public virtual void OnOverlayGUI(UnityEngine.Object target, SceneView sceneView) { if (!(target == null)) { Camera camera = (Camera)target; Vector2 mainGameViewTargetSize = GameView.GetMainGameViewTargetSize(); if (mainGameViewTargetSize.x < 0f) { mainGameViewTargetSize.x = sceneView.position.width; mainGameViewTargetSize.y = sceneView.position.height; } Rect rect = camera.rect; mainGameViewTargetSize.x *= Mathf.Max(rect.width, 0f); mainGameViewTargetSize.y *= Mathf.Max(rect.height, 0f); if (mainGameViewTargetSize.x > 0f && mainGameViewTargetSize.y > 0f) { float num = mainGameViewTargetSize.x / mainGameViewTargetSize.y; mainGameViewTargetSize.y = 0.2f * sceneView.position.height; mainGameViewTargetSize.x = mainGameViewTargetSize.y * num; if (mainGameViewTargetSize.y > sceneView.position.height * 0.5f) { mainGameViewTargetSize.y = sceneView.position.height * 0.5f; mainGameViewTargetSize.x = mainGameViewTargetSize.y * num; } if (mainGameViewTargetSize.x > sceneView.position.width * 0.5f) { mainGameViewTargetSize.x = sceneView.position.width * 0.5f; mainGameViewTargetSize.y = mainGameViewTargetSize.x / num; } Rect rect2 = GUILayoutUtility.GetRect(mainGameViewTargetSize.x, mainGameViewTargetSize.y); if (Event.current.type == EventType.Repaint) { this.previewCamera.CopyFrom(camera); Skybox component = this.previewCamera.GetComponent <Skybox>(); if (component) { Skybox component2 = camera.GetComponent <Skybox>(); if (component2 && component2.enabled) { component.enabled = true; component.material = component2.material; } else { component.enabled = false; } } RenderTexture previewTextureWithSize = this.GetPreviewTextureWithSize((int)rect2.width, (int)rect2.height); previewTextureWithSize.antiAliasing = QualitySettings.antiAliasing; this.previewCamera.targetTexture = previewTextureWithSize; this.previewCamera.pixelRect = new Rect(0f, 0f, rect2.width, rect2.height); Handles.EmitGUIGeometryForCamera(camera, this.previewCamera); GL.sRGBWrite = (QualitySettings.activeColorSpace == ColorSpace.Linear); this.previewCamera.Render(); GL.sRGBWrite = false; Graphics.DrawTexture(rect2, previewTextureWithSize, new Rect(0f, 0f, 1f, 1f), 0, 0, 0, 0, GUI.color, EditorGUIUtility.GUITextureBlit2SRGBMaterial); } } } }
public virtual void OnSceneGUI() { if (!target) { return; } var c = (Camera)target; if (!CameraEditorUtils.IsViewportRectValidToRender(c.rect)) { return; } Vector2 currentMainGameViewTargetSize = GameView.GetMainGameViewTargetSize(); 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 void OnOverlayGUI(UnityEngine.Object target, SceneView sceneView) { if (!(target == null)) { Camera camera = (Camera)target; Vector2 mainGameViewTargetSize = GameView.GetMainGameViewTargetSize(); if (mainGameViewTargetSize.x < 0f) { mainGameViewTargetSize.x = sceneView.position.width; mainGameViewTargetSize.y = sceneView.position.height; } Rect rect = camera.rect; mainGameViewTargetSize.x *= Mathf.Max(rect.width, 0f); mainGameViewTargetSize.y *= Mathf.Max(rect.height, 0f); if (mainGameViewTargetSize.x > 0f && mainGameViewTargetSize.y > 0f) { float num = mainGameViewTargetSize.x / mainGameViewTargetSize.y; mainGameViewTargetSize.y = 0.2f * sceneView.position.height; mainGameViewTargetSize.x = mainGameViewTargetSize.y * num; if (mainGameViewTargetSize.y > sceneView.position.height * 0.5f) { mainGameViewTargetSize.y = sceneView.position.height * 0.5f; mainGameViewTargetSize.x = mainGameViewTargetSize.y * num; } if (mainGameViewTargetSize.x > sceneView.position.width * 0.5f) { mainGameViewTargetSize.x = sceneView.position.width * 0.5f; mainGameViewTargetSize.y = mainGameViewTargetSize.x / num; } Rect rect2 = GUILayoutUtility.GetRect(mainGameViewTargetSize.x, mainGameViewTargetSize.y); rect2 = EditorGUIUtility.PointsToPixels(rect2); rect2.y = (sceneView.position.height + 1f) * EditorGUIUtility.pixelsPerPoint - rect2.y - rect2.height; if (Event.current.type == EventType.Repaint) { this.previewCamera.CopyFrom(camera); Skybox component = this.previewCamera.GetComponent <Skybox>(); if (component) { Skybox component2 = camera.GetComponent <Skybox>(); if (component2 && component2.enabled) { component.enabled = true; component.material = component2.material; } else { component.enabled = false; } } this.previewCamera.targetTexture = null; this.previewCamera.pixelRect = rect2; Handles.EmitGUIGeometryForCamera(camera, this.previewCamera); this.previewCamera.Render(); } } } }
private static float GetGameViewAspectRatio() { Vector2 mainGameViewTargetSize = GameView.GetMainGameViewTargetSize(); if (mainGameViewTargetSize.x < 0f) { mainGameViewTargetSize.x = (float)Screen.width; mainGameViewTargetSize.y = (float)Screen.height; } return(mainGameViewTargetSize.x / mainGameViewTargetSize.y); }
internal static float GetGameViewAspectRatio() { Vector2 gameViewSize = GameView.GetMainGameViewTargetSize(); if (gameViewSize.x < 0f) { // Fallback to Scene View of not a valid game view size gameViewSize.x = Screen.width; gameViewSize.y = Screen.height; } return(gameViewSize.x / gameViewSize.y); }
private static void GetMainGameViewTargetSizeNoBox(out Vector2 result) { result = GameView.GetMainGameViewTargetSize(); }
internal static Vector2 GetSizeOfMainGameView() { return(GameView.GetMainGameViewTargetSize()); }
public virtual void OnOverlayGUI(Object target, SceneView sceneView) { if (target == null) { return; } // cache some deep values var c = (Camera)target; Vector2 previewSize = c.targetTexture ? new Vector2(c.targetTexture.width, c.targetTexture.height) : GameView.GetMainGameViewTargetSize(); 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 normalizedviewport rect of camera Rect normalizedViewPortRect = c.rect; 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 Rect cameraRect = GUILayoutUtility.GetRect(previewSize.x, previewSize.y); if (Event.current.type == EventType.Repaint) { // setup camera and render previewCamera.CopyFrom(c); // also make sure to sync any Skybox component on the preview camera var dstSkybox = previewCamera.GetComponent <Skybox>(); if (dstSkybox) { var srcSkybox = c.GetComponent <Skybox>(); if (srcSkybox && srcSkybox.enabled) { dstSkybox.enabled = true; dstSkybox.material = srcSkybox.material; } else { dstSkybox.enabled = false; } } var previewTexture = GetPreviewTextureWithSize((int)cameraRect.width, (int)cameraRect.height); previewTexture.antiAliasing = Mathf.Max(1, QualitySettings.antiAliasing); previewCamera.targetTexture = previewTexture; previewCamera.pixelRect = new Rect(0, 0, cameraRect.width, cameraRect.height); Handles.EmitGUIGeometryForCamera(c, previewCamera); GL.sRGBWrite = QualitySettings.activeColorSpace == ColorSpace.Linear; if (c.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(); GL.sRGBWrite = false; Graphics.DrawTexture(cameraRect, previewTexture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, EditorGUIUtility.GUITextureBlit2SRGBMaterial); } }