psst
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@@ -4,19 +4,140 @@ using SplashEdit.RuntimeCode;
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namespace SplashEdit.EditorCode
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{
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/// <summary>
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/// Custom inspector for PSXSceneExporter.
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/// When the component is selected and fog is enabled, activates a Unity scene-view
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/// fog preview that approximates the PS1 linear fog distances.
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///
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/// Fog distance mapping:
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/// fogFarSZ = 8000 / FogDensity (GTE SZ units)
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/// fogNearSZ = fogFarSZ / 3
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/// SZ is 20.12 fixed-point: SZ = (unityCoord / GTEScaling) * 4096
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/// => unityDist = SZ * GTEScaling / 4096
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/// => Unity fog near = (8000 / (FogDensity * 3)) * GTEScaling / 4096
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/// => Unity fog far = (8000 / FogDensity) * GTEScaling / 4096
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/// </summary>
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[CustomEditor(typeof(PSXSceneExporter))]
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public class PSXSceneExporterEditor : Editor
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public class PSXSceneExporterEditor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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// Saved RenderSettings state so we can restore it on deselect.
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private bool _savedFog;
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private Color _savedFogColor;
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private FogMode _savedFogMode;
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private float _savedFogStart;
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private float _savedFogEnd;
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PSXSceneExporter comp = (PSXSceneExporter)target;
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if (GUILayout.Button("Export"))
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private bool _previewActive = false;
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private void OnEnable()
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{
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SaveAndApplyFogPreview();
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// Re-apply whenever the scene is repainted (handles inspector value changes).
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EditorApplication.update += OnEditorUpdate;
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}
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private void OnDisable()
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{
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EditorApplication.update -= OnEditorUpdate;
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RestoreFog();
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}
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private void OnEditorUpdate()
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{
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// Keep the preview in sync when the user tweaks values in the inspector.
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if (_previewActive)
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ApplyFogPreview();
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}
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private void SaveAndApplyFogPreview()
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{
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_savedFog = RenderSettings.fog;
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_savedFogColor = RenderSettings.fogColor;
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_savedFogMode = RenderSettings.fogMode;
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_savedFogStart = RenderSettings.fogStartDistance;
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_savedFogEnd = RenderSettings.fogEndDistance;
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_previewActive = true;
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ApplyFogPreview();
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}
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private void ApplyFogPreview()
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{
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var exporter = (PSXSceneExporter)target;
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if (exporter == null) return;
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if (!exporter.FogEnabled)
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{
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comp.Export();
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// Fog disabled on the component - turn off the preview.
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RenderSettings.fog = false;
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return;
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}
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float gteScale = exporter.GTEScaling;
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int density = Mathf.Clamp(exporter.FogDensity, 1, 10);
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// fogFarSZ in GTE SZ units (20.12 fp); convert to Unity world-space.
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// SZ = (unityDist / GTEScaling) * 4096, so unityDist = SZ * GTEScaling / 4096
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float fogFarSZ = 8000f / density;
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float fogNearSZ = fogFarSZ / 3f;
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float fogFarUnity = fogFarSZ * gteScale / 4096f;
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float fogNearUnity = fogNearSZ * gteScale / 4096f;
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RenderSettings.fog = true;
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RenderSettings.fogColor = exporter.FogColor;
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RenderSettings.fogMode = FogMode.Linear;
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RenderSettings.fogStartDistance = fogNearUnity;
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RenderSettings.fogEndDistance = fogFarUnity;
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}
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private void RestoreFog()
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{
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if (!_previewActive) return;
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_previewActive = false;
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RenderSettings.fog = _savedFog;
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RenderSettings.fogColor = _savedFogColor;
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RenderSettings.fogMode = _savedFogMode;
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RenderSettings.fogStartDistance = _savedFogStart;
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RenderSettings.fogEndDistance = _savedFogEnd;
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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DrawDefaultInspector();
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// Show computed fog distances when fog is enabled, so the user
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// can see exactly what range the preview represents.
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var exporter = (PSXSceneExporter)target;
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if (exporter.FogEnabled)
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{
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EditorGUILayout.Space(4);
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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GUILayout.Label("Fog Preview (active in Scene view)", EditorStyles.boldLabel);
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float gteScale = exporter.GTEScaling;
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int density = Mathf.Clamp(exporter.FogDensity, 1, 10);
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float fogFarUnity = (8000f / density) * gteScale / 4096f;
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float fogNearUnity = fogFarUnity / 3f;
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EditorGUILayout.LabelField("Near distance", $"{fogNearUnity:F1} Unity units");
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EditorGUILayout.LabelField("Far distance", $"{fogFarUnity:F1} Unity units");
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EditorGUILayout.LabelField("(PS1 SZ range)", $"{8000f / (density * 3f):F0} - {8000f / density:F0} GTE units");
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EditorGUILayout.EndVertical();
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// Keep preview applied as values may have changed.
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ApplyFogPreview();
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}
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else
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{
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// Make sure preview is off when fog is disabled.
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RenderSettings.fog = false;
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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}
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