private void LoadTool(P3dTool prefab)
        {
            if (materialInstance != null)
            {
                materialInstance.transform.SetParent(null, false);
            }

            ClearTool();

            Settings.CurrentTool = prefab;

            if (EditorApplication.isPlaying == true)
            {
                toolInstance = Instantiate(prefab);

                toolInstance.gameObject.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;

                toolInstance.transform.SetParent(P3dPaintableManager.GetOrCreateInstance().transform);

                if (materialInstance != null)
                {
                    materialInstance.transform.SetParent(toolInstance.transform, false);
                }
            }

            Repaint();
        }
Beispiel #2
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        public void HandleHitRaycast(bool preview, int priority, float pressure, int seed, RaycastHit hit, Quaternion rotation)
        {
            var model = hit.collider.GetComponentInParent <P3dModel>();

            if (model != null)
            {
                var paintableTextures = P3dPaintableTexture.Filter(model, group);

                if (paintableTextures.Count > 0)
                {
                    var finalColor   = color;
                    var finalTexture = texture;

                    if (modifiers != null && modifiers.Count > 0)
                    {
                        P3dHelper.BeginSeed(seed);
                        modifiers.ModifyColor(ref finalColor, preview, pressure);
                        modifiers.ModifyTexture(ref finalTexture, preview, pressure);
                        P3dHelper.EndSeed();
                    }

                    P3dCommandReplace.Instance.SetState(preview, priority);
                    P3dCommandReplace.Instance.SetMaterial(finalTexture, finalColor);

                    for (var i = paintableTextures.Count - 1; i >= 0; i--)
                    {
                        var paintableTexture = paintableTextures[i];

                        P3dPaintableManager.Submit(P3dCommandReplace.Instance, model, paintableTexture);
                    }
                }
            }
        }
Beispiel #3
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        private Vector3 HandleHitCommon(Quaternion rotation, float pressure)
        {
            var finalOpacity  = opacity;
            var finalRadius   = radius;
            var finalHardness = hardness;
            var finalColor    = color;
            var finalAngle    = angle;
            var finalTexture  = texture;
            var finalMatrix   = tileTransform != null ? tileTransform.localToWorldMatrix : Matrix4x4.identity;
            var finalAspect   = P3dHelper.GetAspect(shape, texture);

            P3dPaintableManager.BuildModifiers(gameObject);
            P3dPaintableManager.ModifyColor(pressure, ref finalColor);
            P3dPaintableManager.ModifyAngle(pressure, ref finalAngle);
            P3dPaintableManager.ModifyOpacity(pressure, ref finalOpacity);
            P3dPaintableManager.ModifyHardness(pressure, ref finalHardness);
            P3dPaintableManager.ModifyRadius(pressure, ref finalRadius);
            P3dPaintableManager.ModifyTexture(pressure, ref finalTexture);

            rotation = rotation * Quaternion.Euler(0.0f, 0.0f, finalAngle);

            var finalSize = Command.Instance.SetShape(rotation, scale, finalRadius, finalAspect);

            Command.Instance.SetMaterial(blendMode, texture, shape, shapeChannel, finalHardness, wrapping, normalBack, normalFront, normalFade, finalColor, finalOpacity, tileTexture, finalMatrix, tileBlend);

            return(finalSize);
        }
Beispiel #4
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        public void HandleHitPoint(List <P3dCommand> commands, List <P3dTransform> repeaters, bool preview, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure)
        {
            if (collider != null)
            {
                var model = collider.GetComponent <P3dModel>();

                if (model != null)
                {
                    var paintableTextures = P3dPaintableTexture.Filter(model, groups);

                    if (paintableTextures.Count > 0)
                    {
                        var finalColor   = color;
                        var finalOpacity = opacity;
                        var finalTexture = texture;

                        P3dPaintableManager.BuildModifiers(gameObject);
                        P3dPaintableManager.ModifyColor(ref finalColor);
                        P3dPaintableManager.ModifyOpacity(ref finalOpacity);
                        P3dPaintableManager.ModifyTexture(ref finalTexture);

                        Command.Instance.SetMaterial(blendMode, finalTexture, finalColor, opacity);

                        for (var i = paintableTextures.Count - 1; i >= 0; i--)
                        {
                            var paintableTexture = paintableTextures[i];

                            P3dPaintableManager.Submit(Command.Instance, model, paintableTexture, preview);
                        }
                    }
                }
            }
        }
Beispiel #5
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        public void HandleHitPoint(bool preview, int priority, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure)
        {
            if (collider != null)
            {
                var model = collider.GetComponent <P3dModel>();

                if (model != null)
                {
                    var paintableTextures = P3dPaintableTexture.Filter(model, group);

                    if (paintableTextures.Count > 0)
                    {
                        var finalColor   = color;
                        var finalTexture = texture;

                        P3dPaintableManager.BuildModifiers(gameObject);
                        P3dPaintableManager.ModifyColor(pressure, ref finalColor);
                        P3dPaintableManager.ModifyTexture(pressure, ref finalTexture);

                        Command.Instance.SetState(preview, priority);
                        Command.Instance.SetMaterial(finalTexture, finalColor);

                        for (var i = paintableTextures.Count - 1; i >= 0; i--)
                        {
                            var paintableTexture = paintableTextures[i];

                            P3dPaintableManager.Submit(Command.Instance, model, paintableTexture);
                        }
                    }
                }
            }
        }
Beispiel #6
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        public void HandleHitPoint(List <P3dCommand> commands, List <P3dTransform> repeaters, bool preview, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure)
        {
            var finalOpacity  = opacity + (1.0f - opacity) * opacityPressure * pressure;
            var finalRadius   = radius + radiusPressure * pressure;
            var finalDepth    = depth + depthPressure * pressure;
            var finalHardness = hardness + hardnessPressure * pressure;
            var finalColor    = color;
            var finalAngle    = angle;
            var finalTexture  = texture;

            P3dPaintableManager.BuildModifiers(gameObject);
            P3dPaintableManager.ModifyColor(ref finalColor);
            P3dPaintableManager.ModifyAngle(ref finalAngle);
            P3dPaintableManager.ModifyOpacity(ref finalOpacity);
            P3dPaintableManager.ModifyHardness(ref finalHardness);
            P3dPaintableManager.ModifyRadius(ref finalRadius);
            P3dPaintableManager.ModifyTexture(ref finalTexture);

            worldRotation = worldRotation * Quaternion.Euler(0.0f, 0.0f, finalAngle);

            Command.Instance.SetLocation(worldPosition, worldRotation, scale, finalRadius, finalTexture, finalDepth);

            Command.Instance.SetMaterial(blendMode, texture, finalHardness, normalBack, normalFront, normalFade, finalColor, finalOpacity, shape);

            P3dPaintableManager.SubmitAll(Command.Instance, preview, layers, groups, targetModel, targetTexture, repeaters, commands);
        }
Beispiel #7
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        /// <summary>This method paints all pixels at the specified point using the shape of a sphere.</summary>
        public void HandleHitPoint(bool preview, int priority, float pressure, int seed, Vector3 position, Quaternion rotation)
        {
            if (paint != PaintType.In3D)
            {
                return;
            }

            if (modifiers != null && modifiers.Count > 0)
            {
                P3dHelper.BeginSeed(seed);
                modifiers.ModifyPosition(ref position, preview, pressure);
                P3dHelper.EndSeed();
            }

            P3dCommandDecal.Instance.SetState(preview, priority);
            P3dCommandDecal.Instance.SetLocation(position);

            var worldSize     = HandleHitCommon(preview, pressure, seed, rotation);
            var worldRadius   = P3dHelper.GetRadius(worldSize);
            var worldPosition = position;

            HandleMaskCommon(worldPosition);

            P3dPaintableManager.SubmitAll(P3dCommandDecal.Instance, worldPosition, worldRadius, layers, group, targetModel, targetTexture);
        }
        public void HandleHitPoint(bool preview, int priority, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure)
        {
            if (collider != null)
            {
                var model = collider.GetComponent <P3dModel>();

                if (model != null)
                {
                    var paintableTextures = P3dPaintableTexture.Filter(model, group);

                    if (paintableTextures.Count > 0)
                    {
                        Command.Instance.SetState(preview, priority);
                        Command.Instance.SetMaterial(textureR, textureG, textureB, textureA, channelR, channelG, channelB, channelA);

                        for (var i = paintableTextures.Count - 1; i >= 0; i--)
                        {
                            var paintableTexture = paintableTextures[i];

                            P3dPaintableManager.Submit(Command.Instance, model, paintableTexture);
                        }
                    }
                }
            }
        }
Beispiel #9
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        public void HandleHitCoord(bool preview, int priority, float pressure, int seed, P3dHit hit, Quaternion rotation)
        {
            var model = hit.Root.GetComponentInParent <P3dModel>();

            if (model != null)
            {
                var paintableTextures = P3dPaintableTexture.FilterAll(model, group);

                if (paintableTextures.Count > 0)
                {
                    var finalColor   = color;
                    var finalOpacity = opacity;
                    var finalTexture = texture;

                    if (modifiers != null && modifiers.Count > 0)
                    {
                        P3dHelper.BeginSeed(seed);
                        modifiers.ModifyColor(ref finalColor, preview, pressure);
                        modifiers.ModifyOpacity(ref finalOpacity, preview, pressure);
                        modifiers.ModifyTexture(ref finalTexture, preview, pressure);
                        P3dHelper.EndSeed();
                    }

                    P3dCommandFill.Instance.SetState(preview, priority);
                    P3dCommandFill.Instance.SetMaterial(blendMode, finalTexture, finalColor, opacity, minimum);

                    for (var i = paintableTextures.Count - 1; i >= 0; i--)
                    {
                        var paintableTexture = paintableTextures[i];

                        P3dPaintableManager.Submit(P3dCommandFill.Instance, model, paintableTexture);
                    }
                }
            }
        }
Beispiel #10
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        /// <summary>This allows you to paint all pixels within a sphere at the specified point.</summary>
        public void HandleHitPoint(List <P3dCommand> commands, List <P3dTransform> repeaters, bool preview, Collider collider, Vector3 worldPosition, Quaternion worldRotation, float pressure)
        {
            var finalOpacity  = opacity + (1.0f - opacity) * opacityPressure * pressure;
            var finalRadius   = radius + radiusPressure * pressure;
            var finalHardness = hardness + hardnessPressure * pressure;
            var finalColor    = color;
            var finalTexture  = texture;

            P3dPaintableManager.BuildModifiers(gameObject);
            P3dPaintableManager.ModifyColor(ref finalColor);
            P3dPaintableManager.ModifyOpacity(ref finalOpacity);
            P3dPaintableManager.ModifyRadius(ref finalRadius);
            P3dPaintableManager.ModifyHardness(ref finalHardness);

            if (scale == Vector3.one)             // Sphere?
            {
                Command.Instance.SetLocation(worldPosition, finalRadius);
            }
            else             // Elipse?
            {
                Command.Instance.SetLocation(worldPosition, scale * finalRadius, rotateTo == RotationType.World ? worldRotation : Quaternion.identity);
            }

            Command.Instance.SetMaterial(blendMode, finalHardness, finalColor, finalOpacity, finalTexture, strength, tiling);

            P3dPaintableManager.SubmitAll(Command.Instance, preview, layers, groups, targetModel, targetTexture, repeaters, commands);
        }
        protected override void OnEnable()
        {
            base.OnEnable();

            if (activation == ActivationType.OnEnable && activated == false)
            {
                Activate();
            }

            P3dPaintableManager.GetOrCreateInstance();
        }
Beispiel #12
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        /// <summary>This method paints all pixels between two pairs of points using the shape of a sphere.</summary>
        public void HandleHitQuad(bool preview, int priority, Vector3 position, Vector3 endPosition, Vector3 position2, Vector3 endPosition2, Quaternion rotation, float pressure)
        {
            Command.Instance.SetState(preview, priority);
            Command.Instance.SetLocation(position, endPosition, position2, endPosition2);

            var worldSize     = HandleHitCommon(rotation, pressure);
            var worldRadius   = P3dHelper.GetRadius(worldSize, position, endPosition, position2, endPosition2);
            var worldPosition = P3dHelper.GetPosition(position, endPosition, position2, endPosition2);

            P3dPaintableManager.SubmitAll(Command.Instance, worldPosition, worldRadius, layers, group, targetModel, targetTexture);
        }
        /// <summary>This method paints all pixels between three points using the shape of a sphere.</summary>
        public void HandleHitTriangle(bool preview, int priority, float pressure, int seed, Vector3 positionA, Vector3 positionB, Vector3 positionC, Quaternion rotation)
        {
            P3dCommandSphere.Instance.SetState(preview, priority);
            P3dCommandSphere.Instance.SetLocation(positionA, positionB, positionC);

            var worldSize     = HandleHitCommon(preview, pressure, seed, rotation);
            var worldRadius   = P3dHelper.GetRadius(worldSize, positionA, positionB, positionC);
            var worldPosition = P3dHelper.GetPosition(positionA, positionB, positionC);

            HandleMaskCommon(worldPosition);

            P3dPaintableManager.SubmitAll(P3dCommandSphere.Instance, worldPosition, worldRadius, layers, group, targetModel, targetTexture);
        }
Beispiel #14
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        public void HandleHitRaycast(bool preview, int priority, RaycastHit hit, float pressure)
        {
            var model = hit.collider.GetComponent <P3dModel>();

            if (model != null)
            {
                var paintableTextures = P3dPaintableTexture.Filter(model, group);
                var finalOpacity      = opacity + (1.0f - opacity) * opacityPressure * pressure;
                var finalRadius       = radius + radiusPressure * pressure;
                var finalColor        = color;
                var finalAngle        = angle;
                var finalTexture      = texture;

                P3dPaintableManager.BuildModifiers(gameObject);
                P3dPaintableManager.ModifyColor(pressure, ref finalColor);
                P3dPaintableManager.ModifyAngle(pressure, ref finalAngle);
                P3dPaintableManager.ModifyOpacity(pressure, ref finalOpacity);
                P3dPaintableManager.ModifyRadius(pressure, ref finalRadius);
                P3dPaintableManager.ModifyTexture(pressure, ref finalTexture);

                Command.Instance.SetMaterial(blendMode, finalTexture, finalColor, finalOpacity, shape);

                for (var i = paintableTextures.Count - 1; i >= 0; i--)
                {
                    var paintableTexture = paintableTextures[i];
                    var coord            = default(Vector2);

                    switch (paintableTexture.Channel)
                    {
                    case P3dCoord.First:
                    {
                        coord = hit.textureCoord;
                    }
                    break;

                    case P3dCoord.Second:
                    {
                        coord = hit.textureCoord2;
                    }
                    break;
                    }

                    Command.Instance.SetState(preview, priority);
                    Command.Instance.SetLocation(paintableTexture.Current, coord, finalAngle, scale, finalRadius, texture);

                    P3dPaintableManager.Submit(Command.Instance, model, paintableTexture);
                }
            }
        }
Beispiel #15
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        /// <summary>This allows you to paint all pixels within a capsule between the specified points.</summary>
        public void HandleHitLine(List <P3dCommand> commands, List <P3dTransform> repeaters, bool preview, Vector3 worldPositionA, Vector3 worldPositionB, float pressureA, float pressureB)
        {
            var finalOpacityA  = opacity + (1.0f - opacity) * opacityPressure * pressureA;
            var finalRadiusA   = radius + radiusPressure * pressureA;
            var finalHardnessA = hardness + hardnessPressure * pressureA;

            //var finalOpacityB  = opacity + (1.0f - opacity) * opacityPressure * pressureB;
            //var finalRadiusB   = radius + radiusPressure * pressureB;
            //var finalHardnessB = hardness + hardnessPressure * pressureB;

            Command.Instance.SetLocation(worldPositionA, worldPositionB, finalRadiusA);

            Command.Instance.SetMaterial(blendMode, finalHardnessA, color, finalOpacityA, texture, strength, tiling);

            P3dPaintableManager.SubmitAll(Command.Instance, preview, layers, groups, targetModel, targetTexture, repeaters, commands);
        }
Beispiel #16
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        /// <summary>This method paints all pixels between two pairs of points using the shape of a sphere.</summary>
        public void HandleHitQuad(bool preview, int priority, float pressure, int seed, Vector3 position, Vector3 endPosition, Vector3 position2, Vector3 endPosition2, Quaternion rotation)
        {
            if (paint != PaintType.In3D)
            {
                return;
            }

            P3dCommandDecal.Instance.SetState(preview, priority);
            P3dCommandDecal.Instance.SetLocation(position, endPosition, position2, endPosition2);

            var worldSize     = HandleHitCommon(preview, pressure, seed, rotation);
            var worldRadius   = P3dHelper.GetRadius(worldSize, position, endPosition, position2, endPosition2);
            var worldPosition = P3dHelper.GetPosition(position, endPosition, position2, endPosition2);

            HandleMaskCommon(worldPosition);

            P3dPaintableManager.SubmitAll(P3dCommandDecal.Instance, worldPosition, worldRadius, layers, group, targetModel, targetTexture);
        }
Beispiel #17
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        /// <summary>This method paints the scene using the current component settings at the specified <b>RaycastHit</b>.
        /// NOTE: The <b>rotation</b> argument is in world space, where <b>Quaternion.identity</b> means the paint faces forward on the +Z axis, and up is +Y.</summary>
        public void HandleHitRaycast(bool preview, int priority, float pressure, int seed, RaycastHit hit, Quaternion rotation)
        {
            if (paint == PaintType.In3D)
            {
                return;
            }

            var model = hit.collider.GetComponent <P3dModel>();

            if (model != null)
            {
                var paintableTextures = P3dPaintableTexture.Filter(model, group);

                for (var i = paintableTextures.Count - 1; i >= 0; i--)
                {
                    var paintableTexture = paintableTextures[i];
                    var coord            = paintableTexture.GetCoord(ref hit);

                    if (modifiers != null && modifiers.Count > 0)
                    {
                        var position = (Vector3)coord;

                        P3dHelper.BeginSeed(seed);
                        modifiers.ModifyPosition(ref position, preview, pressure);
                        P3dHelper.EndSeed();

                        coord = position;
                    }

                    P3dCommandDecal.Instance.SetState(preview, priority);
                    P3dCommandDecal.Instance.SetLocation(coord, false);

                    HandleHitCommon(preview, pressure, seed, rotation);

                    P3dCommandDecal.Instance.ApplyAspect(paintableTexture.Current);

                    P3dPaintableManager.Submit(P3dCommandDecal.Instance, model, paintableTexture);
                }
            }
        }
        public void HandleHitCoord(bool preview, int priority, float pressure, int seed, P3dHit hit, Quaternion rotation)
        {
            var model = hit.Root.GetComponentInParent <P3dModel>();

            if (model != null)
            {
                var paintableTextures = P3dPaintableTexture.FilterAll(model, group);

                if (paintableTextures.Count > 0)
                {
                    P3dCommandReplaceChannels.Instance.SetState(preview, priority);
                    P3dCommandReplaceChannels.Instance.SetMaterial(textureR, textureG, textureB, textureA, channelR, channelG, channelB, channelA);

                    for (var i = paintableTextures.Count - 1; i >= 0; i--)
                    {
                        var paintableTexture = paintableTextures[i];

                        P3dPaintableManager.Submit(P3dCommandReplaceChannels.Instance, model, paintableTexture);
                    }
                }
            }
        }
        private Vector3 HandleHitCommon(Quaternion rotation, float pressure)
        {
            var finalOpacity    = opacity;
            var finalRadius     = radius;
            var finalHardness   = hardness;
            var finalColor      = color;
            var finalTileMatrix = tileTransform != null ? tileTransform.localToWorldMatrix : Matrix4x4.identity;

            P3dPaintableManager.BuildModifiers(gameObject);
            P3dPaintableManager.ModifyColor(pressure, ref finalColor);
            P3dPaintableManager.ModifyOpacity(pressure, ref finalOpacity);
            P3dPaintableManager.ModifyRadius(pressure, ref finalRadius);
            P3dPaintableManager.ModifyHardness(pressure, ref finalHardness);

            var finalSize = scale * finalRadius;

            Command.Instance.SetShape(finalSize, rotateTo == RotationType.World ? Quaternion.identity : rotation);

            Command.Instance.SetMaterial(BlendMode, finalHardness, finalColor, finalOpacity, tileTexture, finalTileMatrix, tileBlend);

            return(finalSize);
        }
        protected virtual void Update()
        {
            if (paintableTexture != null && paintableTexture.Activated == true)
            {
                if (speed > 0.0f)
                {
                    counter += speed * Time.deltaTime;
                }

                if (counter >= threshold)
                {
                    var step = Mathf.FloorToInt(counter * 255.0f);

                    if (step > 0)
                    {
                        var change = step / 255.0f;

                        counter -= change;

                        P3dCommandFill.Instance.SetState(false, 0);
                        P3dCommandFill.Instance.SetMaterial(blendMode, texture, color, Mathf.Min(change, 1.0f), Mathf.Min(change, 1.0f));

                        var command = P3dPaintableManager.Submit(P3dCommandFill.Instance, paintableTexture.Paintable, paintableTexture);

                        if (maskPaintableTexture != null)
                        {
                            command.LocalMaskTexture = maskPaintableTexture.Current;
                            command.LocalMaskChannel = P3dHelper.IndexToVector((int)maskChannel);
                        }
                        else if (maskTexture != null)
                        {
                            command.LocalMaskTexture = maskTexture;
                            command.LocalMaskChannel = P3dHelper.IndexToVector((int)maskChannel);
                        }
                    }
                }
            }
        }
Beispiel #21
0
 static Command()
 {
     cachedSpotMaterials = P3dPaintableManager.BuildMaterialsBlendModes("Hidden/Paint in 3D/Decal");
     cachedLineMaterials = P3dPaintableManager.BuildMaterialsBlendModes("Hidden/Paint in 3D/Decal", "P3D_LINE");
     cachedQuadMaterials = P3dPaintableManager.BuildMaterialsBlendModes("Hidden/Paint in 3D/Decal", "P3D_QUAD");
 }
Beispiel #22
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 static Command()
 {
     cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/Replace");
 }
        private void Bake(RenderTexture temporary, int width, int height, RenderTextureFormat format, int scale)
        {
            if (bakedPixels == null)
            {
                bakedPixels = new List <bool>();
            }
            else
            {
                bakedPixels.Clear();
            }

            baked     = true;
            bakedMesh = mesh;
            bakedSize = new Vector2Int(width, height);

            if (cachedMaterial == null)
            {
                cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/White");
            }

            cachedMaterial.SetVector(P3dShader._Channel, P3dHelper.IndexToVector((int)PaintableTexture.Channel));

            // Write to temp RenderTexture
            var oldActive     = RenderTexture.active;
            var renderTexture = temporary;

            if (temporary == null)
            {
                var desc = new RenderTextureDescriptor(width, height, format, 0);

                renderTexture = P3dHelper.GetRenderTexture(desc);
            }

            RenderTexture.active = renderTexture;

            GL.Clear(true, true, Color.black);

            cachedMaterial.SetPass(0);

            Graphics.DrawMeshNow(mesh, Matrix4x4.identity, PaintableTexture.Slot.Index);

            RenderTexture.active = oldActive;

            // Get readable copy
            var readable = P3dHelper.GetReadableCopy(renderTexture);

            if (temporary == null)
            {
                P3dHelper.ReleaseRenderTexture(renderTexture);
            }

            // Run through pixels to count total and build binary mask
            bakedPixels.Capacity = width * height;

            total = 0;

            for (var y = 0; y < height; y++)
            {
                for (var x = 0; x < width; x++)
                {
                    if (readable.GetPixel(x, y).r > 0.5f)
                    {
                        bakedPixels.Add(true);

                        total += scale;
                    }
                    else
                    {
                        bakedPixels.Add(false);
                    }
                }
            }

            // Clean up
            P3dHelper.Destroy(readable);
        }
Beispiel #24
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 static Command()
 {
     cachedMaterials = P3dPaintableManager.BuildMaterialsBlendModes("Hidden/Paint in 3D/Direct Decal");
 }
        private void BakeOverlap()
        {
            var desc          = new RenderTextureDescriptor(1024, 1024, RenderTextureFormat.ARGB32, 0);
            var renderTexture = P3dHelper.GetRenderTexture(desc);

            if (overlapMaterial == null)
            {
                overlapMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/Overlap");
            }

            overlapMaterial.SetVector(P3dShader._Channel, P3dHelper.IndexToVector(coord));

            var oldActive = RenderTexture.active;

            RenderTexture.active = renderTexture;

            GL.Clear(true, true, Color.black);

            overlapMaterial.SetPass(0);

            Graphics.DrawMeshNow(mesh, Matrix4x4.identity, submesh);

            RenderTexture.active = oldActive;

            overlapTex = P3dHelper.GetReadableCopy(renderTexture);

            P3dHelper.ReleaseRenderTexture(renderTexture);

            var utilizationCount = 0;
            var overlapCount     = 0;

            for (var y = 0; y < overlapTex.height; y++)
            {
                for (var x = 0; x < overlapTex.width; x++)
                {
                    var pixel = overlapTex.GetPixel(x, y);

                    if (pixel.r > 0.0f)
                    {
                        if (pixel.r > 1.5 / 255.0f)
                        {
                            pixel = Color.red;

                            overlapCount += 1;
                        }
                        else
                        {
                            pixel = Color.gray;
                        }

                        utilizationCount += 1;

                        overlapTex.SetPixel(x, y, pixel);
                    }
                }
            }

            var total = overlapTex.width * overlapTex.height * 0.01f;

            utilizationPercent = utilizationCount / total;
            overlapPercent     = overlapCount / total;

            overlapTex.Apply();
        }
        private void Bake(RenderTexture renderTexture, int width, int height, int scale)
        {
            if (bakedPixels == null)
            {
                bakedPixels = new List <bool>();
            }
            else
            {
                bakedPixels.Clear();
            }

            bakedMesh = mesh;
            bakedSize = new Vector2Int(width, height);

            if (cachedMaterial == null)
            {
                cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/White");
            }

            switch (PaintableTexture.Channel)
            {
            case P3dChannel.UV: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); break;

            case P3dChannel.UV2: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); break;

            case P3dChannel.UV3: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); break;

            case P3dChannel.UV4: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); break;
            }

            // Write to temp RenderTexture
            var oldActive = RenderTexture.active;

            RenderTexture.active = renderTexture;

            GL.Clear(true, true, Color.black);

            cachedMaterial.SetPass(0);

            Graphics.DrawMeshNow(mesh, Matrix4x4.identity, PaintableTexture.Slot.Index);

            RenderTexture.active = oldActive;

            // Get readable copy
            var readable = P3dHelper.GetReadableCopy(renderTexture);

            // Run through pixels to count total and build binary mask
            bakedPixels.Capacity = width * height;

            total = 0;

            for (var y = 0; y < height; y++)
            {
                for (var x = 0; x < width; x++)
                {
                    if (readable.GetPixel(x, y).r > 0.5f)
                    {
                        bakedPixels.Add(true);

                        total += scale;
                    }
                    else
                    {
                        bakedPixels.Add(false);
                    }
                }
            }

            // Clean up
            P3dHelper.Destroy(readable);
        }
        private void DoPaint(bool preview, Ray ray, RaycastHit hit)
        {
            pendingCommands.Clear();

            var aspect = P3dHelper.GetAspect(currentPaintBrush.Shape);

            switch (currentPaintMaterial.Style)
            {
            case P3dPaintMaterial.StyleType.Seamless:
            {
                foreach (var slot in currentPaintMaterial.Slots)
                {
                    var radius     = currentPaintBrush.Radius * settings.PaintScale;
                    var tileMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(settings.PaintTile, settings.PaintTile, settings.PaintTile));
                    var color      = currentPaintBrush.Color;

                    if (slot.Group == settings.ColorModifies)
                    {
                        color *= settings.PaintColor;
                    }

                    P3dPaintDecal.Command.Instance.SetState(preview, slot.Group);                             // Store group in priority

                    P3dPaintDecal.Command.Instance.SetShape(Quaternion.LookRotation(ray.direction), Vector3.one, radius, aspect);

                    P3dPaintDecal.Command.Instance.SetLocation(hit.point);

                    P3dPaintDecal.Command.Instance.SetMaterial(P3dBlendMode.AlphaBlend, null, currentPaintBrush.Shape, currentPaintBrush.ShapeChannel, 1.0f, 1.0f, 1.0f, 1.0f, 0.1f, color, 1.0f, slot.Texture, tileMatrix, 3.0f);

                    pendingCommands.Add(P3dPaintDecal.Command.Instance.SpawnCopy());
                }
            }
            break;

            case P3dPaintMaterial.StyleType.Decal:
            {
                var shape = currentPaintBrush.Shape != null ? currentPaintBrush.Shape : currentPaintMaterial.Shape;

                if (shape != null)
                {
                    aspect = P3dHelper.GetAspect(shape);
                }
                else
                {
                    foreach (var slot in currentPaintMaterial.Slots)
                    {
                        if (slot.Texture != null)
                        {
                            aspect = P3dHelper.GetAspect(slot.Texture); break;
                        }
                    }
                }

                foreach (var slot in currentPaintMaterial.Slots)
                {
                    var radius = currentPaintBrush.Radius * settings.PaintScale;
                    var color  = currentPaintBrush.Color;

                    if (slot.Group == settings.ColorModifies)
                    {
                        color *= settings.PaintColor;
                    }

                    P3dPaintDecal.Command.Instance.SetState(preview, slot.Group);                             // Store group in priority

                    P3dPaintDecal.Command.Instance.SetShape(Quaternion.LookRotation(ray.direction), Vector3.one, radius, aspect);

                    P3dPaintDecal.Command.Instance.SetLocation(hit.point);

                    P3dPaintDecal.Command.Instance.SetMaterial(P3dBlendMode.AlphaBlend, slot.Texture, shape, currentPaintBrush.ShapeChannel, 1.0f, 1.0f, 1.0f, 1.0f, 0.1f, color, 1.0f, null, Matrix4x4.identity, 1.0f);

                    pendingCommands.Add(P3dPaintDecal.Command.Instance.SpawnCopy());
                }
            }
            break;
            }

            // Clone pending commands
            clonedCommands.Clear();

            tempCloners.Clear();

            currentCloners.RemoveAll(c => scene.Cloners.Contains(c) == false);

            foreach (var cloner in currentCloners)
            {
                tempCloners.Add(cloner);
            }

            foreach (var command in pendingCommands)
            {
                clonedCommands.Add(command.SpawnCopy());

                P3dPaintableManager.BuildCloners(tempCloners);

                for (var c = 0; c < P3dPaintableManager.ClonerCount; c++)
                {
                    for (var m = 0; m < P3dPaintableManager.MatrixCount; m++)
                    {
                        var copy = command.SpawnCopy();

                        P3dPaintableManager.Clone(copy, c, m);

                        clonedCommands.Add(copy);
                    }
                }
            }

            pendingCommands.Clear();

            // Paint commands
            paintedGroups.Clear();

            foreach (var command in clonedCommands)
            {
                foreach (var mat in scene.Mats)
                {
                    var image = currentLayer.GetImage(mat.Id, command.Priority);                     // Group is stored in priority

                    foreach (var obj in scene.Objs)
                    {
                        if (obj.Mesh != null && obj.Paintable == true)
                        {
                            for (var j = 0; j < obj.MatIds.Count; j++)
                            {
                                if (mat.Id == obj.MatIds[j])
                                {
                                    var subMesh = Mathf.Max(j, obj.Mesh.subMeshCount - 1);

                                    Render(command, mat, image, obj, subMesh);
                                }
                            }
                        }
                    }
                }

                command.Pool();
            }

            pendingUpdate = true;
        }
 static Command()
 {
     cachedMaterials = P3dPaintableManager.BuildMaterialsBlendModes("Hidden/Paint in 3D/Sphere Triplanar");
 }
 static Command()
 {
     cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/Sphere Blur");
 }
Beispiel #30
0
 static Command()
 {
     cachedMaterials = P3dPaintableManager.BuildMaterialsBlendModes("Hidden/Paint in 3D/Fill");
     cachedSwaps     = P3dPaintableManager.BuildSwapBlendModes();
 }