode:
{
m_window.DestroyNode( m_node );
m_screenshotList.RemoveAt( 0 );
m_takingShots = m_screenshotList.Count > 0;
Debug.Log( "Destroy Node " + m_screenshotList.Count );
if( m_takingShots )
{
m_screenShotState = DebugScreenShotNodeState.CreateNode;
}
else
{
RenderTexture.active = null;
m_screenshotRT.Release();
UnityEngine.Object.DestroyImmediate( m_screenshotRT );
m_screenshotRT = null;
UnityEngine.Object.DestroyImmediate( m_screenshotTex2D );
m_screenshotTex2D = null;
}
}
break;
};
}
}
public void Destroy()
{
m_window = null;
if( m_screenshotRT != null )
{
m_screenshotRT.Release();
UnityEngine.Object.DestroyImmediate( m_screenshotRT );
m_screenshotRT = null;
}
if( m_screenshotTex2D != null )
{
UnityEngine.Object.DestroyImmediate( m_screenshotTex2D );
m_screenshotTex2D = null;
}
}
}
}