Make range and adjustability of tweakables configurable

feature-multiSDF
Andrew Cassidy 4 years ago
parent e4e099618d
commit 3e23d8696a

@ -4,6 +4,9 @@ using UnityEngine;
namespace ConformalDecals.MaterialModifiers {
public class MaterialPropertyCollection : ScriptableObject {
private static int _opacityID = Shader.PropertyToID("_Opacity");
private static int _cutoffID = Shader.PropertyToID("_Cutoff");
public TextureMaterialProperty MainTextureProperty { get; set; }
public Material parsedMaterial;
@ -105,10 +108,18 @@ namespace ConformalDecals.MaterialModifiers {
module.Log($"Parsed {_materialProperties.Count} properties");
}
public void UpdateMaterial(Vector2 scale) {
public void SetScale(Vector2 scale) {
foreach (var textureProperty in _textureMaterialProperties) {
textureProperty.UpdateScale(parsedMaterial, scale);
}
}
public void SetOpacity(float opacity) {
parsedMaterial.SetFloat(_opacityID, opacity);
}
public void SetCutoff(float cutoff) {
parsedMaterial.SetFloat(_cutoffID, cutoff);
}
}
}

@ -34,10 +34,15 @@ namespace ConformalDecals {
[KSPField] public Transform decalModelTransform;
[KSPField] public Transform decalProjectorTransform;
[KSPField] public bool adjustableScale = true;
[KSPField] public bool adjustableDepth = true;
[KSPField] public bool adjustableOpacity = true;
[KSPField] public bool adjustableCutoff = true;
[KSPField] public bool scaleAdjustable = true;
[KSPField] public bool depthAdjustable = true;
[KSPField] public bool opacityAdjustable = true;
[KSPField] public bool cutoffAdjustable = true;
[KSPField] public Vector2 scaleRange = new Vector2(0, 4);
[KSPField] public Vector2 depthRange = new Vector2(0, 4);
[KSPField] public Vector2 opacityRange = new Vector2(0, 1);
[KSPField] public Vector2 cutoffRange = new Vector2(0, 1);
[KSPField] public bool updateBackScale = true;
@ -52,6 +57,7 @@ namespace ConformalDecals {
private Vector2 _backTextureBaseScale;
private Material _backMaterial;
public override void OnLoad(ConfigNode node) {
this.Log("Loading module");
try {
@ -121,8 +127,49 @@ namespace ConformalDecals {
if ((state & StartState.Editor) != 0) {
GameEvents.onEditorPartEvent.Add(OnEditorEvent);
GameEvents.onVariantApplied.Add(OnVariantApplied);
Fields[nameof(scale)].uiControlEditor.onFieldChanged = OnScaleTweakEvent;
Fields[nameof(depth)].uiControlEditor.onFieldChanged = OnScaleTweakEvent;
// setup tweakable fields
var scaleField = Fields[nameof(scale)];
var depthField = Fields[nameof(depth)];
var opacityField = Fields[nameof(opacity)];
var cutoffField = Fields[nameof(cutoff)];
if (scaleField.guiActiveEditor = scaleAdjustable) {
var minValue = Mathf.Max(Mathf.Epsilon, scaleRange.x);
var maxValue = Mathf.Max(minValue, scaleRange.y);
(scaleField.uiControlEditor as UI_FloatRange).minValue = minValue;
(scaleField.uiControlEditor as UI_FloatRange).maxValue = maxValue;
scaleField.uiControlEditor.onFieldChanged = OnSizeTweakEvent;
}
if (depthField.guiActiveEditor = depthAdjustable) {
var minValue = Mathf.Max(Mathf.Epsilon, depthRange.x);
var maxValue = Mathf.Max(minValue, depthRange.y);
(depthField.uiControlEditor as UI_FloatRange).minValue = minValue;
(depthField.uiControlEditor as UI_FloatRange).maxValue = maxValue;
depthField.uiControlEditor.onFieldChanged = OnSizeTweakEvent;
}
if (opacityField.guiActiveEditor = opacityAdjustable) {
var minValue = Mathf.Max(0, opacityRange.x);
var maxValue = Mathf.Max(minValue, opacityRange.y);
maxValue = Mathf.Min(1, maxValue);
(opacityField.uiControlEditor as UI_FloatRange).minValue = minValue;
(opacityField.uiControlEditor as UI_FloatRange).maxValue = maxValue;
opacityField.uiControlEditor.onFieldChanged = OnMaterialTweakEvent;
}
if (cutoffField.guiActiveEditor = cutoffAdjustable) {
var minValue = Mathf.Max(0, cutoffRange.x);
var maxValue = Mathf.Max(minValue, cutoffRange.y);
maxValue = Mathf.Min(1, maxValue);
(cutoffField.uiControlEditor as UI_FloatRange).minValue = minValue;
(cutoffField.uiControlEditor as UI_FloatRange).maxValue = maxValue;
cutoffField.uiControlEditor.onFieldChanged = OnMaterialTweakEvent;
}
}
// get back material if necessary
@ -159,13 +206,18 @@ namespace ConformalDecals {
Camera.onPreCull -= Render;
}
private void OnScaleTweakEvent(BaseField field, object obj) {
private void OnSizeTweakEvent(BaseField field, object obj) {
// scale or depth values have been changed, so update scale
// and update projection matrices if attached
UpdateScale();
if (_isAttached) UpdateProjection();
}
private void OnMaterialTweakEvent(BaseField field, object obj) {
materialProperties.SetOpacity(opacity);
materialProperties.SetCutoff(cutoff);
}
private void OnVariantApplied(Part eventPart, PartVariant variant) {
if (_isAttached && eventPart == part.parent) {
OnDetach();
@ -274,7 +326,7 @@ namespace ConformalDecals {
}
// update material scale
materialProperties.UpdateMaterial(size);
materialProperties.SetScale(size);
}
private void UpdateProjection() {

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