UpdateAllParams() public method

Should be called if changes are made to this instance's parameter lists by external code. Otherwise, those new parameter values won't actually be used when generating noise.
public UpdateAllParams ( ) : void
return void
Example #1
0
        /// <summary>
        /// Updates the preview texture of the graph's noise.
        /// </summary>
        private void UpdatePreviewTex(RuntimeGraph graph)
        {
            //Make sure the Texture2D is up to date.
            if (graph._PreviewTex == null)
            {
                graph._PreviewTex = new Texture2D(graph._PreviewTexWidth,
                                                  graph._PreviewTexHeight);
            }
            else if (graph._PreviewTex.width != graph._PreviewTexWidth ||
                     graph._PreviewTex.height != graph._PreviewTexHeight)
            {
                graph._PreviewTex.Resize(graph._PreviewTexWidth, graph._PreviewTexHeight);
            }

            graph.UpdateAllParams();

            //TODO: Maybe using the instance's private fields like this is the cause of some display bugs?
            graph.GenerateToTexture(graph._PreviewTex);
        }
Example #2
0
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            RuntimeGraph graph = (RuntimeGraph)fieldInfo.GetValue(property.serializedObject.targetObject);

            EditorGUI.BeginProperty(position, label, property);

            //Do any necessary initialization.
            if (graph._ShaderFile == null || graph._ShaderFile == "" ||
                !File.Exists(Path.Combine(Application.dataPath, graph._ShaderFile)))
            {
                graph._ShaderFile = GetNewShaderFile();
                IsEditorNew       = true;
            }
            if (IsEditorNew)
            {
                IsEditorNew = false;
                RefreshGraphs(graph);
            }


            IsFolded = EditorGUI.Foldout(new Rect(position.x, position.y, position.width, oneLine),
                                         IsFolded, label);

            if (IsFolded)
            {
                position.x += 20.0f;
                position.y += oneLine + 10.0f;

                float viewWidth = position.width;
                position.width = 50.0f;

                //If no graphs are available, say so.
                if (CurrentGraph < 0)
                {
                    GUI.Label(new Rect(position.x, position.y, 150.0f, oneLine),
                              "No graphs available");
                }
                //Otherwise, allow the user to change selected graphs.
                else
                {
                    GUI.Label(new Rect(position.x, position.y, 50.0f, oneLine), "Graph");
                    int newGraph = EditorGUI.Popup(new Rect(position.x + 45.0f, position.y, 150.0f, oneLine),
                                                   CurrentGraph, AvailableGraphsGUI);
                    if (CurrentGraph != newGraph)
                    {
                        Undo.RecordObject(property.serializedObject.targetObject, "Inspector");

                        CurrentGraph     = newGraph;
                        graph._GraphFile = AvailableGraphs[CurrentGraph];
                        UpdateGraph(graph);
                    }
                }

                position.y += oneLine + 10.0f;

                //"Refresh Graphs" button.
                if (GUI.Button(new Rect(position.x, position.y, 150.0f, oneLine),
                               "Refresh Graphs"))
                {
                    RefreshGraphs(graph);
                }

                //If no graph is selected, stop here.
                if (CurrentGraph < 0)
                {
                    EditorGUI.EndProperty();
                    return;
                }

                position.y += oneLine + 10.0f;

                //Shader path.
                GUI.Label(new Rect(position.x, position.y, 100.0f, oneLine), "Shader File Path");
                string newPath = EditorGUI.TextField(new Rect(position.x + 105.0f, position.y,
                                                              viewWidth - 200.0f, oneLine),
                                                     graph._ShaderFile);
                if (newPath != graph._ShaderFile)
                {
                    string dirName = Path.GetDirectoryName(graph._ShaderFile);
                    if (!Directory.Exists(Path.Combine(Application.dataPath, dirName)))
                    {
                        Directory.CreateDirectory(Path.Combine(Application.dataPath, dirName));
                    }

                    AssetDatabase.MoveAsset(graph._ShaderFile, newPath);

                    graph._ShaderFile = newPath;
                }
                position.y += oneLine + 20.0f;

                //Parameters.
                bool paramsChanged = false;
                //Float.
                IsFloatParamListFolded = EditorGUI.Foldout(new Rect(position.x + 15.0f, position.y, position.width, oneLine),
                                                           IsFloatParamListFolded, "Float Params");
                position.y += oneLine;
                const float paramIndent = 20.0f;
                if (IsFloatParamListFolded)
                {
                    for (int i = 0; i < graph.FloatParams.Count; ++i)
                    {
                        GUI.Label(new Rect(position.x + paramIndent, position.y, 100.0f, oneLine),
                                  graph.FloatParams[i].Key);

                        float newVal;
                        if (graph._FloatParams[i].Value.IsSlider)
                        {
                            newVal = EditorGUI.Slider(new Rect(position.x + 105.0f + paramIndent,
                                                               position.y,
                                                               50.0f, oneLine),
                                                      graph.FloatParams[i].Value,
                                                      graph._FloatParams[i].Value.SliderMin,
                                                      graph._FloatParams[i].Value.SliderMax);
                        }
                        else
                        {
                            newVal = EditorGUI.FloatField(new Rect(position.x + 105.0f + paramIndent,
                                                                   position.y,
                                                                   25.0f, oneLine),
                                                          graph.FloatParams[i].Value);
                        }

                        if (newVal != graph.FloatParams[i].Value)
                        {
                            paramsChanged = true;
                            Undo.RecordObject(property.serializedObject.targetObject, "Inspector");
                            graph.FloatParams[i].Value = newVal;
                        }

                        position.y += oneLine + 5.0f;
                    }
                }
                position.y += 10.0f;
                //Tex2D.
                IsTex2DParamListFolded = EditorGUI.Foldout(new Rect(position.x + 15.0f, position.y,
                                                                    position.width, oneLine),
                                                           IsTex2DParamListFolded, "Tex2D Params");
                position.y += oneLine;
                if (IsTex2DParamListFolded)
                {
                    for (int i = 0; i < graph.Tex2DParams.Count; ++i)
                    {
                        GUI.Label(new Rect(position.x + paramIndent, position.y, 100.0f, oneLine),
                                  graph.Tex2DParams[i].Key);

                        Texture2D newVal =
                            (Texture2D)EditorGUI.ObjectField(new Rect(position.x + 105.0f + paramIndent,
                                                                      position.y,
                                                                      graph.Tex2DParams[i].Value.width,
                                                                      graph.Tex2DParams[i].Value.height),
                                                             graph.Tex2DParams[i].Value,
                                                             typeof(Texture2D), true);

                        if (newVal != graph.Tex2DParams[i].Value)
                        {
                            paramsChanged = true;
                            Undo.RecordObject(property.serializedObject.targetObject, "Inspector");
                            graph.Tex2DParams[i].Value = newVal;
                        }

                        position.y += graph.Tex2DParams[i].Value.height;
                    }
                }
                position.y += 20.0f;

                if (paramsChanged)
                {
                    graph.UpdateAllParams();
                    UpdatePreviewTex(graph);
                }

                //Preview texture stuff.
                if (graph._PreviewTex != null)
                {
                    GUI.Label(new Rect(position.x, position.y, 90.0f, oneLine), "Preview Scale");
                    float newPreviewTexScale = EditorGUI.Slider(new Rect(position.x + 90.0f, position.y,
                                                                         position.width, oneLine),
                                                                graph._PreviewTexScale,
                                                                0.1f, 10.0f);
                    position.y += oneLine + 10.0f;

                    const float labelWidth  = 78.0f,
                                intBoxWidth = 40.0f;
                    GUI.Label(new Rect(position.x, position.y, labelWidth, oneLine),
                              "Preview Size");
                    int newPreviewTexWidth =
                        Math.Max(1, EditorGUI.IntField(new Rect(position.x + labelWidth + 10.0f, position.y,
                                                                intBoxWidth, oneLine),
                                                       graph._PreviewTexWidth));
                    int newPreviewTexHeight =
                        Math.Max(1, EditorGUI.IntField(new Rect(position.x + labelWidth + intBoxWidth + 20.0f,
                                                                position.y,
                                                                intBoxWidth, oneLine),
                                                       graph._PreviewTexHeight));

                    if (newPreviewTexScale != graph._PreviewTexScale ||
                        newPreviewTexWidth != graph._PreviewTexWidth ||
                        newPreviewTexHeight != graph._PreviewTexHeight)
                    {
                        bool updatePreview = (newPreviewTexWidth != graph._PreviewTexWidth ||
                                              newPreviewTexHeight != graph._PreviewTexHeight);

                        Undo.RecordObject(property.serializedObject.targetObject, "Inspector");
                        graph._PreviewTexScale  = newPreviewTexScale;
                        graph._PreviewTexWidth  = newPreviewTexWidth;
                        graph._PreviewTexHeight = newPreviewTexHeight;

                        if (updatePreview)
                        {
                            UpdatePreviewTex(graph);
                        }
                    }

                    position.y += oneLine + 15.0f;

                    EditorGUI.DrawPreviewTexture(new Rect(position.x, position.y,
                                                          graph._PreviewTex.width * graph._PreviewTexScale,
                                                          graph._PreviewTex.height * graph._PreviewTexScale),
                                                 graph._PreviewTex);
                    position.y += graph._PreviewTex.height * graph._PreviewTexScale;
                }
            }

            //Occasionally refresh the texture preview.
            //This lets the window "react" to undo/redo changes.
            //Have to do it this way because UnityEditor.Undo is a huge PITA.
            if (graph._ShaderFile != null && UnityEngine.Random.Range(0.0f, 1.0f) > 0.85f)
            {
                UpdatePreviewTex(graph);
            }


            EditorGUI.EndProperty();
        }