Beispiel #1
0
        public override void Up(RenderTexture targetTexture, PaintParameters parameters)
        {
            if (UseWaterColor)
            {
                RenderTexture.ReleaseTemporary(_waterColorBuffer);
            }

            _lastParameters.Clear();
        }
Beispiel #2
0
 public override void Down(RenderTexture targetTexture, PaintParameters parameters, LayerManager layers)
 {
     if (UseWaterColor)
     {
         int width  = Mathf.FloorToInt(targetTexture.width * WaterColorDownScale);
         int height = Mathf.FloorToInt(targetTexture.height * WaterColorDownScale);
         _waterColorBuffer = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.ARGB32);
         Graphics.Blit(layers.CurrentLayer.RenderTexture, _waterColorBuffer, WaterColorProcessingMaterial, 0);
         BlurMaterial.SetTexture("_DiffusionTex", _diffusionTexture);
         BlurMaterial.SetVector("_DiffusionScale", new Vector2(
                                    width / _diffusionTexture.width, height / _diffusionTexture.height) * DiffusionScale);
         WaterColorProcessingMaterial.SetFloat("_Wetness", Wetness);
         WaterColorProcessingMaterial.SetFloat("_DryRate", DryRate);
     }
 }
Beispiel #3
0
        public override void Move(RenderTexture targetTexture, PaintParameters parameters, Texture2D currentState)
        {
            // wear off
            // if (_lastParameters.Count > 0)
            // {
            //  var color = currentState.GetPixel(Mathf.FloorToInt(parameters.Position.x), Mathf.FloorToInt(parameters.Position.y));
            //  parameters.Color = Color.Lerp(_lastParameters[0].Color, color, 0.01f);
            // }

            if (!UseWaterColor)
            {
                DrawStroke(targetTexture, parameters);
                return;
            }

            var tempTexture    = RenderTexture.GetTemporary(_waterColorBuffer.descriptor);
            var blurredTexture = RenderTexture.GetTemporary(_waterColorBuffer.descriptor);
            var strokeTexture  = RenderTexture.GetTemporary(_waterColorBuffer.descriptor);

            strokeTexture.Clear(Color.clear);

            // stroke
            DrawStroke(strokeTexture, parameters, WaterColorDownScale);
            WaterColorProcessingMaterial.SetTexture("_StrokeTex", strokeTexture);
            //WaterColorProcessingMaterial.SetFloat("_Wetness", Wetness);

            // blur
            Graphics.Blit(_waterColorBuffer, tempTexture, BlurMaterial, 0);
            Graphics.Blit(tempTexture, blurredTexture, BlurMaterial, 1);
            WaterColorProcessingMaterial.SetTexture("_BlurredTex", blurredTexture);

            // process
            Graphics.Blit(_waterColorBuffer, tempTexture, WaterColorProcessingMaterial, 1);
            Graphics.Blit(tempTexture, _waterColorBuffer);
            Graphics.Blit(tempTexture, targetTexture, WaterColorProcessingMaterial, 2);

            RenderTexture.ReleaseTemporary(strokeTexture);
            RenderTexture.ReleaseTemporary(tempTexture);
            RenderTexture.ReleaseTemporary(blurredTexture);
        }
Beispiel #4
0
        public override void Down(RenderTexture targetTexture, PaintParameters parameters, LayerManager layers)
        {
            var sourceTexture = layers.TopMostLayer.RenderTexture;

            var width   = sourceTexture.width;
            var height  = sourceTexture.height;
            var texture = new Texture2D(width, height);

            sourceTexture.CopyToTexture(texture);

            var sourcePixels   = texture.GetPixels32();
            var maskPixels     = new Color32[sourcePixels.Length];
            var sourcePosition = parameters.Position;

            sourcePosition.Scale(new Vector2(
                                     (float)sourceTexture.width / targetTexture.width,
                                     (float)sourceTexture.height / targetTexture.height));
            var intPosition = Vector2Int.FloorToInt(sourcePosition);

            FloodFill(sourcePixels, maskPixels, width, height, intPosition, parameters.Color);
            // TODO: Make optional:
            Dilate(maskPixels, width, height);
            texture.SetPixels32(maskPixels);
            texture.Apply(false);

            BrushMaterial.color = parameters.Color;

            var renderTexture = RenderTexture.GetTemporary(width, height, 0);

            Graphics.Blit(texture, renderTexture);
            //PaintUtils.GaussianBlur(renderTexture, 5f);

            Graphics.Blit(renderTexture, targetTexture, BrushMaterial);
            RenderTexture.ReleaseTemporary(renderTexture);
            Destroy(texture);
        }
Beispiel #5
0
 public virtual void Move(RenderTexture targetTexture, PaintParameters parameters, Texture2D getCurrentState)
 {
 }
Beispiel #6
0
 public virtual void Up(RenderTexture targetTexture, PaintParameters parameters)
 {
 }
Beispiel #7
0
 public virtual void Down(RenderTexture targetTexture, PaintParameters parameters, LayerManager layers)
 {
 }
Beispiel #8
0
        private void DrawStroke(RenderTexture targetTexture, PaintParameters current, float textureScale = 1f)
        {
            var  previous = _lastParameters.Count > 0 ? _lastParameters[0] : current;
            var  last     = _lastParameters.Count > 1 ? _lastParameters[1] : previous;
            bool hasMoved = _lastParameters.Count > 0;

            var actualSpeed = Vector2.Distance(current.Position, previous.Position) / (Time.deltaTime * 1000f);

            // Smooth speed:
            current.Speed = Mathf.Lerp(previous.Speed, actualSpeed, 0.2f);

            var   brushSize = current.BrushSize;
            float angle     = Angle;
            float roundness = Roundness;

            if (BrushTexture != null)
            {
                BrushMaterial.EnableKeyword("USE_TEXTURE");
            }
            else
            {
                BrushMaterial.DisableKeyword("USE_TEXTURE");
            }

            BrushMaterial.SetFloat("_Hardness", BrushHardness);
            var brushTexture = BrushTexture != null ? BrushTexture : Texture2D.whiteTexture;

            var positionOffset = Vector2.zero;

            if (current.IsPen)
            {
                var tilt = current.Tilt;
                //var azimuth = Mathf.Atan2(tilt.y, tilt.x);
                var length   = Mathf.Clamp01(tilt.magnitude);
                var altitude = Mathf.Atan2(1f - length, length);
                //angle = azimuth * Mathf.Rad2Deg;
                var brushAngle = 1f - altitude / (Mathf.PI * 0.5f);
                // scale brush none linearly:
                roundness = 1f + Mathf.Pow(brushAngle, 4f) * MaxBrushScaleFromTilt;

                positionOffset = new Vector2(tilt.x, -tilt.y) * brushSize * 0.4f;
            }

            var startPosition = previous.Position;
            var endPosition   = current.Position;
            var startPressure = previous.Pressure;
            var endPressure   = current.Pressure;
            var distance      = Vector2.Distance(endPosition, startPosition);

            var absoluteBrushDistance = Mathf.Max(1f, brushSize * BrushSpacing);

            if (hasMoved && distance < absoluteBrushDistance)
            {
                return;
            }

            var tangent = (startPosition - last.Position).normalized;
            var normal  = new Vector2(tangent.y, -tangent.x);
            var control = startPosition + tangent * (distance * 0.3f);

            RenderTexture.active = targetTexture;
            GL.PushMatrix();
            GL.LoadPixelMatrix(0, targetTexture.width, 0, targetTexture.height);

            Vector2 pos = endPosition;

            foreach (float t in PaintUtils.DrawLine(startPosition, endPosition, absoluteBrushDistance))
            {
                if (hasMoved && t == 0f)
                {
                    continue;
                }

                pos = QuadraticInterpolation
                                ? PaintUtils.PointOnQuadraticCurve(startPosition, control, endPosition, t)
                                : Vector2.LerpUnclamped(startPosition, endPosition, t);

                var pressure          = Mathf.Lerp(startPressure, endPressure, t);
                var speed             = Mathf.Lerp(previous.Speed, current.Speed, t);
                var modifiedBrushSize = brushSize
                                        * Mathf.Lerp(1f, pressure, PenPressureInfluence)
                                        * (1f + Random.Range(-1f, 1f) * SizeJitter)
                                        * Mathf.Lerp(1f, 1f / (1f + speed), StrokeSpeedInfluence);


                angle = Angle + Mathf.Lerp(0f, Random.Range(-180f, 180f), AngleJitter);
                var localBrushRotation = Quaternion.Euler(0, 0, -angle);
                roundness = Mathf.Clamp01(Roundness + Random.Range(-1f, 1f) * RoundnessJitter);

                var offset        = normal * (Random.Range(-1f, 1f) * modifiedBrushSize * Scatter) + positionOffset;
                var posOnTexture  = (pos + offset) * textureScale;
                var sizeOnTexture = modifiedBrushSize * textureScale;

                var matrix = Matrix4x4.TRS(posOnTexture, localBrushRotation,
                                           new Vector3(roundness, 1f, 1f)) * Matrix4x4.TRS(-posOnTexture, Quaternion.identity, Vector3.one);
                GL.MultMatrix(matrix);

                var color = UseOwnColor ? Color : current.Color;
                color.a             = Mathf.Clamp01(Flow + Random.Range(-1f, 1f) * FlowJitter);
                BrushMaterial.color = color;

                var rect = new Rect(
                    posOnTexture.x - 0.5f * sizeOnTexture,
                    posOnTexture.y - 0.5f * sizeOnTexture,
                    sizeOnTexture, sizeOnTexture);
                Graphics.DrawTexture(rect, brushTexture, BrushMaterial);
            }

            if (_lastParameters.Count > 1)
            {
                _lastParameters.RemoveAt(1);
            }

            current.Position = pos;
            _lastParameters.Insert(0, current);

            GL.PopMatrix();
            RenderTexture.active = null;
        }