Assignment for RMIT Mixed Reality in 2020
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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
using AmplifyShaderEditor;
[Serializable]
public class AmplifyShaderFunction : ScriptableObject
{
[SerializeField]
private string m_functionInfo = string.Empty;
public string FunctionInfo
{
get { return m_functionInfo; }
set { m_functionInfo = value; }
}
[SerializeField]
private string m_functionName = string.Empty;
public string FunctionName
{
get { if( m_functionName.Length == 0 ) return name; else return m_functionName; }
set { m_functionName = value; }
}
[SerializeField]
[TextArea( 5, 15 )]
private string m_description = string.Empty;
public string Description
{
get { return m_description; }
set { m_description = value; }
}
[SerializeField]
private AdditionalIncludesHelper m_additionalIncludes = new AdditionalIncludesHelper();
//public AdditionalIncludesHelper AdditionalIncludes
//{
// get { return m_additionalIncludes; }
// set { m_additionalIncludes = value; }
//}
[SerializeField]
private AdditionalPragmasHelper m_additionalPragmas = new AdditionalPragmasHelper();
//public AdditionalPragmasHelper AdditionalPragmas
//{
// get { return m_additionalPragmas; }
// set { m_additionalPragmas = value; }
//}
[SerializeField]
private TemplateAdditionalDirectivesHelper m_additionalDirectives = new TemplateAdditionalDirectivesHelper( " Additional Directives" );
public TemplateAdditionalDirectivesHelper AdditionalDirectives
{
get { return m_additionalDirectives; }
set { m_additionalDirectives = value; }
}
[SerializeField]
private FunctionNodeCategories m_nodeCategory = FunctionNodeCategories.Functions;
public FunctionNodeCategories NodeCategory
{
get { return m_nodeCategory; }
set { m_nodeCategory = value; }
}
[SerializeField]
private string m_customNodeCategory = string.Empty;
public string CustomNodeCategory
{
get
{
if( m_nodeCategory == FunctionNodeCategories.Custom )
{
if( string.IsNullOrEmpty( m_customNodeCategory ) )
return "Functions";
else
return m_customNodeCategory;
}
else
{
return UIUtils.CategoryPresets[ (int)m_nodeCategory ];
//return new SerializedObject( this ).FindProperty( "m_nodeCategory" ).enumDisplayNames[ (int)m_nodeCategory ];
}
}
}
[SerializeField]
private PreviewLocation m_previewPosition = PreviewLocation.Auto;
public PreviewLocation PreviewPosition
{
get { return m_previewPosition; }
set { m_previewPosition = value; }
}
[SerializeField]
private bool m_hidden = false;
public bool Hidden
{
get { return m_hidden; }
set { m_hidden = value; }
}
public void UpdateDirectivesList()
{
m_additionalDirectives.CleanNullDirectives();
m_additionalDirectives.UpdateDirectivesFromSaveItems();
if( m_additionalIncludes.IncludeList.Count > 0 )
{
m_additionalDirectives.AddItems( AdditionalLineType.Include, m_additionalIncludes.IncludeList );
m_additionalIncludes.IncludeList.Clear();
}
if( m_additionalPragmas.PragmaList.Count > 0 )
{
m_additionalDirectives.AddItems( AdditionalLineType.Pragma, m_additionalPragmas.PragmaList );
m_additionalPragmas.PragmaList.Clear();
}
}
public void ResetDirectivesOrigin()
{
//if( UIUtils.CurrentShaderVersion() < 16807 )
// Although the correct version was 1.6.7 rev 07 this issue was only detected on v1.7.1. rev 00
// So to avoid potential incorrect saves over shader functions, I decided to broaden up the version range
if( UIUtils.CurrentShaderVersion() < 17101 )
{
m_additionalDirectives.ResetDirectivesOrigin();
}
}
}
public class ShaderFunctionDetector : AssetPostprocessor
{
static void OnPostprocessAllAssets( string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths )
{
if( UIUtils.CurrentWindow == null )
return;
bool markForRefresh = false;
AmplifyShaderFunction function = null;
for( int i = 0; i < importedAssets.Length; i++ )
{
function = AssetDatabase.LoadAssetAtPath<AmplifyShaderFunction>( importedAssets[ i ] );
if( function != null )
{
markForRefresh = true;
break;
}
}
if( deletedAssets.Length > 0 )
markForRefresh = true;
for( int i = 0; i < movedAssets.Length; i++ )
{
function = AssetDatabase.LoadAssetAtPath<AmplifyShaderFunction>( movedAssets[ i ] );
if( function != null )
{
markForRefresh = true;
break;
}
}
for( int i = 0; i < movedFromAssetPaths.Length; i++ )
{
function = AssetDatabase.LoadAssetAtPath<AmplifyShaderFunction>( movedFromAssetPaths[ i ] );
if( function != null )
{
markForRefresh = true;
break;
}
}
if( markForRefresh )
{
markForRefresh = false;
if( function != null )
{
IOUtils.UpdateSFandRefreshWindows( function );
}
UIUtils.CurrentWindow.LateRefreshAvailableNodes();
}
}
}