Files
secretsplash/Editor/PSXSceneExporterEditor.cs
Jan Racek 4aa4e49424 psst
2026-03-24 13:00:54 +01:00

144 lines
5.1 KiB
C#

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