public virtual void OnSceneGUI() { if (!target) { return; } var c = (Camera)target; if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect)) { return; } Vector2 currentMainGameViewTargetSize = PreviewEditorWindow.GetMainPreviewTargetSize(); if (s_PreviousMainGameViewTargetSize != currentMainGameViewTargetSize) { // a gameView size change can affect horizontal FOV, refresh the inspector when that happens. Repaint(); s_PreviousMainGameViewTargetSize = currentMainGameViewTargetSize; } SceneViewOverlay.Window(EditorGUIUtility.TrTextContent("Camera Preview"), OnOverlayGUI, (int)SceneViewOverlay.Ordering.Camera, target, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget); CameraEditorUtils.HandleFrustum(c, referenceTargetIndex); }
public virtual void OnSceneGUI() { var c = (Camera)target; if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect)) { return; } SceneViewOverlay.Window(EditorGUIUtility.TrTextContent("Camera Preview"), OnOverlayGUI, (int)SceneViewOverlay.Ordering.Camera, target, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget); CameraEditorUtils.HandleFrustum(c); }
void DuringSceneGUI(SceneView sceneView) { if (!target) { return; } var c = (Camera)target; if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect)) { return; } SceneViewOverlay.ShowWindow(m_OverlayWindows[c]); }
public virtual void OnSceneGUI() { if (!target) { return; } var c = (Camera)target; if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect)) { return; } Vector2 currentMainPlayModeViewTargetSize = PlayModeView.GetMainPlayModeViewTargetSize(); if (s_PreviousMainPlayModeViewTargetSize != currentMainPlayModeViewTargetSize) { // a gameView size change can affect horizontal FOV, refresh the inspector when that happens. Repaint(); s_PreviousMainPlayModeViewTargetSize = currentMainPlayModeViewTargetSize; } CameraEditorUtils.HandleFrustum(c, referenceTargetIndex); }
public override void OnGUI() { if (selectedCamera == null) { GUILayout.Label("No camera selected", EditorStyles.centeredGreyMiniLabel); return; } if (!CameraEditorUtils.IsViewportRectValidToRender(selectedCamera.rect)) { return; } var sceneView = SceneView.lastActiveSceneView; // Do not render the Camera Preview overlay if the target camera GameObject is not part of the objects the // SceneView is rendering if (!sceneView.IsGameObjectInThisSceneView(selectedCamera.gameObject)) { return; } Vector2 previewSize = selectedCamera.targetTexture ? new Vector2(selectedCamera.targetTexture.width, selectedCamera.targetTexture.height) : PlayModeView.GetMainPlayModeViewTargetSize(); if (previewSize.x < 0f) { // Fallback to Scene View of not a valid game view size previewSize.x = sceneView.position.width; previewSize.y = sceneView.position.height; } // Apply normalized viewport rect of camera Rect normalizedViewPortRect = selectedCamera.rect; // clamp normalized rect in [0,1] normalizedViewPortRect.xMin = Math.Max(normalizedViewPortRect.xMin, 0f); normalizedViewPortRect.yMin = Math.Max(normalizedViewPortRect.yMin, 0f); normalizedViewPortRect.xMax = Math.Min(normalizedViewPortRect.xMax, 1f); normalizedViewPortRect.yMax = Math.Min(normalizedViewPortRect.yMax, 1f); previewSize.x *= Mathf.Max(normalizedViewPortRect.width, 0f); previewSize.y *= Mathf.Max(normalizedViewPortRect.height, 0f); // Prevent using invalid previewSize if (previewSize.x < 1f || previewSize.y < 1f) { return; } float aspect = previewSize.x / previewSize.y; // Scale down (fit to scene view) previewSize.y = kPreviewNormalizedSize * sceneView.position.height; previewSize.x = previewSize.y * aspect; if (previewSize.y > sceneView.position.height * 0.5f) { previewSize.y = sceneView.position.height * 0.5f; previewSize.x = previewSize.y * aspect; } if (previewSize.x > sceneView.position.width * 0.5f) { previewSize.x = sceneView.position.width * 0.5f; previewSize.y = previewSize.x / aspect; } // Get and reserve rect drawingContainer.style.minWidth = previewSize.x; drawingContainer.style.minHeight = previewSize.y; var cameraRect = drawingContainer.rect; cameraRect.width = Mathf.Floor(cameraRect.width); if (Event.current.type == EventType.Repaint) { Graphics.DrawTexture(cameraRect, Texture2D.whiteTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, Color.black); } var properWidth = cameraRect.height * aspect; cameraRect.x += (cameraRect.width - properWidth) * 0.5f; cameraRect.width = properWidth; if (Event.current.type == EventType.Repaint) { // setup camera and render previewCamera.CopyFrom(selectedCamera); // make sure the preview camera is rendering the same stage as the SceneView is if (sceneView.overrideSceneCullingMask != 0) { previewCamera.overrideSceneCullingMask = sceneView.overrideSceneCullingMask; } else { previewCamera.scene = sceneView.customScene; } // also make sure to sync any Skybox component on the preview camera var dstSkybox = previewCamera.GetComponent <Skybox>(); if (dstSkybox) { var srcSkybox = selectedCamera.GetComponent <Skybox>(); if (srcSkybox && srcSkybox.enabled) { dstSkybox.enabled = true; dstSkybox.material = srcSkybox.material; } else { dstSkybox.enabled = false; } } var previewTexture = GetPreviewTextureWithSizeAndAA((int)cameraRect.width, (int)cameraRect.height); previewCamera.targetTexture = previewTexture; previewCamera.pixelRect = new Rect(0, 0, cameraRect.width, cameraRect.height); Handles.EmitGUIGeometryForCamera(selectedCamera, previewCamera); if (selectedCamera.usePhysicalProperties) { // when sensor size is reduced, the previous frame is still visible behing so we need to clear the texture before rendering. RenderTexture rt = RenderTexture.active; RenderTexture.active = previewTexture; GL.Clear(false, true, Color.clear); RenderTexture.active = rt; } previewCamera.Render(); Graphics.DrawTexture(cameraRect, previewTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, EditorGUIUtility.GUITextureBlit2SRGBMaterial); } }
public override void OnGUI() { UpdateSize(); imguiContainer.style.minWidth = collapsed ? new StyleLength(240) : new StyleLength(StyleKeyword.Auto); imguiContainer.style.minHeight = collapsed ? new StyleLength(135) : new StyleLength(StyleKeyword.Auto); imguiContainer.parent.style.flexGrow = 1; imguiContainer.style.flexGrow = 1; if (selectedCamera == null) { GUILayout.Label("No camera selected", EditorStyles.centeredGreyMiniLabel); return; } if (!CameraEditorUtils.IsViewportRectValidToRender(selectedCamera.rect)) { return; } var sceneView = SceneView.lastActiveSceneView; // Do not render the Camera Preview overlay if the target camera GameObject is not part of the objects the // SceneView is rendering if (!sceneView.IsGameObjectInThisSceneView(selectedCamera.gameObject)) { return; } var cameraRect = imguiContainer.rect; cameraRect.width = Mathf.Floor(cameraRect.width); if (cameraRect.width < 1 || cameraRect.height < 1) { return; } if (Event.current.type == EventType.Repaint) { Graphics.DrawTexture(cameraRect, Texture2D.whiteTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, Color.black); // setup camera and render previewCamera.CopyFrom(selectedCamera); // make sure the preview camera is rendering the same stage as the SceneView is if (sceneView.overrideSceneCullingMask != 0) { previewCamera.overrideSceneCullingMask = sceneView.overrideSceneCullingMask; } else { previewCamera.scene = sceneView.customScene; } // also make sure to sync any Skybox component on the preview camera var dstSkybox = previewCamera.GetComponent <Skybox>(); if (dstSkybox) { var srcSkybox = selectedCamera.GetComponent <Skybox>(); if (srcSkybox && srcSkybox.enabled) { dstSkybox.enabled = true; dstSkybox.material = srcSkybox.material; } else { dstSkybox.enabled = false; } } Vector2 previewSize = selectedCamera.targetTexture ? new Vector2(selectedCamera.targetTexture.width, selectedCamera.targetTexture.height) : PlayModeView.GetMainPlayModeViewTargetSize(); if (previewSize.x < 0f) { // Fallback to Scene View of not a valid game view size previewSize.x = sceneView.position.width; previewSize.y = sceneView.position.height; } float rectAspect = cameraRect.width / cameraRect.height; float previewAspect = previewSize.x / previewSize.y; Rect previewRect = cameraRect; if (rectAspect > previewAspect) { float stretch = previewAspect / rectAspect; previewRect = new Rect(cameraRect.xMin + cameraRect.width * (1.0f - stretch) * .5f, cameraRect.yMin, stretch * cameraRect.width, cameraRect.height); } else { float stretch = rectAspect / previewAspect; previewRect = new Rect(cameraRect.xMin, cameraRect.yMin + cameraRect.height * (1.0f - stretch) * .5f, cameraRect.width, stretch * cameraRect.height); } var previewTexture = GetPreviewTextureWithSizeAndAA((int)previewRect.width, (int)previewRect.height); previewCamera.targetTexture = previewTexture; previewCamera.pixelRect = new Rect(0, 0, previewRect.width, previewRect.height); Handles.EmitGUIGeometryForCamera(selectedCamera, previewCamera); if (selectedCamera.usePhysicalProperties) { // when sensor size is reduced, the previous frame is still visible behing so we need to clear the texture before rendering. RenderTexture rt = RenderTexture.active; RenderTexture.active = previewTexture; GL.Clear(false, true, Color.clear); RenderTexture.active = rt; } previewCamera.Render(); Graphics.DrawTexture(previewRect, previewTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, EditorGUIUtility.GUITextureBlit2SRGBMaterial); } }