ArabDesert/Assets/Editor/x64/Bakery/scripts/ftLightMeshInspector.cs

709 lines
29 KiB
C#

using UnityEditor;
using UnityEngine;
using System;
using System.IO;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;
[CustomEditor(typeof(BakeryLightMesh))]
[CanEditMultipleObjects]
public class ftLightMeshInspector : UnityEditor.Editor
{
SerializedProperty ftraceLightColor;
SerializedProperty ftraceLightIntensity;
SerializedProperty ftraceLightIndirectIntensity;
SerializedProperty ftraceLightTexture;
SerializedProperty ftraceLightCutoff;
SerializedProperty ftraceLightSamples;
SerializedProperty ftraceLightSamples2;
SerializedProperty ftraceLightBitmask;
SerializedProperty ftraceLightSelfShadow;
SerializedProperty ftraceLightShadowmask;
SerializedProperty ftraceLightBakeToIndirect;
SerializedProperty ftraceLightShadowmaskFalloff;
static string ftLightShaderName = "Bakery/Light";
ftLightmapsStorage storage;
int texCached = -1;
static string[] selStrings = new string[] {"0","1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16",
"17","18","19","20","21","22","23","24","25","26","27","28","29","30"};//,"31"};
void InitSerializedProperties(SerializedObject obj)
{
ftraceLightColor = obj.FindProperty("color");
ftraceLightTexture = obj.FindProperty("texture");
ftraceLightIntensity = obj.FindProperty("intensity");
ftraceLightIndirectIntensity = obj.FindProperty("indirectIntensity");
ftraceLightCutoff = obj.FindProperty("cutoff");
ftraceLightSamples = obj.FindProperty("samples");
ftraceLightSamples2 = obj.FindProperty("samples2");
ftraceLightBitmask = obj.FindProperty("bitmask");
ftraceLightSelfShadow = obj.FindProperty("selfShadow");
ftraceLightShadowmask = obj.FindProperty("shadowmask");
ftraceLightBakeToIndirect = obj.FindProperty("bakeToIndirect");
ftraceLightShadowmaskFalloff = obj.FindProperty("shadowmaskFalloff");
}
void OnEnable()
{
InitSerializedProperties(serializedObject);
}
void TestPreviewRefreshProperty(ref int cached, int newVal)
{
if (cached >= 0)
{
if (cached != newVal)
{
BakeryLightMesh.lightsChanged = 2;
}
}
cached = newVal;
}
void TestPreviewRefreshProperty(ref int cached, UnityEngine.Object newVal)
{
if (newVal == null)
{
TestPreviewRefreshProperty(ref cached, 0);
return;
}
TestPreviewRefreshProperty(ref cached, newVal.GetInstanceID());
}
void GetLinearLightParameters(Light light, out float lightR, out float lightG, out float lightB, out float lightInt)
{
if (PlayerSettings.colorSpace != ColorSpace.Linear)
{
lightInt = light.intensity;
lightR = light.color.r;
lightG = light.color.g;
lightB = light.color.b;
return;
}
if (!GraphicsSettings.lightsUseLinearIntensity)
{
lightR = Mathf.Pow(light.color.r * light.intensity, 2.2f);
lightG = Mathf.Pow(light.color.g * light.intensity, 2.2f);
lightB = Mathf.Pow(light.color.b * light.intensity, 2.2f);
lightInt = Mathf.Max(Mathf.Max(lightR, lightG), lightB);
lightR /= lightInt;
lightG /= lightInt;
lightB /= lightInt;
}
else
{
lightInt = light.intensity;
lightR = light.color.r;
lightG = light.color.g;
lightB = light.color.b;
if (GraphicsSettings.lightsUseColorTemperature)
{
#if UNITY_2019_3_OR_NEWER
if (light.useColorTemperature)
#endif
{
var temp = Mathf.CorrelatedColorTemperatureToRGB(light.colorTemperature).gamma;
lightR *= temp.r;
lightG *= temp.g;
lightB *= temp.b;
}
}
}
}
public static Vector2 GetAreaLightSize(Light obj)
{
Vector2 areaSize = obj.areaSize;
var hdrpLight = obj.GetComponent("HDAdditionalLightData");
if (hdrpLight != null)
{
var so = new SerializedObject(hdrpLight);
if (so != null)
{
var hdrpLightTypeExtent = so.FindProperty("m_PointlightHDType");
var hdrpLightTypeExtent2 = so.FindProperty("m_AreaLightShape");
if (hdrpLightTypeExtent != null && hdrpLightTypeExtent2 != null)
{
int extendedLightType = hdrpLightTypeExtent.intValue;
int extendedLightType2 = hdrpLightTypeExtent2.intValue;
if (extendedLightType == 1 && // area
extendedLightType2 == 0) // rectangle
{
var hdrpLightShapeWidth = so.FindProperty("m_ShapeWidth");
var hdrpLightShapeHeight = so.FindProperty("m_ShapeHeight");
areaSize = new Vector2(hdrpLightShapeWidth != null ? hdrpLightShapeWidth.floatValue : 1,
hdrpLightShapeHeight != null ? hdrpLightShapeHeight.floatValue : 1);
}
else
{
Debug.LogError(obj.name + " HDRP light type unsupported: " + extendedLightType + ", " + extendedLightType2);
}
}
}
}
return areaSize;
}
public static Vector3[] GetAreaLightCorners(Light obj)
{
var areaSize = GetAreaLightSize(obj);
var t = obj.transform;
var pos = t.position;
var right = t.right;
var up = t.up;
var extents = areaSize * 0.5f;
var corners = new Vector3[4];
corners[0] = pos - right * extents.x - up * extents.y;
corners[1] = pos - right * extents.x + up * extents.y;
corners[2] = pos + right * extents.x + up * extents.y;
corners[3] = pos + right * extents.x - up * extents.y;
return corners;
}
public static bool IsArea(Light obj)
{
var hdrpLight = obj.GetComponent("HDAdditionalLightData");
if (hdrpLight != null)
{
var so = new SerializedObject(hdrpLight);
if (so != null)
{
var hdrpLightTypeExtent = so.FindProperty("m_PointlightHDType");
var hdrpLightTypeExtent2 = so.FindProperty("m_AreaLightShape");
if (hdrpLightTypeExtent != null && hdrpLightTypeExtent2 != null)
{
int extendedLightType = hdrpLightTypeExtent.intValue;
int extendedLightType2 = hdrpLightTypeExtent2.intValue;
if (extendedLightType == 1 && // area
extendedLightType2 == 0) // rectangle
{
return true;
}
}
}
}
else
{
return obj.type == LightType.Area;
}
return false;
}
public override void OnInspectorGUI() {
//if (showFtrace)
{
OnEnable();
serializedObject.Update();
TestPreviewRefreshProperty(ref texCached, ftraceLightTexture.objectReferenceValue);
EditorGUILayout.PropertyField(ftraceLightColor, new GUIContent("Color", "Color of the light"));
EditorGUILayout.PropertyField(ftraceLightIntensity, new GUIContent("Intensity", "Color multiplier"));
EditorGUILayout.PropertyField(ftraceLightTexture, new GUIContent("Texture", "Texture"));
EditorGUILayout.PropertyField(ftraceLightCutoff, new GUIContent("Cutoff", "Lighting distance limit. For maximum physical corectness set to a very high value. Using smaller values is useful for faster render times and to match real-time lights. Bakery uses Skyforge falloff to maintain balance between correct inverse-squared attenuation and practical limits (https://habr.com/company/mailru/blog/248873/)"));
if (ftraceLightSelfShadow.boolValue)
{
EditorGUILayout.PropertyField(ftraceLightSamples2, new GUIContent("Samples Near", "The amount of rays traced hemispherically in the proximity of this mesh. Set to 0 to only trace with 'Samples Far'."));
}
else
{
ftraceLightSamples2.intValue = 0;
}
EditorGUILayout.PropertyField(ftraceLightSamples, new GUIContent("Samples Far", "The amount of sample points generated on the surface of this mesh. Distant mesh lights are approximated as clouds of directed half-point lights."));
//ftraceLightBitmask.intValue = EditorGUILayout.MaskField(new GUIContent("Bitmask", "Lights only affect renderers with overlapping bits"), ftraceLightBitmask.intValue, selStrings);
int prevVal = ftraceLightBitmask.intValue;
int newVal = EditorGUILayout.MaskField(new GUIContent("Bitmask", "Lights only affect renderers with overlapping bits"), ftraceLightBitmask.intValue, selStrings);
if (prevVal != newVal) ftraceLightBitmask.intValue = newVal;
EditorGUILayout.PropertyField(ftraceLightSelfShadow, new GUIContent("Self shadow", "Determines if light mesh itself casts shadows."));
//EditorGUILayout.PropertyField(ftraceLightBakeToIndirect, new GUIContent("Bake to indirect", "Add direct contribution from this light to indirect-only lightmaps"));
if (storage == null) storage = ftRenderLightmap.FindRenderSettingsStorage();
var rmode = storage.renderSettingsUserRenderMode;
if (rmode != (int)ftRenderLightmap.RenderMode.FullLighting)
{
ftDirectLightInspector.BakeWhat contrib;
if (ftraceLightShadowmask.boolValue)
{
if (ftraceLightBakeToIndirect.boolValue)
{
contrib = ftDirectLightInspector.BakeWhat.DirectIndirectShadowmask;
}
else
{
contrib = ftDirectLightInspector.BakeWhat.IndirectAndShadowmask;
}
}
else if (ftraceLightBakeToIndirect.boolValue)
{
contrib = ftDirectLightInspector.BakeWhat.DirectAndIndirect;
}
else
{
contrib = ftDirectLightInspector.BakeWhat.IndirectOnly;
}
var prevContrib = contrib;
if (rmode == (int)ftRenderLightmap.RenderMode.Indirect)
{
contrib = (ftDirectLightInspector.BakeWhat)EditorGUILayout.Popup("Baked contribution", (int)contrib, ftDirectLightInspector.directContributionIndirectOptions);
}
else if (rmode == (int)ftRenderLightmap.RenderMode.Shadowmask)
{
contrib = (ftDirectLightInspector.BakeWhat)EditorGUILayout.Popup("Baked contribution", (int)contrib, ftDirectLightInspector.directContributionOptions);
}
if (prevContrib != contrib)
{
if (contrib == ftDirectLightInspector.BakeWhat.IndirectOnly)
{
ftraceLightShadowmask.boolValue = false;
ftraceLightBakeToIndirect.boolValue = false;
}
else if (contrib == ftDirectLightInspector.BakeWhat.IndirectAndShadowmask)
{
ftraceLightShadowmask.boolValue = true;
ftraceLightBakeToIndirect.boolValue = false;
}
else if (contrib == ftDirectLightInspector.BakeWhat.DirectIndirectShadowmask)
{
ftraceLightShadowmask.boolValue = true;
ftraceLightBakeToIndirect.boolValue = true;
}
else
{
ftraceLightShadowmask.boolValue = false;
ftraceLightBakeToIndirect.boolValue = true;
}
}
}
EditorGUILayout.PropertyField(ftraceLightIndirectIntensity, new GUIContent("Indirect intensity", "Non-physical GI multiplier for this light"));
EditorGUILayout.PropertyField(ftraceLightShadowmaskFalloff, new GUIContent("Shadowmask with falloff", "Only useful for custom lighting. Bakes complete light attenuation into the shadowmask."));
serializedObject.ApplyModifiedProperties();
}
bool showError = false;
string showErrorText = "";
bool isAreaLight = false;
bool isMesh = false;
var materialValid = new bool[targets.Length];
int iterator = -1;
int numMaterialValid = targets.Length;
foreach(BakeryLightMesh selectedLight in targets)
{
iterator++;
var so = new SerializedObject(selectedLight);
InitSerializedProperties(so);
var mr = selectedLight.GetComponent<MeshRenderer>();
var mf = selectedLight.GetComponent<MeshFilter>();
var areaLight = selectedLight.GetComponent<Light>();
if (areaLight != null && !IsArea(areaLight)) areaLight = null;
if (mr == null && areaLight == null)
{
showError = true;
showErrorText = "Error: no mesh renderer";
continue;
}
if (mf == null && areaLight == null)
{
showError = true;
showErrorText = "Error: no mesh filter";
continue;
}
float intensity = ftraceLightIntensity.floatValue;
var clr = ftraceLightColor.colorValue;
if (areaLight != null)
{
bool match = true;
string why = "";
isAreaLight = true;
float eps = 1.0f / 255.0f;
float lightR, lightG, lightB, lightInt;
float fr, fg, fb;
if (PlayerSettings.colorSpace == ColorSpace.Linear)
{
fr = clr.r;// * fintensity;
fg = clr.g;// * fintensity;
fb = clr.b;// * fintensity;
}
else
{
fr = clr.r;
fg = clr.g;
fb = clr.b;
}
GetLinearLightParameters(areaLight, out lightR, out lightG, out lightB, out lightInt);
if (GraphicsSettings.lightsUseLinearIntensity || PlayerSettings.colorSpace != ColorSpace.Linear)
{
if (Mathf.Abs(lightR - fr) > eps || Mathf.Abs(lightG - fg) > eps || Mathf.Abs(lightB - fb) > eps)
{
match = false;
why = "color doesn't match";
}
else if (Mathf.Abs(lightInt - intensity) > eps)
{
match = false;
why = "intensity doesn't match";
}
}
else
{
eps *= Mathf.Max(lightInt, intensity);
if (Mathf.Abs(lightR*lightInt - fr*intensity) > eps ||
Mathf.Abs(lightG*lightInt - fg*intensity) > eps ||
Mathf.Abs(lightB*lightInt - fb*intensity) > eps)
{
match = false;
why = "intensity doesn't match";
}
}
if (Mathf.Abs(ftraceLightCutoff.floatValue - areaLight.range * 1.5f) > 0.01f)
{
match = false;
why = "range doesn't match";
}
if (ftraceLightSelfShadow.boolValue)
{
match = false;
why = "area light is not self-shadowed.";
}
if (areaLight.bounceIntensity != ftraceLightIndirectIntensity.floatValue)
{
match = false;
why = "indirect intensity doesn't match";
}
if (!match)
{
//EditorGUILayout.Space();
//EditorGUILayout.LabelField("Real-time light doesn't match lightmap: " + why);
showError = true;
showErrorText = "Area light doesn't match lightmap: " + why;
}
continue;
}
materialValid[iterator] = true;
Material singleMat = null;
var mats = mr.sharedMaterials;
if (mats.Length == 0 || mats[0] == null)
{
showError = true;
showErrorText = "Error: no materials set";
continue;
}
isMesh = true;
for(int i=0; i<mats.Length; i++)
{
var mat = mats[i];
if (singleMat == null) singleMat = mat;
if (mat != null && mat != singleMat)
{
showError = true;
showErrorText = "Error: different materials in mesh";
//match = false;
materialValid[iterator] = false;
numMaterialValid--;
break;
}
if (mat == null)
{
showError = true;
showErrorText = "Error: mesh doesn't have all materials set";
//match = false;
materialValid[iterator] = false;
numMaterialValid--;
break;
}
bool usesftlight = mat.shader.name == ftLightShaderName;
bool usesUnlitColor = mat.shader.name == "Unlit/Color";
bool usesUnlitTexture = mat.shader.name == "Unlit/Texture";
if (!usesftlight && !usesUnlitColor && !usesUnlitTexture)
{
showError = true;
showErrorText = "Warning: material should output unlit color";
//match = false;
materialValid[iterator] = false;
numMaterialValid--;
break;
}
if (intensity > 1 && !usesftlight)
{
showError = true;
showErrorText = "Warning: intensity > 1, but not using Bakery Light shader";
//match = false;
break;
}
var mclr = mat.HasProperty("_Color") ? mat.color : Color.white;
float eps = 0.5f/255.0f;
if (Mathf.Abs(mclr.r - clr.r) > eps || Mathf.Abs(mclr.g - clr.g) > eps || Mathf.Abs(mclr.b - clr.b) > eps)
{
showError = true;
showErrorText = "Error: light color doesn't match material color";
//match = false;
break;
}
if (usesftlight && Mathf.Abs(mat.GetFloat("intensity") - intensity) > 0.001f)
{
showError = true;
showErrorText = "Error: light intensity doesn't match material intensity";
//match = false;
break;
}
if (ftraceLightTexture.objectReferenceValue == null && mat.HasProperty("_MainTex") && mat.GetTexture("_MainTex")!=null)
{
showError = true;
showErrorText = "Error: textures don't match";
//match = false;
break;
}
if (ftraceLightTexture.objectReferenceValue != null && (!mat.HasProperty("_MainTex") || mat.GetTexture("_MainTex") != ftraceLightTexture.objectReferenceValue))
{
showError = true;
showErrorText = "Error: textures don't match";
//match = false;
break;
}
}
//if (match) return;
}
if (showError)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField(showErrorText);
EditorGUILayout.Space();
string txt;
if (numMaterialValid > 0)
{
if (isMesh && !isAreaLight)
{
txt = "Match light to material";
}
else if (!isMesh && isAreaLight)
{
txt = "Match lightmapped to area light";
}
else
{
txt = "Match lights to meshes/area lights";
}
if (GUILayout.Button(txt))
{
//iterator = 0;
foreach(BakeryLightMesh selectedLight in targets)
{
//iterator++;
var so = new SerializedObject(selectedLight);
InitSerializedProperties(so);
var mr = selectedLight.GetComponent<MeshRenderer>();
var areaLight = selectedLight.GetComponent<Light>();
if (mr == null && areaLight == null) continue;
if (areaLight != null)
{
float lightR, lightG, lightB, lightInt;
GetLinearLightParameters(areaLight, out lightR, out lightG, out lightB, out lightInt);
ftraceLightColor.colorValue = new Color(lightR, lightG, lightB);
ftraceLightIntensity.floatValue = lightInt;
ftraceLightCutoff.floatValue = areaLight.range * 1.5f;
ftraceLightSelfShadow.boolValue = false;
ftraceLightIndirectIntensity.floatValue = areaLight.bounceIntensity;
so.ApplyModifiedProperties();
continue;
}
var mats = mr.sharedMaterials;
if (mats.Length == 0 || mats[0] == null) continue;
var mat = mats[0];
if (mat.shader.name == ftLightShaderName)
{
ftraceLightTexture.objectReferenceValue = mat.mainTexture;
ftraceLightColor.colorValue = mat.color;
ftraceLightIntensity.floatValue = mat.GetFloat("intensity");
}
else if (mat.shader.name == "Unlit/Color")
{
ftraceLightTexture.objectReferenceValue = null;
ftraceLightColor.colorValue = mat.color;
ftraceLightIntensity.floatValue = 1;
}
else if (mat.shader.name == "Unlit/Texture")
{
ftraceLightTexture.objectReferenceValue = mat.mainTexture;
ftraceLightColor.colorValue = Color.white;//mat.color;
ftraceLightIntensity.floatValue = 1;
}
so.ApplyModifiedProperties();
}
}
}
//if (mats.Length == 0) return;
//if (mats[0] == null) return;
if (isMesh && !isAreaLight)
{
txt = "Match material to light";
}
else if (!isMesh && isAreaLight)
{
txt = "Match area light to lightmapped";
}
else
{
txt = "Match meshes/area lights to lightmapped";
}
if (GUILayout.Button(txt))
{
foreach(BakeryLightMesh selectedLight in targets)
{
//iterator++;
var so = new SerializedObject(selectedLight);
InitSerializedProperties(so);
var mr = selectedLight.GetComponent<MeshRenderer>();
var areaLight = selectedLight.GetComponent<Light>();
if (mr == null && areaLight == null) continue;
if (areaLight != null)
{
Undo.RecordObject(areaLight, "Change light");
if (PlayerSettings.colorSpace != ColorSpace.Linear)
{
areaLight.color = ftraceLightColor.colorValue;
areaLight.intensity = ftraceLightIntensity.floatValue;
}
else if (!GraphicsSettings.lightsUseLinearIntensity)
{
var clr = ftraceLightColor.colorValue;
float fintensity = ftraceLightIntensity.floatValue;
float fr = clr.linear.r;// * fintensity;
float fg = clr.linear.g;// * fintensity;
float fb = clr.linear.b;// * fintensity;
fr = Mathf.Pow(fr * fintensity, 1.0f / 2.2f);
fg = Mathf.Pow(fg * fintensity, 1.0f / 2.2f);
fb = Mathf.Pow(fb * fintensity, 1.0f / 2.2f);
float fint = Mathf.Max(Mathf.Max(fr, fg), fb);
fr /= fint;
fg /= fint;
fb /= fint;
areaLight.color = new Color(fr, fg, fb);
areaLight.intensity = fint;
}
else
{
areaLight.color = ftraceLightColor.colorValue;
areaLight.intensity = ftraceLightIntensity.floatValue;
}
areaLight.bounceIntensity = ftraceLightIndirectIntensity.floatValue;
continue;
}
var mats = mr.sharedMaterials;
if (mats.Length == 0 || mats[0] == null) continue;
float intensity = ftraceLightIntensity.floatValue;
var mat = mats[0];
Undo.RecordObject(mat, "Change material");
if (intensity > 1)
{
if (mat.shader.name != ftLightShaderName) mat.shader = Shader.Find(ftLightShaderName);
mat.color = ftraceLightColor.colorValue;
mat.mainTexture = ftraceLightTexture.objectReferenceValue as Texture2D;
mat.SetFloat("intensity", intensity);
}
else
{
if (ftraceLightTexture.objectReferenceValue == null)
{
if (mat.shader.name != ftLightShaderName && mat.shader.name != "Unlit/Color") mat.shader = Shader.Find(ftLightShaderName);
}
else
{
if (mat.shader.name != ftLightShaderName && mat.shader.name != "Unlit/Texture") mat.shader = Shader.Find(ftLightShaderName);
}
mat.mainTexture = ftraceLightTexture.objectReferenceValue as Texture2D;
if (mat.shader.name == ftLightShaderName)
{
mat.color = ftraceLightColor.colorValue;
mat.SetFloat("intensity", intensity);
}
else
{
mat.color = ftraceLightColor.colorValue * intensity;
}
}
}
}
}
if (PlayerSettings.colorSpace == ColorSpace.Linear)
{
if (!GraphicsSettings.lightsUseLinearIntensity)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Warning: project is not set up to use linear light intensity.");
EditorGUILayout.LabelField("GraphicsSettings.lightsUseLinearIntensity should be TRUE.");
if (GUILayout.Button("Fix"))
{
GraphicsSettings.lightsUseLinearIntensity = true;
}
}
else
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Project is using linear light intensity. This is nice.");
if (GUILayout.Button("Change to non-linear"))
{
GraphicsSettings.lightsUseLinearIntensity = false;
}
}
}
}
}