avatar/Assets/Unlit_WF_ShaderSuite/Editor/WF_MiscUtil.cs

327 lines
13 KiB
C#

/*
* The MIT License
*
* Copyright 2018-2021 whiteflare.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using System.Text.RegularExpressions;
using UnityEngine;
namespace UnlitWF
{
internal class ShaderMaterialProperty
{
public readonly Material Material;
private readonly Shader shader;
private readonly int index;
ShaderMaterialProperty(Material material, Shader shader, int index) {
this.Material = material;
this.shader = shader;
this.index = index;
}
/// <summary>
/// プロパティの物理名
/// </summary>
public string Name { get { return ShaderUtil.GetPropertyName(shader, index); } }
/// <summary>
/// プロパティの説明文
/// </summary>
public string Description { get { return ShaderUtil.GetPropertyDescription(shader, index); } }
/// <summary>
/// プロパティの型
/// </summary>
public ShaderUtil.ShaderPropertyType Type { get { return ShaderUtil.GetPropertyType(shader, index); } }
public bool CopyTo(ShaderMaterialProperty dst) {
var srcType = Type;
var dstType = dst.Type;
if (srcType == dstType) {
switch (srcType) {
case ShaderUtil.ShaderPropertyType.Color:
dst.Material.SetColor(dst.Name, this.Material.GetColor(Name));
return true;
case ShaderUtil.ShaderPropertyType.Float:
case ShaderUtil.ShaderPropertyType.Range:
dst.Material.SetFloat(dst.Name, this.Material.GetFloat(Name));
return true;
case ShaderUtil.ShaderPropertyType.Vector:
dst.Material.SetVector(dst.Name, this.Material.GetVector(Name));
return true;
case ShaderUtil.ShaderPropertyType.TexEnv:
dst.Material.SetTexture(dst.Name, this.Material.GetTexture(Name));
dst.Material.SetTextureOffset(dst.Name, this.Material.GetTextureOffset(Name));
dst.Material.SetTextureScale(dst.Name, this.Material.GetTextureScale(Name));
return true;
default:
break;
}
}
return false;
}
public static List<ShaderMaterialProperty> AsList(Material material) {
var shader = material.shader;
int cnt = ShaderUtil.GetPropertyCount(shader);
var result = new List<ShaderMaterialProperty>();
for (int i = 0; i < cnt; i++) {
result.Add(new ShaderMaterialProperty(material, shader, i));
}
return result;
}
public static Dictionary<string, ShaderMaterialProperty> AsDict(Material material) {
var result = new Dictionary<string, ShaderMaterialProperty>();
foreach (var p in AsList(material)) {
result.Add(p.Name, p);
}
return result;
}
}
internal class ShaderSerializedProperty
{
public readonly string name;
public readonly ShaderMaterialProperty materialProperty;
private readonly SerializedObject serialObject;
private readonly SerializedProperty parent;
private readonly SerializedProperty property;
private readonly SerializedProperty value;
ShaderSerializedProperty(string name, ShaderMaterialProperty matProp, SerializedObject serialObject, SerializedProperty parent, SerializedProperty property) {
this.name = name;
this.materialProperty = matProp;
this.serialObject = serialObject;
this.parent = parent;
this.property = property;
this.value = property.FindPropertyRelative("second");
}
private static string GetSerializedName(SerializedProperty p) {
SerializedProperty first = p.FindPropertyRelative("first");
return first != null ? first.stringValue : null;
}
private static SerializedProperty GetSerializedValue(SerializedProperty p) {
return p.FindPropertyRelative("second");
}
public bool HasPropertyInShader
{
get { return materialProperty != null; }
}
public ShaderUtil.ShaderPropertyType Type { get { return materialProperty.Type; } }
public string ParentName { get { return parent.name; } }
public float FloatValue { get { return value.floatValue; } set { this.value.floatValue = value; } }
public Color ColorValue { get { return value.colorValue; } set { this.value.colorValue = value; } }
public Vector4 VectorValue { get { return value.vector4Value; } set { this.value.vector4Value = value; } }
public void Rename(string newName) {
property.FindPropertyRelative("first").stringValue = newName;
}
private static void TryCopyValue(SerializedProperty src, SerializedProperty dst) {
if (src == null || dst == null) {
return;
}
switch (src.propertyType) {
case SerializedPropertyType.Generic:
// テクスチャ系の子をコピーする
TryCopyValue(src.FindPropertyRelative("m_Texture"), dst.FindPropertyRelative("m_Texture"));
TryCopyValue(src.FindPropertyRelative("m_Scale"), dst.FindPropertyRelative("m_Scale"));
TryCopyValue(src.FindPropertyRelative("m_Offset"), dst.FindPropertyRelative("m_Offset"));
break;
case SerializedPropertyType.Float:
dst.floatValue = src.floatValue;
break;
case SerializedPropertyType.Color:
dst.colorValue = src.colorValue;
break;
case SerializedPropertyType.ObjectReference:
dst.objectReferenceValue = src.objectReferenceValue;
break;
case SerializedPropertyType.Integer:
dst.intValue = src.intValue;
break;
case SerializedPropertyType.Boolean:
dst.boolValue = src.boolValue;
break;
case SerializedPropertyType.Enum:
dst.enumValueIndex = src.enumValueIndex;
break;
case SerializedPropertyType.Vector2:
dst.vector2Value = src.vector2Value;
break;
case SerializedPropertyType.Vector3:
dst.vector3Value = src.vector3Value;
break;
case SerializedPropertyType.Vector4:
dst.vector4Value = src.vector4Value;
break;
case SerializedPropertyType.Vector2Int:
dst.vector2IntValue = src.vector2IntValue;
break;
case SerializedPropertyType.Vector3Int:
dst.vector3IntValue = src.vector3IntValue;
break;
}
}
public void CopyTo(ShaderSerializedProperty other) {
TryCopyValue(this.value, other.value);
}
public void Remove() {
for (int i = parent.arraySize - 1; 0 <= i; i--) {
var prop = parent.GetArrayElementAtIndex(i);
if (GetSerializedName(prop) == this.name) {
parent.DeleteArrayElementAtIndex(i);
}
}
}
public static void AllApplyPropertyChange(IEnumerable<ShaderSerializedProperty> props) {
foreach (var so in GetUniqueSerialObject(props)) {
so.ApplyModifiedProperties();
}
}
public static HashSet<SerializedObject> GetUniqueSerialObject(IEnumerable<ShaderSerializedProperty> props) {
var ret = new HashSet<SerializedObject>();
foreach (var prop in props) {
if (prop != null && prop.serialObject != null) {
ret.Add(prop.serialObject);
}
}
return ret;
}
public static Dictionary<string, ShaderSerializedProperty> AsDict(Material material) {
var result = new Dictionary<string, ShaderSerializedProperty>();
foreach (var prop in AsList(material)) {
result[prop.name] = prop;
}
return result;
}
public static List<ShaderSerializedProperty> AsList(IEnumerable<Material> matlist) {
var result = new List<ShaderSerializedProperty>();
foreach (Material mat in matlist) {
result.AddRange(AsList(mat));
}
return result;
}
public static List<ShaderSerializedProperty> AsList(Material material) {
var matProps = ShaderMaterialProperty.AsDict(material);
SerializedObject so = new SerializedObject(material);
so.Update();
var result = new List<ShaderSerializedProperty>();
var m_SavedProperties = so.FindProperty("m_SavedProperties");
if (m_SavedProperties != null) {
result.AddRange(AsList(material, so, m_SavedProperties.FindPropertyRelative("m_Floats"), matProps));
result.AddRange(AsList(material, so, m_SavedProperties.FindPropertyRelative("m_Colors"), matProps));
result.AddRange(AsList(material, so, m_SavedProperties.FindPropertyRelative("m_TexEnvs"), matProps));
}
return result;
}
private static List<ShaderSerializedProperty> AsList(Material material, SerializedObject so, SerializedProperty parent, Dictionary<string, ShaderMaterialProperty> matProps) {
var result = new List<ShaderSerializedProperty>();
if (parent != null) {
for (int i = 0; i < parent.arraySize; i++) {
var prop = parent.GetArrayElementAtIndex(i);
var name = GetSerializedName(prop);
if (name != null) {
result.Add(new ShaderSerializedProperty(name, matProps.GetValueOrNull(name), so, parent, prop));
}
}
}
return result;
}
}
internal static class CollectionUtility
{
public static T GetValueOrNull<K, T>(this Dictionary<K, T> dict, K key) where T : class {
T value;
if (dict.TryGetValue(key, out value)) {
return value;
}
return null;
}
}
internal class WeakRefCache<T> where T : class
{
private readonly List<WeakReference> refs = new List<WeakReference>();
public bool Contains(T target) {
lock (refs) {
// 終了しているものは全て削除
refs.RemoveAll(r => !r.IsAlive);
// 参照が存在しているならばtrue
foreach (var r in refs) {
if (r.Target == target) {
return true;
}
}
return false;
}
}
public void Add(T target) {
lock (refs) {
if (Contains(target)) {
return;
}
refs.Add(new WeakReference(target));
}
}
public void Remove(T target) {
RemoveAll(target);
}
public void RemoveAll(params object[] targets) {
lock (refs) {
// 終了しているものは全て削除
refs.RemoveAll(r => !r.IsAlive);
// 一致しているものを全て削除
refs.RemoveAll(r => {
var tgt = r.Target as T;
return tgt != null && targets.Contains(tgt);
});
}
}
}
}
#endif