// Reset to default values. protected void Reset() { Camera c = GetComponent <Camera>(); _fov = c.fieldOfView; _type = 0; if (c.orthographic) { _type = 1; } //_nearClip = c.nearClipPlane; _nearclip = .001f;//default unity is too far away... _farclip = c.farClipPlane; Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.75:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:connect|n1=2,n2=1,s1=color,s2=color,:"; BocsCyclesAPI.Cycles_request_settings(); BocsCyclesAPI.Cycles_request_reset(); }
private void UpdateCycles() { if (cyclesNeedsUpdate == false) { return; } if (graphType == GraphType.Material) { BocsCyclesAPI.UpdateMaterial(bcg.gameObject); } if (graphType == GraphType.Light) { BocsCyclesAPI.UpdateObject(bcg.gameObject); } if (graphType == GraphType.World) { BocsCyclesAPI.Cycles_request_settings(); BocsCyclesAPI.Cycles_request_reset(); } cyclesNeedsUpdate = false; }
private static void SyncScene() { SceneView view = SceneView.lastActiveSceneView; if (view == null) { return; } cameraSettings._fov = camera.fieldOfView; int w = 256; int h = 145; if (fullScreen) { w = view.camera.pixelWidth / 2; h = view.camera.pixelHeight / 2; } //hack..size keeps toggling by 1 pixel wtf???? if (Mathf.Abs(w - width) > 2 || Mathf.Abs(h - height) > 2) { //Debug.Log("resize: " + w + "," + h); width = w; height = h; frameBuffer = null; updateCamera = true; BocsCyclesAPI.Cycles_request_reset(); hasUpdated = true; waitForNextFrame = true; nextUpdate = Time.realtimeSinceStartup + .25f; } if (frameBuffer == null) { UpdateFramebuffer(); hasUpdated = true; waitForNextFrame = true; nextUpdate = Time.realtimeSinceStartup + .25f; } if (camera.transform.position != lastPosition || camera.transform.rotation != lastRotation) { lastPosition = camera.transform.position; lastRotation = camera.transform.rotation; updateCamera = true; BocsCyclesAPI.Cycles_request_reset(); waitForNextFrame = true; hasUpdated = true; nextUpdate = Time.realtimeSinceStartup + .25f; } if (BocsCyclesAPI.Cycles_need_reset()) { hasUpdated = true; waitForNextFrame = true; nextUpdate = Time.realtimeSinceStartup + .25f; } if (hasUpdated && Time.realtimeSinceStartup > nextUpdate) { if (BocsCyclesAPI.Cycles_need_settings()) { BocsCyclesAPI.UpdateSettings(camera, cameraSettings, width, height, samples); } else if (updateCamera) { BocsCyclesAPI.UpdateCameraPositon(camera, cameraSettings, width, height); } BocsCyclesAPI.Cycles_render_async(); hasUpdated = false; updateCamera = false; } }
public override void OnInspectorGUI() { if (texlogo == null) { Init(); } //Rect imgRect = GUILayoutUtility.GetRect(Screen.width - 64, 32); //GUI.DrawTexture(imgRect, _logo, ScaleMode.ScaleToFit); BocsCyclesCamera script = (BocsCyclesCamera)target; bool needUpdate = false; GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button(texSky, GUILayout.Width(45), GUILayout.Height(45))) { script.Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.75:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:connect|n1=2,n2=1,s1=color,s2=color,:"; UpdateNodeEditor(); needUpdate = true; } if (GUILayout.Button(texSoftlight, GUILayout.Width(45), GUILayout.Height(45))) { script.Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.25:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:"; UpdateNodeEditor(); needUpdate = true; } if (GUILayout.Button(texHDR, GUILayout.Width(45), GUILayout.Height(45))) { script.Nodes[0] = "node|t=BocsNodeOutput,x=940,y=60,c=0:node|t=BocsNodeBackground,x=530,y=40,c=0:node|t=BocsNodeSkyTexture,x=42,y=30,c=0:node|t=BocsNodeEnviromentTexture,x=80,y=200,c=0:val|n=1,s=color,v=FFFFFFFF:val|n=1,s=strength,v=0.5:val|n=2,s=sun_direction,v=0 0 1:val|n=2,s=turbidity,v=2.2:val|n=2,s=ground_albedo,v=0.3:val|n=3,s=filename,v=12a586c687c7a544890dc2fe09370550:val|n=3,s=color_space,v=1:val|n=3,s=use_alpha,v=True:val|n=3,s=interpolation,v=1:val|n=3,s=projection,v=0:connect|n1=1,n2=0,s1=background,s2=surface,:connect|n1=3,n2=1,s1=color,s2=color,:"; UpdateNodeEditor(); needUpdate = true; } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); if (GUILayout.Button("Background Shader Editor")) { EditorWindow.GetWindow <EditorNodeEdit>(); } quick = EditorGUILayout.Foldout(quick, "Quick Settings"); if (quick) { EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._type = EditorGUILayout.Popup("Projection", script._type, script._types); script._fov = EditorGUILayout.FloatField("Field of View", script._fov); script._farclip = EditorGUILayout.FloatField("Far Clip", script._farclip); script._exposure = EditorGUILayout.FloatField("Exposure", script._exposure); //script._aperturesize = EditorGUILayout.FloatField("Aperture Size", script._aperturesize); //EditorGUILayout.BeginHorizontal(); //script._focaldistance = EditorGUILayout.FloatField("Focal Distance", script._focaldistance); //EditorGUILayout.EndHorizontal(); script._visibility = (BocsCyclesCamera.PathRayFlag)EditorGUILayout.EnumMaskField("Background Visibility", (System.Enum)script._visibility); script._use_shader = GUILayout.Toggle(script._use_shader, "Use Shader"); script._filter_glossy = EditorGUILayout.FloatField("Filter Glossy", script._filter_glossy); script._sample_clamp_direct = EditorGUILayout.FloatField("Clamp Direct", script._sample_clamp_direct); script._sample_clamp_indirect = EditorGUILayout.FloatField("Clamp Indirect", script._sample_clamp_indirect); script._light_sampling_threshold = EditorGUILayout.FloatField("Light Sampling Threshold", script._light_sampling_threshold); script._caustics_reflective = GUILayout.Toggle(script._caustics_reflective, "Reflective Caustics"); script._caustics_refractive = GUILayout.Toggle(script._caustics_refractive, "Refractive Caustics"); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } EditorGUILayout.EndVertical(); } camera = EditorGUILayout.Foldout(camera, "Camera"); if (camera) { EditorGUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._shuttertime = EditorGUILayout.FloatField("Shutter Time", script._shuttertime); script._motion_position = EditorGUILayout.Popup("Motion Positon", script._motion_position, script._motion_positions); script._rolling_shutter_type = EditorGUILayout.Popup("Rolling Shutter Type", script._rolling_shutter_type, script._rolling_shutter_types); script._rolling_shutter_duration = EditorGUILayout.FloatField("Rolling Shutter Duration", script._rolling_shutter_duration); script._aperturesize = EditorGUILayout.FloatField("Aperture Size", script._aperturesize); EditorGUILayout.BeginHorizontal(); script._focaldistance = EditorGUILayout.FloatField("Focal Distance", script._focaldistance); EditorGUILayout.EndHorizontal(); script._blades = EditorGUILayout.IntField("Blades", script._blades); script._bladesrotation = EditorGUILayout.FloatField("Blades Rotation", script._bladesrotation); script._aperture_ratio = EditorGUILayout.FloatField("Aperture Ratio", script._aperture_ratio); script._type = EditorGUILayout.Popup("Projection", script._type, script._types); script._panorama_type = EditorGUILayout.Popup("Panorama", script._panorama_type, script._panorama_types); script._fisheye_fov = EditorGUILayout.FloatField("Fisheye Field of View", script._fisheye_fov); script._fisheye_lens = EditorGUILayout.FloatField("Fisheye Lens", script._fisheye_lens); //public float _latitude_min = -1.5707f; //public float _latitude_max = 1.5707f; //public float _longitude_min = -3.141592f; //public float _longitude_max = 3.141592f; script._fov = EditorGUILayout.FloatField("Field of View", script._fov); script._fov_pre = EditorGUILayout.FloatField("Field of View Pre", script._fov_pre); script._fov_post = EditorGUILayout.FloatField("Field of View Post", script._fov_post); script._stereo_eye = EditorGUILayout.Popup("Stereo Eye", script._stereo_eye, script._stereo_eyes); script._interocular_distance = EditorGUILayout.FloatField("Interocular Distance", script._interocular_distance); script._convergence_distance = EditorGUILayout.FloatField("Convergence Distance", script._convergence_distance); script._nearclip = EditorGUILayout.FloatField("Near Clip", script._nearclip); script._farclip = EditorGUILayout.FloatField("Far Clip", script._farclip); //SOCKET_FLOAT(viewplane.left, "Viewplane Left", 0); //SOCKET_FLOAT(viewplane.right, "Viewplane Right", 0); //SOCKET_FLOAT(viewplane.bottom, "Viewplane Bottom", 0); //SOCKET_FLOAT(viewplane.top, "Viewplane Top", 0); //SOCKET_FLOAT(border.left, "Border Left", 0); //SOCKET_FLOAT(border.right, "Border Right", 0); //SOCKET_FLOAT(border.bottom, "Border Bottom", 0); //SOCKET_FLOAT(border.top, "Border Top", 0); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } EditorGUILayout.EndVertical(); } background = EditorGUILayout.Foldout(background, "Background"); if (background) { GUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._use_ao = GUILayout.Toggle(script._use_ao, "Use AO"); script._ao_factor = EditorGUILayout.FloatField("AO Factor", script._ao_factor); script._ao_distance = EditorGUILayout.FloatField("AO Distance", script._ao_distance); script._use_shader = GUILayout.Toggle(script._use_shader, "Use Shader"); script._visibility = (BocsCyclesCamera.PathRayFlag)EditorGUILayout.EnumMaskField("Visibility", (System.Enum)script._visibility); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } GUILayout.EndVertical(); } film = EditorGUILayout.Foldout(film, "Film"); if (film) { GUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._exposure = EditorGUILayout.FloatField("Exposure", script._exposure); script._filter_type = EditorGUILayout.Popup("Filter Type", script._filter_type, script._filter_types); script._filter_width = EditorGUILayout.FloatField("Filter Width", script._filter_width); script._mist_start = EditorGUILayout.FloatField("Mist Start", script._mist_start); script._mist_depth = EditorGUILayout.FloatField("Mist Depth", script._mist_depth); script._mist_falloff = EditorGUILayout.FloatField("Mist Falloff", script._mist_falloff); script._use_sample_clamp = GUILayout.Toggle(script._use_sample_clamp, "Use Sample Clamp"); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } GUILayout.EndVertical(); } integrator = EditorGUILayout.Foldout(integrator, "Integrator"); if (integrator) { GUILayout.BeginVertical(GUI.skin.box); EditorGUI.BeginChangeCheck(); script._min_bounce = EditorGUILayout.IntField("Min Bounce", script._min_bounce); script._max_bounce = EditorGUILayout.IntField("Max Bounce", script._max_bounce); script._max_diffuse_bounce = EditorGUILayout.IntField("Max Diffuse Bounce", script._max_diffuse_bounce); script._max_glossy_bounce = EditorGUILayout.IntField("Max Glossy Bounce", script._max_glossy_bounce); script._max_transmission_bounce = EditorGUILayout.IntField("Max Transmission Bounce", script._max_transmission_bounce); script._max_volume_bounce = EditorGUILayout.IntField("Max Volume Bounce", script._max_volume_bounce); script._transparent_min_bounce = EditorGUILayout.IntField("Min Transparent Bounce", script._transparent_min_bounce); script._transparent_max_bounce = EditorGUILayout.IntField("Max Transparent Bounce", script._transparent_max_bounce); script._transparent_shadows = GUILayout.Toggle(script._transparent_shadows, "Transparent Shadows"); script._ao_bounces = EditorGUILayout.IntField("AO Bounces", script._ao_bounces); script._volume_max_steps = EditorGUILayout.IntField("Max Volume Steps", script._volume_max_steps); script._volume_step_size = EditorGUILayout.FloatField("Volume Step Size", script._volume_step_size); script._caustics_reflective = GUILayout.Toggle(script._caustics_reflective, "Reflective Caustics"); script._caustics_refractive = GUILayout.Toggle(script._caustics_refractive, "Refractive Caustics"); script._filter_glossy = EditorGUILayout.FloatField("Filter Glossy", script._filter_glossy); script._sample_clamp_direct = EditorGUILayout.FloatField("Clamp Direct", script._sample_clamp_direct); script._sample_clamp_indirect = EditorGUILayout.FloatField("Clamp Indirect", script._sample_clamp_indirect); script._motion_blur = GUILayout.Toggle(script._motion_blur, "Motion Blur"); script._aa_samples = EditorGUILayout.IntField("AA Samples", script._aa_samples); script._diffuse_samples = EditorGUILayout.IntField("Diffuse Samples", script._diffuse_samples); script._glossy_samples = EditorGUILayout.IntField("Glossy Samples", script._glossy_samples); script._transmission_samples = EditorGUILayout.IntField("Transmission Samples", script._transmission_samples); script._ao_samples = EditorGUILayout.IntField("AO Samples", script._ao_samples); script._mesh_light_samples = EditorGUILayout.IntField("Mesh Light Samples", script._mesh_light_samples); script._subsurface_samples = EditorGUILayout.IntField("Subsurface Samples", script._subsurface_samples); script._volume_samples = EditorGUILayout.IntField("Volume Samples", script._volume_samples); script._sample_all_lights_direct = GUILayout.Toggle(script._sample_all_lights_direct, "Sample All Lights Direct"); script._sample_all_lights_indirect = GUILayout.Toggle(script._sample_all_lights_indirect, "Sample All Lights Indirect"); script._light_sampling_threshold = EditorGUILayout.FloatField("Light Sampling Threshold", script._light_sampling_threshold); script._method = EditorGUILayout.Popup("Path Type", script._method, script._methods); script._sampling_pattern = EditorGUILayout.Popup("Sampling Pattern", script._sampling_pattern, script._sampling_patterns); if (EditorGUI.EndChangeCheck()) { needUpdate = true; } GUILayout.EndVertical(); } //Some Checks... if (script._nearclip <= 0) { script._nearclip = .001f; } if (needUpdate) { BocsCyclesAPI.Cycles_request_settings(); BocsCyclesAPI.Cycles_request_reset(); } debug = EditorGUILayout.Foldout(debug, "Debug"); if (debug) { //Debug.Log(script.GetShaderCount()); for (int i = 0; i < script.GetGraphCount(); i++) { //GUILayout.TextField(script._nodes); GUI.skin.textArea.wordWrap = false; EditorGUILayout.TextArea(script.Nodes[i]); } } }