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MaiDXR/Assets/Oculus/VR/Scripts/Editor/OVRPassthroughLayerEditor.cs

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2022-08-20 21:35:57 +02:00
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using UnityEditor;
using UnityEngine;
using ColorMapEditorType = OVRPassthroughLayer.ColorMapEditorType;
[CustomEditor(typeof(OVRPassthroughLayer))]
public class OVRPassthroughLayerEditor : Editor {
private readonly static string[] _selectableColorMapNames = {
"None",
"Color Adjustment",
"Grayscale",
"Grayscale To Color"
};
private readonly static string[] _colorMapNames = {
"None",
"Color Adjustment",
"Grayscale",
"Grayscale to color",
"Custom"
};
private ColorMapEditorType[] _colorMapTypes = {
ColorMapEditorType.None,
ColorMapEditorType.ColorAdjustment,
ColorMapEditorType.Grayscale,
ColorMapEditorType.GrayscaleToColor,
ColorMapEditorType.Custom
};
public override void OnInspectorGUI()
{
OVRPassthroughLayer layer = (OVRPassthroughLayer)target;
layer.projectionSurfaceType = (OVRPassthroughLayer.ProjectionSurfaceType)EditorGUILayout.EnumPopup(
new GUIContent("Projection Surface", "The type of projection surface for this Passthrough layer"),
layer.projectionSurfaceType);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Compositing", EditorStyles.boldLabel);
layer.overlayType = (OVROverlay.OverlayType)EditorGUILayout.EnumPopup(new GUIContent("Placement", "Whether this overlay should layer behind the scene or in front of it"), layer.overlayType);
layer.compositionDepth = EditorGUILayout.IntField(new GUIContent("Composition Depth", "Depth value used to sort layers in the scene, smaller value appears in front"), layer.compositionDepth);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Style", EditorStyles.boldLabel);
layer.textureOpacity = EditorGUILayout.Slider("Opacity", layer.textureOpacity, 0, 1);
EditorGUILayout.Space();
layer.edgeRenderingEnabled = EditorGUILayout.Toggle(
new GUIContent("Edge Rendering", "Highlight salient edges in the camera images in a specific color"),
layer.edgeRenderingEnabled);
layer.edgeColor = EditorGUILayout.ColorField("Edge Color", layer.edgeColor);
EditorGUILayout.Space();
// Custom popup for color map type to control order, names, and visibility of types
int colorMapTypeIndex = Array.IndexOf(_colorMapTypes, layer.colorMapEditorType);
if (colorMapTypeIndex == -1)
{
Debug.LogWarning("Invalid color map type encountered");
colorMapTypeIndex = 0;
}
// Dropdown list contains "Custom" only if it is currently selected.
string[] colorMapNames = layer.colorMapEditorType == ColorMapEditorType.Custom ? _colorMapNames
: _selectableColorMapNames;
colorMapTypeIndex = EditorGUILayout.Popup(new GUIContent("Color Control", "The type of color controls applied to this layer"), colorMapTypeIndex, colorMapNames);
layer.colorMapEditorType = _colorMapTypes[colorMapTypeIndex];
if (layer.colorMapEditorType == ColorMapEditorType.Grayscale
|| layer.colorMapEditorType == ColorMapEditorType.GrayscaleToColor
|| layer.colorMapEditorType == ColorMapEditorType.ColorAdjustment
) {
layer.colorMapEditorContrast = EditorGUILayout.Slider("Contrast", layer.colorMapEditorContrast, -1, 1);
layer.colorMapEditorBrightness = EditorGUILayout.Slider("Brightness", layer.colorMapEditorBrightness, -1, 1);
}
if (layer.colorMapEditorType == ColorMapEditorType.Grayscale
|| layer.colorMapEditorType == ColorMapEditorType.GrayscaleToColor)
{
layer.colorMapEditorPosterize = EditorGUILayout.Slider("Posterize", layer.colorMapEditorPosterize, 0, 1);
}
if (layer.colorMapEditorType == ColorMapEditorType.GrayscaleToColor)
{
layer.colorMapEditorGradient = EditorGUILayout.GradientField("Colorize", layer.colorMapEditorGradient);
}
if (GUI.changed)
{
EditorUtility.SetDirty(layer);
}
}
}