Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/WaterRenderer.Editor.cs
2026-03-05 00:14:42 +08:00

164 lines
5.4 KiB
C#

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace WaveHarmonic.Crest
{
[@ExecuteDuringEditMode(ExecuteDuringEditMode.Include.None, ExecuteDuringEditMode.Options.Singleton)]
[SelectionBase]
[AddComponentMenu(Constants.k_MenuPrefixScripts + "Water Renderer")]
[@HelpURL("About/Introduction.html")]
sealed partial class WaterRenderer
{
internal const string k_ProxyShader = "Hidden/Crest/Editor/WaterProxy";
internal GameObject _ProxyPlane;
private protected override bool CanRunInEditMode => !_ShowWaterProxyPlane;
internal static float EditorTime { get; set; }
internal static float EditorDeltaTime { get; set; }
static int s_EditorFrames = 0;
// Useful for rate limiting processes called outside of RunUpdate like camera events.
static int s_EditorFramesSinceUpdate = 0;
static int EditorFramesSinceUpdate => Application.isPlaying ? 0 : s_EditorFramesSinceUpdate;
internal static bool IsWithinEditorUpdate => EditorFramesSinceUpdate == 0;
internal bool IsSceneViewActive { get; set; }
int _LastFrameSceneCamera;
private protected override void Reset()
{
_Underwater._Material = AssetDatabase.LoadAssetAtPath<Material>("Packages/com.waveharmonic.crest/Runtime/Materials/Water Volume.mat");
_Surface.Reset();
Meniscus.Reset();
base.Reset();
}
// Tracks the scene view rendering to determine if a scene camera is active.
void UpdateLastActiveSceneCamera(Camera camera)
{
if (camera.cameraType == CameraType.SceneView)
{
IsSceneViewActive = true;
_LastFrameSceneCamera = Time.frameCount;
}
if (_LastFrameSceneCamera < Time.frameCount - 1)
{
IsSceneViewActive = false;
}
}
static void EditorUpdate()
{
// Do not execute when editor is not active to conserve power and prevent possible leaks.
if (!UnityEditorInternal.InternalEditorUtility.isApplicationActive)
{
return;
}
s_EditorFramesSinceUpdate++;
if (Instance == null) return;
if (!Application.isPlaying)
{
if ((Time.time - EditorTime) >= (1f / Mathf.Clamp(Instance._EditModeFrameRate, 0.01f, 120f)))
{
s_EditorFrames++;
s_EditorFramesSinceUpdate = 0;
EditorDeltaTime = Time.time - EditorTime;
EditorTime = Time.time;
Instance.RunUpdate();
}
}
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void OnDomainReload()
{
s_EditorFramesSinceUpdate = 0;
AfterRuntimeLoad();
}
[UnityEditor.Callbacks.DidReloadScripts]
static void OnReLoadScripts()
{
AfterScriptReload();
}
[@OnChange]
void OnChange(string path, object previous)
{
switch (path)
{
case nameof(_ExtentsSizeMultiplier):
case nameof(_GeometryDownSampleFactor):
Surface._Rebuild = true;
break;
case nameof(_ShowWaterProxyPlane):
SetShowProxyPlane((bool)previous, _ShowWaterProxyPlane);
break;
}
}
void SetShowProxyPlane(bool previous, bool current)
{
if (previous == current) return;
if (!isActiveAndEnabled || Application.isPlaying) return;
if (!(runInEditMode = !_ShowWaterProxyPlane)) OnDisable();
}
}
partial class WaterRenderer
{
/// <inheritdoc/>
private protected override void OnValidate()
{
base.OnValidate();
// Must be at least 0.25, and must be on a power of 2
_ScaleRange.x = Mathf.Pow(2f, Mathf.Round(Mathf.Log(Mathf.Max(_ScaleRange.x, 0.25f), 2f)));
if (_ScaleRange.y < Mathf.Infinity)
{
// otherwise must be at least 0.25, and must be on a power of 2
_ScaleRange.y = Mathf.Pow(2f, Mathf.Round(Mathf.Log(Mathf.Max(_ScaleRange.y, _ScaleRange.x), 2f)));
}
// Gravity 0 makes waves freeze which is weird but doesn't seem to break anything so allowing this for now
_GravityMultiplier = Mathf.Max(_GravityMultiplier, 0f);
// LOD data resolution multiple of 2 for general GPU texture reasons (like pixel quads)
_Resolution -= _Resolution % 2;
_GeometryDownSampleFactor = Mathf.ClosestPowerOfTwo(Mathf.Max(_GeometryDownSampleFactor, 1));
var remGeo = _Resolution % _GeometryDownSampleFactor;
if (remGeo > 0)
{
var newLDR = _Resolution - (_Resolution % _GeometryDownSampleFactor);
Debug.LogWarning
(
$"Crest: Adjusted Lod Data Resolution from {_Resolution} to {newLDR} to ensure the Geometry Down Sample Factor is a factor ({_GeometryDownSampleFactor}).",
this
);
_Resolution = newLDR;
}
}
}
}
#endif