Exemplo n.º 1
0
        public static void DrawCascadeSplitGUI <T>(ref SerializedProperty shadowCascadeSplit, float distance, int cascadeCount, Unit unit)
        {
            if (cascadeCount <= 0)
            {
                throw new ArgumentException($"Cascade value ({cascadeCount}) needs to be positive.");
            }

            splitCount = cascadeCount - 1;
            if (splitCount == 0)
            {
                ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitZero, distance, unit);
                return;
            }

            Type type = typeof(T);

            if (type == typeof(float))
            {
                DrawFloatGUI(ref shadowCascadeSplit, distance, unit);
            }
            else if (type == typeof(Vector2))
            {
                DrawVector2GUI(ref shadowCascadeSplit, distance, unit);
            }
            else if (type == typeof(Vector3))
            {
                DrawVector3GUI(ref shadowCascadeSplit, distance, unit);
            }
        }
Exemplo n.º 2
0
        private static void DrawFloatGUI(ref SerializedProperty shadowCascadeSplit, float distance, Unit unit)
        {
            splitOne[0] = shadowCascadeSplit.floatValue;
            var   value     = shadowCascadeSplit.floatValue;
            float unitValue = 0f;

            EditorGUI.BeginChangeCheck();
            if (unit == Unit.Metric)
            {
                unitValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {1}", ""), (float)Math.Round(value * distance, 2), 0f, distance, null);
            }
            else if (unit == Unit.Percent)
            {
                var posPerc   = Mathf.Clamp(value, 0.01f, distance) * 100f;
                var percValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {1}", ""), (float)Math.Round(posPerc, 2), 0f, 100, null);
                unitValue = percValue / 100;
            }

            if (EditorGUI.EndChangeCheck())
            {
                float percValue = 0f;
                if (unit == Unit.Metric)
                {
                    var posMeter = Mathf.Clamp(unitValue, 0.01f, distance);
                    percValue = posMeter / distance;
                }
                else if (unit == Unit.Percent)
                {
                    percValue = unitValue;
                }

                shadowCascadeSplit.floatValue = percValue;
            }

            EditorGUI.BeginChangeCheck();
            ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitOne, distance, unit);
            if (EditorGUI.EndChangeCheck())
            {
                shadowCascadeSplit.floatValue = splitOne[0];
            }
        }
Exemplo n.º 3
0
        public static void DrawCascadeSplitGUI <T>(ref SerializedProperty shadowCascadeSplit)
        {
            float[] cascadePartitionSizes = null;
            Type    type = typeof(T);

            if (type == typeof(float))
            {
                cascadePartitionSizes = new float[] { shadowCascadeSplit.floatValue };
            }
            else if (type == typeof(Vector3))
            {
                Vector3 splits = shadowCascadeSplit.vector3Value;
                cascadePartitionSizes = new float[]
                {
                    Mathf.Clamp(splits[0], 0.0f, 1.0f),
                    Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f),
                    Mathf.Clamp(splits[2] - splits[1], 0.0f, 1.0f)
                };
            }
            if (cascadePartitionSizes != null)
            {
                EditorGUI.BeginChangeCheck();
                ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref cascadePartitionSizes);
                if (EditorGUI.EndChangeCheck())
                {
                    if (type == typeof(float))
                    {
                        shadowCascadeSplit.floatValue = cascadePartitionSizes[0];
                    }
                    else
                    {
                        Vector3 updatedValue = new Vector3();
                        updatedValue[0] = cascadePartitionSizes[0];
                        updatedValue[1] = updatedValue[0] + cascadePartitionSizes[1];
                        updatedValue[2] = updatedValue[1] + cascadePartitionSizes[2];
                        shadowCascadeSplit.vector3Value = updatedValue;
                    }
                }
            }
        }
Exemplo n.º 4
0
        private static void DrawVector3GUI(ref SerializedProperty shadowCascadeSplit, float distance, Unit unit)
        {
            Vector3 splits = shadowCascadeSplit.vector3Value;

            splitThree[0] = Mathf.Clamp(splits[0], 0.0f, 1.0f);
            splitThree[1] = Mathf.Clamp(splits[1] - splits[0], 0.0f, 1.0f);
            splitThree[2] = Mathf.Clamp(splits[2] - splits[1], 0.0f, 1.0f);

            for (int i = 0; i < splitCount; ++i)
            {
                var   vec3value = shadowCascadeSplit.vector3Value;
                var   threshold = 0.1f / distance;
                float unitValue = 0f;
                EditorGUI.BeginChangeCheck();
                if (unit == Unit.Metric)
                {
                    unitValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", ""), (float)Math.Round(vec3value[i] * distance, 2), 0f, distance, null);
                }
                else if (unit == Unit.Percent)
                {
                    var posPerc   = Mathf.Clamp(vec3value[i], 0.01f, distance) * 100f;
                    var percValue = EditorGUILayout.Slider(EditorGUIUtility.TrTextContent($"Split {i + 1}", ""), (float)Math.Round(posPerc, 2), 0f, 100, null);
                    unitValue = percValue / 100f;
                }

                if (EditorGUI.EndChangeCheck())
                {
                    float percValue = 0f;
                    if (unit == Unit.Metric)
                    {
                        var posMeter = Mathf.Clamp(unitValue, 0.01f, distance);
                        percValue = posMeter / distance;
                    }
                    else if (unit == Unit.Percent)
                    {
                        percValue = unitValue;
                    }

                    if (i < splitCount - 1)
                    {
                        percValue = Math.Min((percValue), (vec3value[i + 1] - threshold));
                    }

                    if (i != 0)
                    {
                        percValue = Math.Max((percValue), (vec3value[i - 1] + threshold));
                    }

                    vec3value[i] = percValue;
                    shadowCascadeSplit.vector3Value = vec3value;
                }
            }

            EditorGUI.BeginChangeCheck();
            ShadowCascadeSplitGUI.HandleCascadeSliderGUI(ref splitThree, distance, unit);
            if (EditorGUI.EndChangeCheck())
            {
                Vector3 updatedValue = new Vector3();
                updatedValue[0] = splitThree[0];
                updatedValue[1] = updatedValue[0] + splitThree[1];
                updatedValue[2] = updatedValue[1] + splitThree[2];
                shadowCascadeSplit.vector3Value = updatedValue;
            }
        }