Merge branch 'Zode-particles-sourcecode'
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@@ -5,6 +5,7 @@ using System.Collections.Generic;
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using System.Linq;
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using FlaxEditor.Content;
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using FlaxEditor.CustomEditors;
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using FlaxEditor.GUI;
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using FlaxEditor.Scripting;
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using FlaxEditor.Surface;
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using FlaxEditor.Viewport.Previews;
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@@ -114,6 +115,7 @@ namespace FlaxEditor.Windows.Assets
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private readonly PropertiesProxy _properties;
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private Tab _previewTab;
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private ToolStripButton _showSourceCodeButton;
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/// <inheritdoc />
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public ParticleEmitterWindow(Editor editor, AssetItem item)
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@@ -146,7 +148,8 @@ namespace FlaxEditor.Windows.Assets
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// Toolstrip
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SurfaceUtils.PerformCommonSetup(this, _toolstrip, _surface, out _saveButton, out _undoButton, out _redoButton);
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_toolstrip.AddButton(editor.Icons.Code64, ShowSourceCode).LinkTooltip("Show generated shader source code");
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_showSourceCodeButton = _toolstrip.AddButton(editor.Icons.Code64, ShowSourceCode);
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_showSourceCodeButton.LinkTooltip("Show generated shader source code");
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_toolstrip.AddSeparator();
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_toolstrip.AddButton(editor.Icons.Docs64, () => Platform.OpenUrl(Utilities.Constants.DocsUrl + "manual/particles/index.html")).LinkTooltip("See documentation to learn more");
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}
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@@ -285,5 +288,15 @@ namespace FlaxEditor.Windows.Assets
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/// <inheritdoc />
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public SearchAssetTypes AssetType => SearchAssetTypes.ParticleEmitter;
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/// <inheritdoc />
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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if (_asset == null)
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return;
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_showSourceCodeButton.Enabled = _asset.HasShaderCode;
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}
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}
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}
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@@ -440,4 +440,18 @@ bool ParticleEmitter::Save(const StringView& path)
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return SaveSurface(data);
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}
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bool ParticleEmitter::HasShaderCode() const
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{
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if (SimulationMode != ParticlesSimulationMode::GPU)
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return false;
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#if COMPILE_WITH_PARTICLE_GPU_GRAPH && COMPILE_WITH_SHADER_COMPILER
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if (_shaderHeader.ParticleEmitter.GraphVersion == PARTICLE_GPU_GRAPH_VERSION
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&& HasChunk(SHADER_FILE_CHUNK_SOURCE)
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&& !HasDependenciesModified())
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return true;
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#endif
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return false;
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}
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#endif
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@@ -173,6 +173,11 @@ public:
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#if USE_EDITOR
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void GetReferences(Array<Guid>& assets, Array<String>& files) const override;
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bool Save(const StringView& path = StringView::Empty) override;
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/// <summary>
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/// Checks if the particle emitter has valid shader code present.
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/// </summary>
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API_PROPERTY() bool HasShaderCode() const;
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#endif
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protected:
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