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mirror of https://github.com/xiaopeng12138/MaiDXR.git synced 2024-12-21 13:15:51 +01:00
MaiDXR/Assets/Oculus/VR/Scripts/Editor/OVROverlayEditor.cs
2022-08-20 21:35:57 +02:00

655 lines
26 KiB
C#

/*
* 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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(OVROverlay))]
public class OVROverlayEditor : Editor
{
/// <summary>
/// Common Video Types, to ease source and dest rect creation
/// </summary>
public enum StereoType
{
Custom = 0,
Mono = 1,
Stereo = 2,
StereoLeftRight = 3,
StereoTopBottom = 4,
}
public enum DisplayType
{
Custom = 0,
Full = 1,
Half = 2,
}
private bool sourceRectsVisible = false;
private bool destRectsVisible = false;
private Material _SrcRectMaterial;
protected Material SrcRectMaterial
{
get
{
if (_SrcRectMaterial == null)
{
string[] shaders = AssetDatabase.FindAssets("OVROverlaySrcRectEditor");
if (shaders.Length > 0)
{
Shader shader = (Shader)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(shaders[0]), typeof(Shader));
if (shader != null)
{
_SrcRectMaterial = new Material(shader);
}
}
}
return _SrcRectMaterial;
}
}
private Material _DestRectMaterial;
protected Material DestRectMaterial
{
get
{
if (_DestRectMaterial == null)
{
string[] shaders = AssetDatabase.FindAssets("OVROverlayDestRectEditor");
if (shaders.Length > 0)
{
Shader shader = (Shader)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(shaders[0]), typeof(Shader));
if (shader != null)
{
_DestRectMaterial = new Material(shader);
}
}
}
return _DestRectMaterial;
}
}
private TextureRect _DraggingRect;
private Side _DraggingSide;
enum TextureRect
{
None,
SrcLeft,
SrcRight,
DestLeft,
DestRight
}
enum Side
{
Left,
Right,
Top,
Bottom
}
private GUIContent[] selectableShapeNames;
private OVROverlay.OverlayShape[] selectableShapeValues;
private void Awake()
{
List<GUIContent> selectableShapeNameList = new List<GUIContent>();
List<OVROverlay.OverlayShape> selectableShapesValueList = new List<OVROverlay.OverlayShape>();
foreach (OVROverlay.OverlayShape value in Enum.GetValues(typeof(OVROverlay.OverlayShape)))
{
if (!OVROverlay.IsPassthroughShape(value))
{
string name = Enum.GetName(typeof(OVROverlay.OverlayShape), value);
selectableShapeNameList.Add(new GUIContent(name, name));
selectableShapesValueList.Add(value);
}
}
selectableShapeNames = selectableShapeNameList.ToArray();
selectableShapeValues = selectableShapesValueList.ToArray();
}
public override void OnInspectorGUI()
{
OVROverlay overlay = (OVROverlay)target;
if (overlay == null)
{
return;
}
EditorGUILayout.LabelField("Display Order", EditorStyles.boldLabel);
overlay.currentOverlayType = (OVROverlay.OverlayType)EditorGUILayout.EnumPopup(new GUIContent("Current Overlay Type", "Whether this overlay should layer behind the scene or in front of it"), overlay.currentOverlayType);
overlay.compositionDepth = EditorGUILayout.IntField(new GUIContent("Composition Depth", "Depth value used to sort OVROverlays in the scene, smaller value appears in front"), overlay.compositionDepth);
overlay.noDepthBufferTesting = EditorGUILayout.Toggle(new GUIContent("No Depth Buffer Testing", "The noDepthBufferTesting will stop layer's depth buffer compositing even if the engine has \"Shared Depth Buffer\" enabled"), overlay.noDepthBufferTesting);
EditorGUILayout.Space();
EditorGUILayout.LabelField(new GUIContent("Overlay Shape", "The shape of this overlay"), EditorStyles.boldLabel);
// If the overlay shape has been set to a passthrough shape (via scripting), do not allow to change it.
if (!OVROverlay.IsPassthroughShape(overlay.currentOverlayShape))
{
int currentShapeIndex = Array.IndexOf(selectableShapeValues, overlay.currentOverlayShape);
if (currentShapeIndex == -1)
{
Debug.LogError("Invalid shape encountered");
currentShapeIndex = 0;
}
currentShapeIndex = EditorGUILayout.Popup(new GUIContent("Overlay Shape", "The shape of this overlay"), currentShapeIndex, selectableShapeNames);
overlay.currentOverlayShape = selectableShapeValues[currentShapeIndex];
}
if (overlay.currentOverlayShape == OVROverlay.OverlayShape.Cubemap)
{
overlay.useLegacyCubemapRotation = EditorGUILayout.Toggle(new GUIContent("Use Legacy Cubemap Rotation",
"Whether the cubemap should use the legacy rotation which was rotated 180 degrees around the Y axis comapred to Unity's definition of cubemaps. This setting will be deprecated in the near future, therefore it is recommended to fix the cubemap texture instead."), overlay.useLegacyCubemapRotation);
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Layer Properties", EditorStyles.boldLabel);
overlay.useBicubicFiltering = EditorGUILayout.Toggle(new GUIContent("Bicubic Filtering",
"Whether this layer should use bicubic filtering. This can increase quality for small details on text and icons being viewed at farther distances."), overlay.useBicubicFiltering);
overlay.useEfficientSupersample = EditorGUILayout.Toggle(new GUIContent("Super Sample",
"Whether this layer should use an efficient super sample filter. This can help reduce flicker artifacts."), overlay.useEfficientSupersample);
overlay.useEfficientSharpen = EditorGUILayout.Toggle(new GUIContent("Sharpen",
"Whether this layer should use a sharpen filter. This amplifies contrast and fine details"), overlay.useEfficientSharpen);
EditorGUILayout.Space();
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Textures", EditorStyles.boldLabel);
#if UNITY_ANDROID
bool lastIsExternalSurface = overlay.isExternalSurface;
overlay.isExternalSurface = EditorGUILayout.Toggle(new GUIContent("Is External Surface", "On Android, retrieve an Android Surface object to render to (e.g., video playback)"), overlay.isExternalSurface);
if (lastIsExternalSurface)
{
overlay.externalSurfaceWidth = EditorGUILayout.IntField("External Surface Width", overlay.externalSurfaceWidth);
overlay.externalSurfaceHeight = EditorGUILayout.IntField("External Surface Height", overlay.externalSurfaceHeight);
overlay.isProtectedContent = EditorGUILayout.Toggle(new GUIContent("Is Protected Content", "The external surface has L1 widevine protection."), overlay.isProtectedContent);
}
else
#endif
{
if (overlay.textures == null)
{
overlay.textures = new Texture[2];
}
if (overlay.textures.Length < 2)
{
Texture[] tmp = new Texture[2];
for (int i = 0; i < overlay.textures.Length; i++)
{
tmp[i] = overlay.textures[i];
}
overlay.textures = tmp;
}
var labelControlRect = EditorGUILayout.GetControlRect();
EditorGUI.LabelField(new Rect(labelControlRect.x, labelControlRect.y, labelControlRect.width / 2, labelControlRect.height), new GUIContent("Left Texture", "Texture used for the left eye"));
EditorGUI.LabelField(new Rect(labelControlRect.x + labelControlRect.width / 2, labelControlRect.y, labelControlRect.width / 2, labelControlRect.height), new GUIContent("Right Texture", "Texture used for the right eye"));
var textureControlRect = EditorGUILayout.GetControlRect(GUILayout.Height(64));
overlay.textures[0] = (Texture)EditorGUI.ObjectField(new Rect(textureControlRect.x, textureControlRect.y, 64, textureControlRect.height), overlay.textures[0], typeof(Texture), true);
Texture right = (Texture)EditorGUI.ObjectField(new Rect(textureControlRect.x + textureControlRect.width / 2, textureControlRect.y, 64, textureControlRect.height), overlay.textures[1] != null ? overlay.textures[1] : overlay.textures[0], typeof(Texture), true);
if (right == overlay.textures[0])
{
overlay.textures[1] = null;
}
else
{
overlay.textures[1] = right;
}
overlay.isDynamic = EditorGUILayout.Toggle(new GUIContent("Dynamic Texture", "This texture will be updated dynamically at runtime (e.g., Video)"), overlay.isDynamic);
#if !UNITY_ANDROID
overlay.isProtectedContent = EditorGUILayout.Toggle(new GUIContent("Is Protected Content", "The texture has copy protection, e.g., HDCP"), overlay.isProtectedContent);
#endif
}
if (overlay.currentOverlayShape == OVROverlay.OverlayShape.Cylinder || overlay.currentOverlayShape == OVROverlay.OverlayShape.Equirect || overlay.currentOverlayShape == OVROverlay.OverlayShape.Quad || overlay.currentOverlayShape == OVROverlay.OverlayShape.Fisheye)
{
EditorGUILayout.Separator();
EditorGUILayout.Space();
EditorGUILayout.LabelField("Texture Rects", EditorStyles.boldLabel);
bool lastOverrideTextureRectMatrix = overlay.overrideTextureRectMatrix;
overlay.overrideTextureRectMatrix = !EditorGUILayout.Toggle(new GUIContent("Use Default Rects", overlay.textures[1] == null ? "If you need to use a single texture as a stereo image, uncheck this box" : "Uncheck this box if you need to clip you textures or layer"), !overlay.overrideTextureRectMatrix);
if (lastOverrideTextureRectMatrix)
{
sourceRectsVisible = EditorGUILayout.Foldout(sourceRectsVisible, new GUIContent("Source Rects", "What portion of the source texture will ultimately be shown in each eye."));
if (sourceRectsVisible)
{
var mat = SrcRectMaterial;
if (mat != null)
{
Rect drawRect = EditorGUILayout.GetControlRect(GUILayout.Height(128 + 8));
Vector4 srcLeft = new Vector4(Mathf.Max(0.0f, overlay.srcRectLeft.x), Mathf.Max(0.0f, overlay.srcRectLeft.y), Mathf.Min(1.0f - overlay.srcRectLeft.x, overlay.srcRectLeft.width), Mathf.Min(1.0f - overlay.srcRectLeft.y, overlay.srcRectLeft.height));
Vector4 srcRight = new Vector4(Mathf.Max(0.0f, overlay.srcRectRight.x), Mathf.Max(0.0f, overlay.srcRectRight.y), Mathf.Min(1.0f - overlay.srcRectRight.x, overlay.srcRectRight.width), Mathf.Min(1.0f - overlay.srcRectRight.y, overlay.srcRectRight.height));
if (overlay.invertTextureRects)
{
srcLeft.y = 1 - srcLeft.y - srcLeft.w;
srcRight.y = 1 - srcRight.y - srcRight.w;
}
mat.SetVector("_SrcRectLeft", srcLeft);
mat.SetVector("_SrcRectRight", srcRight);
// center our draw rect
var drawRectCentered = new Rect(drawRect.x + drawRect.width / 2 - 128 - 4, drawRect.y, 256 + 8, drawRect.height);
EditorGUI.DrawPreviewTexture(drawRectCentered, overlay.textures[0] ?? Texture2D.blackTexture, mat);
var drawRectInset = new Rect(drawRectCentered.x + 4, drawRectCentered.y + 4, drawRectCentered.width - 8, drawRectCentered.height - 8);
UpdateRectDragging(drawRectInset, drawRectInset, TextureRect.SrcLeft, TextureRect.SrcRight, overlay.invertTextureRects, ref overlay.srcRectLeft, ref overlay.srcRectRight);
CreateCursorRects(drawRectInset, overlay.srcRectLeft, overlay.invertTextureRects);
CreateCursorRects(drawRectInset, overlay.srcRectRight, overlay.invertTextureRects);
}
var labelControlRect = EditorGUILayout.GetControlRect();
EditorGUI.LabelField(new Rect(labelControlRect.x, labelControlRect.y, labelControlRect.width / 2, labelControlRect.height), new GUIContent("Left Source Rect", "The rect in the source image that will be displayed on the left eye layer"));
EditorGUI.LabelField(new Rect(labelControlRect.x + labelControlRect.width / 2, labelControlRect.y, labelControlRect.width / 2, labelControlRect.height), new GUIContent("Right Source Rect", "The rect in the source image that will be displayed on the right eye layer"));
var rectControlRect = EditorGUILayout.GetControlRect(GUILayout.Height(34));
overlay.srcRectLeft = Clamp01(EditorGUI.RectField(new Rect(rectControlRect.x, rectControlRect.y, rectControlRect.width / 2 - 20, rectControlRect.height), overlay.srcRectLeft));
overlay.srcRectRight = Clamp01(EditorGUI.RectField(new Rect(rectControlRect.x + rectControlRect.width / 2, rectControlRect.y, rectControlRect.width / 2 - 20, rectControlRect.height), overlay.srcRectRight));
EditorGUILayout.BeginHorizontal();
if (overlay.textures[1] != null)
{
if (GUILayout.Button(new GUIContent("Reset To Default", "Reset Source Rects to default")))
{
SetRectsByVideoType(overlay, StereoType.Stereo, DisplayType.Custom);
}
}
else
{
if (GUILayout.Button(new GUIContent("Monoscopic", "Display the full Texture in both eyes")))
{
SetRectsByVideoType(overlay, StereoType.Mono, DisplayType.Custom);
}
if (GUILayout.Button(new GUIContent("Stereo Left/Right", "The left half of the texture is displayed in the left eye, and the right half in the right eye")))
{
SetRectsByVideoType(overlay, StereoType.StereoLeftRight, DisplayType.Custom);
}
if (GUILayout.Button(new GUIContent("Stereo Top/Bottom", "The top half of the texture is displayed in the left eye, and the bottom half in the right eye")))
{
SetRectsByVideoType(overlay, StereoType.StereoTopBottom, DisplayType.Custom);
}
}
EditorGUILayout.EndHorizontal();
}
destRectsVisible = EditorGUILayout.Foldout(destRectsVisible, new GUIContent("Destination Rects", "What portion of the destination texture that the source will be rendered into."));
if (destRectsVisible)
{
var mat = DestRectMaterial;
if (mat != null)
{
Rect drawRect = EditorGUILayout.GetControlRect(GUILayout.Height(128 + 8));
Vector4 srcLeft = new Vector4(Mathf.Max(0.0f, overlay.srcRectLeft.x), Mathf.Max(0.0f, overlay.srcRectLeft.y), Mathf.Min(1.0f - overlay.srcRectLeft.x, overlay.srcRectLeft.width), Mathf.Min(1.0f - overlay.srcRectLeft.y, overlay.srcRectLeft.height));
Vector4 srcRight = new Vector4(Mathf.Max(0.0f, overlay.srcRectRight.x), Mathf.Max(0.0f, overlay.srcRectRight.y), Mathf.Min(1.0f - overlay.srcRectRight.x, overlay.srcRectRight.width), Mathf.Min(1.0f - overlay.srcRectRight.y, overlay.srcRectRight.height));
Vector4 destLeft = new Vector4(Mathf.Max(0.0f, overlay.destRectLeft.x), Mathf.Max(0.0f, overlay.destRectLeft.y), Mathf.Min(1.0f - overlay.destRectLeft.x, overlay.destRectLeft.width), Mathf.Min(1.0f - overlay.destRectLeft.y, overlay.destRectLeft.height));
Vector4 destRight = new Vector4(Mathf.Max(0.0f, overlay.destRectRight.x), Mathf.Max(0.0f, overlay.destRectRight.y), Mathf.Min(1.0f - overlay.destRectRight.x, overlay.destRectRight.width), Mathf.Min(1.0f - overlay.destRectRight.y, overlay.destRectRight.height));
if (overlay.invertTextureRects)
{
srcLeft.y = 1 - srcLeft.y - srcLeft.w;
srcRight.y = 1 - srcRight.y - srcRight.w;
destLeft.y = 1 - destLeft.y - destLeft.w;
destRight.y = 1 - destRight.y - destRight.w;
}
mat.SetVector("_SrcRectLeft", srcLeft);
mat.SetVector("_SrcRectRight", srcRight);
mat.SetVector("_DestRectLeft", destLeft);
mat.SetVector("_DestRectRight", destRight);
mat.SetColor("_BackgroundColor", EditorGUIUtility.isProSkin ? (Color)new Color32(56, 56, 56, 255) : (Color)new Color32(194, 194, 194, 255));
var drawRectCentered = new Rect(drawRect.x + drawRect.width / 2 - 128 - 16 - 4, drawRect.y, 256 + 32 + 8, drawRect.height);
// center our draw rect
EditorGUI.DrawPreviewTexture(drawRectCentered, overlay.textures[0] ?? Texture2D.blackTexture, mat);
var drawRectInsetLeft = new Rect(drawRectCentered.x + 4, drawRectCentered.y + 4, drawRectCentered.width / 2 - 20, drawRectCentered.height - 8);
var drawRectInsetRight = new Rect(drawRectCentered.x + drawRectCentered.width / 2 + 16, drawRectCentered.y + 4, drawRectCentered.width / 2 - 20, drawRectCentered.height - 8);
UpdateRectDragging(drawRectInsetLeft, drawRectInsetRight, TextureRect.DestLeft, TextureRect.DestRight, overlay.invertTextureRects, ref overlay.destRectLeft, ref overlay.destRectRight);
CreateCursorRects(drawRectInsetLeft, overlay.destRectLeft, overlay.invertTextureRects);
CreateCursorRects(drawRectInsetRight, overlay.destRectRight, overlay.invertTextureRects);
}
var labelControlRect = EditorGUILayout.GetControlRect();
EditorGUI.LabelField(new Rect(labelControlRect.x, labelControlRect.y, labelControlRect.width / 2, labelControlRect.height), new GUIContent("Left Destination Rect", "The rect in the destination layer the left eye will display to"));
EditorGUI.LabelField(new Rect(labelControlRect.x + labelControlRect.width / 2, labelControlRect.y, labelControlRect.width / 2, labelControlRect.height), new GUIContent("Right Destination Rect", "The rect in the destination layer the right eye will display to"));
var rectControlRect = EditorGUILayout.GetControlRect(GUILayout.Height(34));
overlay.destRectLeft = Clamp01(EditorGUI.RectField(new Rect(rectControlRect.x, rectControlRect.y, rectControlRect.width / 2 - 20, rectControlRect.height), overlay.destRectLeft));
overlay.destRectRight = Clamp01(EditorGUI.RectField(new Rect(rectControlRect.x + rectControlRect.width / 2, rectControlRect.y, rectControlRect.width / 2 - 20, rectControlRect.height), overlay.destRectRight));
if (overlay.currentOverlayShape == OVROverlay.OverlayShape.Equirect)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(new GUIContent("360 Video", "Display the full 360 layer")))
{
SetRectsByVideoType(overlay, StereoType.Custom, DisplayType.Full);
}
if (GUILayout.Button(new GUIContent("180 Video", "Display the front 180 layer")))
{
SetRectsByVideoType(overlay, StereoType.Custom, DisplayType.Half);
}
EditorGUILayout.EndHorizontal();
}
else
{
if (GUILayout.Button(new GUIContent("Reset To Default", "Reset Source Rects to default")))
{
SetRectsByVideoType(overlay, StereoType.Custom, DisplayType.Full);
}
}
}
overlay.invertTextureRects = EditorGUILayout.Toggle(new GUIContent("Invert Rect Coordinates", "Check this box to use the top left corner of the texture as the origin"), overlay.invertTextureRects);
}
}
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Color Scale", EditorStyles.boldLabel);
EditorGUILayout.Space();
overlay.overridePerLayerColorScaleAndOffset = EditorGUILayout.Toggle(new GUIContent("Override Color Scale", "Manually set color scale and offset of this layer, regardless of what the global values are from OVRManager.SetColorScaleAndOffset()."), overlay.overridePerLayerColorScaleAndOffset);
if (overlay.overridePerLayerColorScaleAndOffset)
{
Vector4 colorScale = EditorGUILayout.Vector4Field(new GUIContent("Color Scale", "Scale that the color values for this overlay will be multiplied by."), overlay.colorScale);
Vector4 colorOffset = EditorGUILayout.Vector4Field(new GUIContent("Color Offset", "Offset that the color values for this overlay will be added to."), overlay.colorOffset);
overlay.SetPerLayerColorScaleAndOffset(colorScale, colorOffset);
}
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Preview", EditorStyles.boldLabel);
overlay.previewInEditor = EditorGUILayout.Toggle(new GUIContent("Preview in Editor (Experimental)", "Preview the overlay in the editor using a mesh renderer."), overlay.previewInEditor);
EditorUtility.SetDirty(overlay);
}
private Rect Clamp01(Rect rect)
{
rect.x = Mathf.Clamp01(rect.x);
rect.y = Mathf.Clamp01(rect.y);
rect.width = Mathf.Clamp01(rect.width);
rect.height = Mathf.Clamp01(rect.height);
return rect;
}
private bool IsUnitRect(Rect rect)
{
return IsRect(rect, 0, 0, 1, 1);
}
private bool IsRect(Rect rect, float x, float y, float w, float h)
{
return rect.x == x && rect.y == y && rect.width == w && rect.height == h;
}
private StereoType GetStereoType(OVROverlay overlay)
{
if (overlay.textures[0] != null && overlay.textures[1] != null)
{
if (IsUnitRect(overlay.srcRectLeft) && IsUnitRect(overlay.srcRectRight))
{
return StereoType.Stereo;
}
else
{
return StereoType.Custom;
}
}
else if (overlay.textures[0] != null)
{
if (IsUnitRect(overlay.srcRectLeft) && IsUnitRect(overlay.srcRectRight))
{
return StereoType.Mono;
}
else if (IsRect(overlay.srcRectLeft, 0, 0, 0.5f, 1f) && IsRect(overlay.srcRectRight, 0.5f, 0, 0.5f, 1f))
{
return StereoType.StereoLeftRight;
}
else if (overlay.invertTextureRects && IsRect(overlay.srcRectLeft, 0, 0.0f, 1f, 0.5f) && IsRect(overlay.srcRectRight, 0f, 0.5f, 1f, 0.5f))
{
return StereoType.StereoTopBottom;
}
else if (!overlay.invertTextureRects && IsRect(overlay.srcRectLeft, 0, 0.5f, 1f, 0.5f) && IsRect(overlay.srcRectRight, 0f, 0f, 1f, 0.5f))
{
return StereoType.StereoTopBottom;
}
else
{
return StereoType.Custom;
}
}
else
{
return StereoType.Mono;
}
}
private void SetRectsByVideoType(OVROverlay overlay, StereoType stereoType, DisplayType displayType)
{
Rect srcRectLeft, srcRectRight, destRectLeft, destRectRight;
switch (displayType)
{
case DisplayType.Full:
destRectLeft = destRectRight = new Rect(0, 0, 1, 1);
break;
case DisplayType.Half:
destRectLeft = destRectRight = new Rect(0.25f, 0, 0.5f, 1);
break;
default:
destRectLeft = overlay.destRectLeft;
destRectRight = overlay.destRectRight;
break;
}
switch (stereoType)
{
case StereoType.Mono:
case StereoType.Stereo:
srcRectLeft = srcRectRight = new Rect(0, 0, 1, 1);
break;
case StereoType.StereoTopBottom:
if (overlay.invertTextureRects)
{
srcRectLeft = new Rect(0, 0.0f, 1, 0.5f);
srcRectRight = new Rect(0, 0.5f, 1, 0.5f);
}
else
{
srcRectLeft = new Rect(0, 0.5f, 1, 0.5f);
srcRectRight = new Rect(0, 0.0f, 1, 0.5f);
}
break;
case StereoType.StereoLeftRight:
srcRectLeft = new Rect(0, 0, 0.5f, 1);
srcRectRight = new Rect(0.5f, 0, 0.5f, 1);
break;
default:
srcRectLeft = overlay.srcRectLeft;
srcRectRight = overlay.srcRectRight;
break;
}
overlay.SetSrcDestRects(srcRectLeft, srcRectRight, destRectLeft, destRectRight);
}
private void GetCursorPoints(Rect drawRect, Rect selectRect, bool invertY, out Vector2 leftPos, out Vector2 rightPos, out Vector2 topPos, out Vector2 bottomPos)
{
if (invertY)
{
selectRect.y = 1 - selectRect.y - selectRect.height;
}
leftPos = new Vector2(drawRect.x + selectRect.x * drawRect.width, drawRect.y + (1 - selectRect.y - selectRect.height / 2) * drawRect.height);
rightPos = new Vector2(drawRect.x + (selectRect.x + selectRect.width) * drawRect.width, drawRect.y + (1 - selectRect.y - selectRect.height / 2) * drawRect.height);
topPos = new Vector2(drawRect.x + (selectRect.x + selectRect.width / 2) * drawRect.width, drawRect.y + (1 - selectRect.y - selectRect.height) * drawRect.height);
bottomPos = new Vector2(drawRect.x + (selectRect.x + selectRect.width / 2) * drawRect.width, drawRect.y + (1 - selectRect.y) * drawRect.height);
if (invertY)
{
// swap top and bottom
var tmp = topPos;
topPos = bottomPos;
bottomPos = tmp;
}
}
private void CreateCursorRects(Rect drawRect, Rect selectRect, bool invertY)
{
Vector2 leftPos, rightPos, topPos, bottomPos;
GetCursorPoints(drawRect, selectRect, invertY, out leftPos, out rightPos, out topPos, out bottomPos);
EditorGUIUtility.AddCursorRect(new Rect(leftPos - 5 * Vector2.one, 10 * Vector2.one), MouseCursor.ResizeHorizontal);
EditorGUIUtility.AddCursorRect(new Rect(rightPos - 5 * Vector2.one, 10 * Vector2.one), MouseCursor.ResizeHorizontal);
EditorGUIUtility.AddCursorRect(new Rect(topPos - 5 * Vector2.one, 10 * Vector2.one), MouseCursor.ResizeVertical);
EditorGUIUtility.AddCursorRect(new Rect(bottomPos - 5 * Vector2.one, 10 * Vector2.one), MouseCursor.ResizeVertical);
}
private bool IsOverRectControls(Rect drawRect, Vector2 mousePos, Rect selectRect, bool invertY, ref Side side)
{
Vector2 leftPos, rightPos, topPos, bottomPos;
GetCursorPoints(drawRect, selectRect, invertY, out leftPos, out rightPos, out topPos, out bottomPos);
if ((leftPos - mousePos).sqrMagnitude <= 25)
{
side = Side.Left;
return true;
}
if ((rightPos - mousePos).sqrMagnitude <= 25)
{
side = Side.Right;
return true;
}
if ((topPos - mousePos).sqrMagnitude <= 25)
{
side = Side.Top;
return true;
}
if ((bottomPos - mousePos).sqrMagnitude <= 25)
{
side = Side.Bottom;
return true;
}
return false;
}
private void UpdateRectDragging(Rect drawingRectLeft, Rect drawingRectRight, TextureRect rectLeftType, TextureRect rectRightType, bool invertY, ref Rect rectLeft, ref Rect rectRight)
{
if (!Event.current.isMouse || Event.current.button != 0)
{
return;
}
if (Event.current.type == EventType.MouseUp)
{
_DraggingRect = TextureRect.None;
return;
}
Vector2 mousePos = Event.current.mousePosition;
if (_DraggingRect == TextureRect.None && Event.current.type == EventType.MouseDown)
{
if (IsOverRectControls(drawingRectLeft, mousePos, rectLeft, invertY, ref _DraggingSide))
{
_DraggingRect = rectLeftType;
}
if (_DraggingRect == TextureRect.None || Event.current.shift)
{
if (IsOverRectControls(drawingRectRight, mousePos, rectRight, invertY, ref _DraggingSide))
{
_DraggingRect = rectRightType;
}
}
}
if (_DraggingRect == rectLeftType)
{
SetRectSideValue(drawingRectLeft, mousePos, _DraggingSide, invertY, ref rectLeft);
}
if (_DraggingRect == rectRightType)
{
SetRectSideValue(drawingRectRight, mousePos, _DraggingSide, invertY, ref rectRight);
}
}
private void SetRectSideValue(Rect drawingRect, Vector2 mousePos, Side side, bool invertY, ref Rect rect)
{
// quantize to 1/32
float x = Mathf.Clamp01(Mathf.Round(((mousePos.x - drawingRect.x) / drawingRect.width) * 32) / 32.0f);
float y = Mathf.Clamp01(Mathf.Round(((mousePos.y - drawingRect.y) / drawingRect.height) * 32) / 32.0f);
if (!invertY)
{
y = 1 - y;
}
switch (side)
{
case Side.Left:
float xMax = rect.xMax;
rect.x = Mathf.Min(x, xMax);
rect.width = xMax - rect.x;
break;
case Side.Right:
rect.width = Mathf.Max(0, x - rect.x);
break;
case Side.Bottom:
float yMax = rect.yMax;
rect.y = Mathf.Min(y, yMax);
rect.height = yMax - rect.y;
break;
case Side.Top:
rect.height = Mathf.Max(0, y - rect.y);
break;
}
}
}