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2025-04-03 02:30:16 +08:00
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System;
using System.Linq;
using System.Reflection;
using System.Text;
using System.IO;
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;
UndoUtils.RegisterUndoRedoCallback( 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, int from, int to )
{
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 ActivateNodesURL( int from , int to )
{
m_window.CurrentPaletteWindow.FillList( ref m_screenshotList, true );
if( to < 0 || to > m_screenshotList.Count )
to = m_screenshotList.Count;
if( from >= to )
return;
for( int i = from; i < to; i++ )
{
if( m_screenshotList[ i ].NodeType != typeof( FunctionNode ) )
{
Application.OpenURL( m_screenshotList[ i ].NodeAttributes.NodeUrl );
}
}
}
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;
}
private Type[] GetTypesInNamespace( Assembly assembly , string nameSpace )
{
return assembly.GetTypes().Where( t => String.Equals( t.Namespace , nameSpace , StringComparison.Ordinal ) ).ToArray();
}
public void GenerateNodesCSV( string path )
{
path += "AvailableNodesCSV.txt";
StringBuilder result = new StringBuilder();
result.AppendLine( "Nodes" );
result.AppendLine( "Name,Updated" );
try
{
//IEnumerable<System.Type> availableTypes = AppDomain.CurrentDomain.GetAssemblies().ToList().SelectMany( type => type.GetTypes() );
var mainAssembly = Assembly.GetExecutingAssembly();
Type[] availableTypes = GetTypesInNamespace( mainAssembly , "AmplifyShaderEditor" );
foreach( System.Type type in availableTypes )
{
foreach( NodeAttributes attribute in Attribute.GetCustomAttributes( type ).OfType<NodeAttributes>() )
{
if( attribute.Available && !attribute.Deprecated )
{
result.AppendLine( attribute.Name + ", false" );
}
}
}
}
catch( ReflectionTypeLoadException exception )
{
Debug.LogException( exception );
}
result.AppendLine();
result.AppendLine( "Shader Functions" );
result.AppendLine( "Name,Updated" );
string[] guids = AssetDatabase.FindAssets( "t:AmplifyShaderFunction" );
for( int i = 0 ; i < guids.Length ; i++ )
{
AmplifyShaderFunction sf = AssetDatabase.LoadAssetAtPath<AmplifyShaderFunction>( AssetDatabase.GUIDToAssetPath( guids[ i ] ) );
result.AppendLine( sf.FunctionName + ",false" );
}
IOUtils.SaveTextfileToDisk( result.ToString() , path , false );
Debug.Log( "Available nodes CSV saved to: " + path );
}
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;
UndoUtils.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;
}
}
}
}