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Preset.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using SimpleJSON;
public class Preset {
public class Shader {
public string vertexShader;
public string fragmentShader;
}
public class UnpackUV {
public int index; // uv index
public List<int> textureIndex = new List<int>();
}
public string shaderDir = null;
public Dictionary<string, Shader> shaderMap = new Dictionary<string, Shader>();
public Dictionary<string, GlTF_Technique.States> techniqueStates = new Dictionary<string, GlTF_Technique.States>();
public Dictionary<string, List<UnpackUV>> unpackUV = new Dictionary<string, List<UnpackUV>>();
const string DEFAULT_VERTEX_SHADER = "DefaultVS.glsl";
const string DEFAULT_ANIM_VERTEX_SHADER = "DefaultAnimVS.glsl";
const string DEFAULT_FRAGMENT_SHADER = "DefaultFS.glsl";
public string GetVertexShader(string shaderName, bool anim)
{
if (shaderMap.ContainsKey(shaderName))
{
var s = shaderMap[shaderName];
return s.vertexShader;
}
return anim ? DEFAULT_ANIM_VERTEX_SHADER : DEFAULT_VERTEX_SHADER;
}
public string GetFragmentShader(string shaderName)
{
if (shaderMap.ContainsKey(shaderName))
{
var s = shaderMap[shaderName];
return s.fragmentShader;
}
return DEFAULT_FRAGMENT_SHADER;
}
public List<UnpackUV> GetDefaultUnpackUVList()
{
// default is uv0 to tex0
var ret = new List<UnpackUV>();
var uv = new UnpackUV();
uv.index = 0;
uv.textureIndex.Add(0);
ret.Add(uv);
return ret;
}
public void Load(string path)
{
var text = File.ReadAllText(path);
var obj = JSON.Parse(text);
shaderDir = obj["ShaderDir"];
var sm = obj["ShaderMap"];
shaderMap.Clear();
foreach (var smc in sm.AsObject.Dict)
{
Shader shader = new Shader();
shader.vertexShader = smc.Value["shaders"]["vertexShader"];
shader.fragmentShader = smc.Value["shaders"]["fragmentShader"];
if (shader.vertexShader == null) {
shader.vertexShader = DEFAULT_VERTEX_SHADER;
}
if (shader.fragmentShader == null) {
shader.fragmentShader = DEFAULT_FRAGMENT_SHADER;
}
shaderMap[smc.Key] = shader;
}
var ts = obj["TechniqueStates"];
techniqueStates.Clear();
foreach (var t in ts.AsObject.Dict)
{
GlTF_Technique.States state = new GlTF_Technique.States();
techniqueStates[t.Key] = state;
var s = t.Value["states"];
var enArr = s["enable"].AsArray;
if (enArr.Count > 0)
{
state.enable = new int[enArr.Count];
for (var i = 0; i < enArr.Count; ++i)
{
state.enable[i] = enArr[i].AsInt;
}
}
var f = t.Value["functions"];
var node = f["blendColor"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 4)
{
state.functions["blendColor"] = new GlTF_Technique.Value(new Color(nArr[0].AsFloat, nArr[1].AsFloat, nArr[2].AsFloat, nArr[3].AsFloat));
}
}
node = f["blendEquationSeparate"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 2)
{
state.functions["blendEquationSeparate"] = new GlTF_Technique.Value(new int[2]{nArr[0].AsInt, nArr[1].AsInt});
}
}
node = f["blendFuncSeparate"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 4)
{
state.functions["blendFuncSeparate"] = new GlTF_Technique.Value(new int[4]{nArr[0].AsInt, nArr[1].AsInt, nArr[2].AsInt, nArr[3].AsInt});
}
}
node = f["colorMask"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 4)
{
state.functions["colorMask"] = new GlTF_Technique.Value(new bool[4]{nArr[0].AsBool, nArr[1].AsBool, nArr[2].AsBool, nArr[3].AsBool});
}
}
node = f["cullFace"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 1)
{
state.functions["cullFace"] = new GlTF_Technique.Value(nArr[0].AsInt);
}
}
node = f["depthFunc"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 1)
{
state.functions["depthFunc"] = new GlTF_Technique.Value(nArr[0].AsInt);
}
}
node = f["depthMask"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 1)
{
state.functions["depthMask"] = new GlTF_Technique.Value(nArr[0].AsBool);
}
}
node = f["depthRange"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 2)
{
state.functions["depthRange"] = new GlTF_Technique.Value(new Vector2(nArr[0].AsFloat, nArr[1].AsFloat));
}
}
node = f["frontFace"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 1)
{
state.functions["frontFace"] = new GlTF_Technique.Value(nArr[0].AsInt);
}
}
node = f["lineWidth"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 1)
{
state.functions["lineWidth"] = new GlTF_Technique.Value(nArr[0].AsFloat);
}
}
node = f["polygonOffset"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 2)
{
state.functions["polygonOffset"] = new GlTF_Technique.Value(new Vector2(nArr[0].AsFloat, nArr[1].AsFloat));
}
}
node = f["scissor"];
if (node != null)
{
var nArr = node.AsArray;
if (nArr != null && nArr.Count == 4)
{
state.functions["scissor"] = new GlTF_Technique.Value(new Vector4(nArr[0].AsFloat, nArr[1].AsFloat, nArr[2].AsFloat, nArr[3].AsFloat));
}
}
}
LoadTextureUnpacker(obj);
}
void LoadTextureUnpacker(JSONNode obj)
{
unpackUV.Clear();
var tus = obj["TextureUnpacker"];
foreach (var tu in tus.AsObject.Dict)
{
var uvList = tu.Value.AsArray;
var l = new List<UnpackUV>();
for (var i = 0; i < uvList.Count; ++i) {
UnpackUV unpack = new UnpackUV();
var uv = uvList[i];
unpack.index = uv["uvIndex"].AsInt;
var arr = uv["textureIndex"].AsArray;
for (var j = 0; j < arr.Count; ++j) {
unpack.textureIndex.Add(arr[j].AsInt);
}
l.Add(unpack);
}
unpackUV[tu.Key] = l;
}
}
}