Beispiel #1
0
        public static void PrepareCpuBlit(this BrushConfig bc, ImageMeta id)
        {
            half = (bc.Size(false)) / 2;

            var smooth = bc.GetBrushType(true) != BrushTypePixel.Inst;

            if (smooth)
            {
                alphaMode = CircleAlpha;
            }
            else
            {
                alphaMode = NoAlpha;
            }

            blitMode = bc.GetBlitMode(true).BlitFunctionTex2D(id);

            alpha = 1;

            var m = bc.mask;

            r = m.HasFlag(BrushMask.R);
            g = m.HasFlag(BrushMask.G);
            b = m.HasFlag(BrushMask.B);
            a = m.HasFlag(BrushMask.A);

            cSrc = bc.Color;
        }
Beispiel #2
0
        public static void PrepareCpuBlit(this BrushConfig bc, TextureMeta id)
        {
            half = (bc.Size(false)) / 2;

            var smooth = bc.GetBrushType(true) != BrushTypes.Pixel.Inst;

            if (smooth)
            {
                alphaMode = CircleAlpha;
            }
            else
            {
                alphaMode = NoAlpha;
            }

            blitMode = bc.GetBlitMode(true).BlitFunctionTex2D(id);

            alpha = 1;

            Set(bc.mask);

            cSrc = bc.Color;
        }
Beispiel #3
0
        public void PaintPixelsInRam(StrokeVector stroke, float brushAlpha, ImageMeta image, BrushConfig bc, PlaytimePainter painter)
        {
            var volume = image.texture2D.GetVolumeTextureData();

            if (!volume)
            {
                return;
            }

            if (volume.VolumeJobIsRunning)
            {
                return;
            }

            bc.brush3DRadius = Mathf.Min(BrushScaleMaxForCpu(volume), bc.brush3DRadius);

            var volumeScale = volume.size;

            var pos = (stroke.posFrom - volume.transform.position) / volumeScale + 0.5f * Vector3.one;

            var height   = volume.Height;
            var texWidth = image.width;

            BlitFunctions.brAlpha = brushAlpha;
            bc.PrepareCpuBlit(image);
            BlitFunctions.half = bc.Size(true) / volumeScale;

            var pixels = image.Pixels;

            var iHalf  = (int)(BlitFunctions.half - 0.5f);
            var smooth = bc.GetBrushType(true) != BrushTypePixel.Inst;

            if (smooth)
            {
                iHalf += 1;
            }

            BlitFunctions.alphaMode = BlitFunctions.SphereAlpha;

            var sliceWidth = texWidth / volume.hSlices;

            var hw = sliceWidth / 2;

            var y = (int)pos.y;
            var z = (int)(pos.z + hw);
            var x = (int)(pos.x + hw);

            for (BlitFunctions.y = -iHalf; BlitFunctions.y < iHalf + 1; BlitFunctions.y++)
            {
                var h = y + BlitFunctions.y;

                if (h >= height)
                {
                    return;
                }

                if (h < 0)
                {
                    continue;
                }
                var hy        = h / volume.hSlices;
                var hx        = h % volume.hSlices;
                var hTexIndex = (hy * texWidth + hx) * sliceWidth;

                for (BlitFunctions.z = -iHalf; BlitFunctions.z < iHalf + 1; BlitFunctions.z++)
                {
                    var trueZ = z + BlitFunctions.z;

                    if (trueZ < 0 || trueZ >= sliceWidth)
                    {
                        continue;
                    }
                    var yTexIndex = hTexIndex + trueZ * texWidth;

                    for (BlitFunctions.x = -iHalf; BlitFunctions.x < iHalf + 1; BlitFunctions.x++)
                    {
                        if (!BlitFunctions.alphaMode())
                        {
                            continue;
                        }
                        var trueX = x + BlitFunctions.x;

                        if (trueX < 0 || trueX >= sliceWidth)
                        {
                            continue;
                        }
                        var texIndex = yTexIndex + trueX;
                        BlitFunctions.blitMode(ref pixels[texIndex]);
                    }
                }
            }
        }
Beispiel #4
0
            public override void PaintRenderTexture(PlaytimePainter painter, BrushConfig br, StrokeVector st)
            {
                BeforeStroke(br, st, painter);

                var deltaUv   = st.DeltaUv; //uv - st.uvFrom;//.Previous_uv;
                var magnitude = deltaUv.magnitude;

                var id = painter.TexMeta;

                var width = br.Size(false) / id.width * 4;

                var trackPortion = (deltaUv.magnitude - width * 0.5f) * 0.25f;

                if (!(trackPortion > 0) && !st.MouseUpEvent)
                {
                    return;
                }

                if (st.firstStroke)
                {
                    previousDirectionLazy = st.previousDelta = deltaUv;
                    _lazySpeedDynamic     = deltaUv.magnitude;
                    _lazyAngleSmoothed    = 0;
                    // Debug.Log("First stroke");
                }

                var angle = Mathf.Deg2Rad * Vector2.Angle(st.previousDelta, deltaUv);

                var smooth = angle < Mathf.PI * 0.5f;

                if (st.CrossedASeam() && (magnitude > previousDirectionLazy.magnitude * 8))
                {
                    // Debug.Log("Crossed a seam");
                    st.MouseUpEvent = true;
                    st.uvTo         = st.uvFrom; // painter.Previous_uv;
                    deltaUv         = Vector2.zero;
                    smooth          = false;
                }

                previousDirectionLazy = deltaUv;

                if (!st.MouseUpEvent)
                {
                    if (smooth)
                    {
                        var   clockwise = Vector3.Cross(st.previousDelta, deltaUv).z > 0 ? 1f : -1f;
                        var   sin       = Mathf.Sin(angle) * clockwise;
                        float maxSinus  = 8;
                        _lazyAngleSmoothed = Mathf.Abs(_lazyAngleSmoothed) > Mathf.Abs(sin)
                            ? sin
                            : Mathf.Lerp(_lazyAngleSmoothed, sin, 0.2f);

                        sin = _lazyAngleSmoothed;

                        if ((sin * sin > maxSinus * maxSinus) || ((sin > 0) != (maxSinus > 0)))
                        {
                            var absSin  = Mathf.Abs(sin);
                            var absNSin = Mathf.Abs(maxSinus);

                            if (absSin < absNSin)
                            {
                                maxSinus = maxSinus * absSin / absNSin;
                            }

                            st.uvTo = st.uvFrom + st.previousDelta.normalized.Rotate_Radians(maxSinus * clockwise) *
                                      trackPortion;
                            _lazySpeedDynamic = trackPortion;
                        }
                        else
                        {
                            _lazySpeedDynamic = Mathf.Min(deltaUv.magnitude * 0.5f,
                                                          Mathf.Lerp(_lazySpeedDynamic, deltaUv.magnitude * 0.5f, 0.001f));

                            _lazySpeedDynamic = Mathf.Max(trackPortion, _lazySpeedDynamic);
                            st.uvTo           = st.uvFrom + st.previousDelta.normalized.Rotate_Radians(sin) * _lazySpeedDynamic;
                        }
                    }
                    else
                    {
                        _lazySpeedDynamic  = deltaUv.magnitude;
                        _lazyAngleSmoothed = 0;
                        st.uvTo            = st.uvFrom + deltaUv.normalized * trackPortion;
                    }
                }

                var r = TexMGMT;

                var meshWidth = br.StrokeWidth(id.width, false);

                var tf = RtBrush;

                var direction = st.DeltaUv;

                var isTail = st.firstStroke;

                bool alphaBuffer;

                if (!isTail && !smooth)
                {
                    var st2 = new StrokeVector(st)
                    {
                        firstStroke = false
                    };
                    r.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, id, st2, out alphaBuffer, painter);

                    Vector3 junkPoint = st.uvFrom + st.previousDelta * 0.01f;
                    BrushMesh = PainterCamera.BrushMeshGenerator.GetStreak(UvToPosition(st.uvFrom),
                                                                           UvToPosition(junkPoint), meshWidth, true, false);
                    tf.localScale    = Vector3.one;
                    tf.localRotation = Quaternion.identity;
                    tf.localPosition = new Vector3(0, 0, 10);


                    r.Render();
                    st.uvFrom = junkPoint;
                    isTail    = true;
                }

                r.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, id, st, out alphaBuffer, painter);

                BrushMesh = PainterCamera.BrushMeshGenerator.GetStreak(UvToPosition(st.uvFrom), UvToPosition(st.uvTo),
                                                                       meshWidth, st.MouseUpEvent, isTail);
                tf.localScale    = Vector3.one;
                tf.localRotation = Quaternion.identity;
                tf.localPosition = new Vector3(0, 0, 10);

                st.previousDelta = direction;

                r.Render();

                AfterStroke_Painter(painter, br, st, alphaBuffer, id);
            }
Beispiel #5
0
            public override void PaintRenderTexture(PlaytimePainter painter, BrushConfig br, StrokeVector st)
            {
                BeforeStroke(br, st, painter);

                var id = painter.TexMeta;

                if (st.firstStroke || br.decalContentious)
                {
                    if (br.rotationMethod == RotationMethod.FaceStrokeDirection)
                    {
                        var delta = st.uvTo - _previousUv;

                        var portion = Mathf.Clamp01(delta.magnitude * id.width * 4 / br.Size(false));

                        var newAngle = Vector2.SignedAngle(Vector2.up, delta) + br.decalAngleModifier;
                        br.decalAngle = Mathf.LerpAngle(br.decalAngle, newAngle, portion);

                        _previousUv = st.uvTo;
                    }

                    bool alphaBuffer;

                    TexMGMT.SHADER_STROKE_SEGMENT_UPDATE(br, 1, id, st, out alphaBuffer, painter);
                    var tf = RtBrush;
                    tf.localScale    = Vector3.one * br.Size(false);
                    tf.localRotation = Quaternion.Euler(new Vector3(0, 0, br.decalAngle));
                    BrushMesh        = PainterCamera.BrushMeshGenerator.GetQuad();

                    st.uvTo = st.uvTo.To01Space();

                    var deltaUv = st.DeltaUv;

                    var uv = st.uvTo;

                    if (br.rotationMethod == RotationMethod.FaceStrokeDirection && !st.firstStroke)
                    {
                        var length = Mathf.Max(deltaUv.magnitude * 2 * id.width / br.Size(false), 1);
                        var scale  = tf.localScale;

                        if ((Mathf.Abs(Mathf.Abs(br.decalAngleModifier) - 90)) < 40)
                        {
                            scale.x *= length;
                        }
                        else
                        {
                            scale.y *= length;
                        }

                        tf.localScale = scale;
                        uv           -= deltaUv * ((length - 1) * 0.5f / length);
                    }

                    tf.localPosition = StrokeVector.BrushWorldPositionFrom(uv);

                    TexMGMT.Render();

                    AfterStroke_Painter(painter, br, st, alphaBuffer, id);
                }
                else
                {
                    painter.AfterStroke(st);
                }
            }
Beispiel #6
0
            public virtual void PaintToTexture2D(PlaytimePainter painter, BrushConfig br, StrokeVector st)
            {
                var deltaUv = st.uvTo - st.uvFrom;

                if (deltaUv.magnitude > (0.2f + st.avgBrushSpeed * 3))
                {
                    deltaUv = Vector2.zero; // This is made to avoid glitch strokes on seams
                }
                else
                {
                    st.avgBrushSpeed = (st.avgBrushSpeed + deltaUv.magnitude) / 2;
                }

                var alpha = Mathf.Clamp01(br.Speed * (Application.isPlaying ? Time.deltaTime : 0.1f));

                var worldSpace = painter.NeedsGrid();

                var id = painter.TexMeta;

                var deltaPos = st.DeltaWorldPos;

                float steps = 1;

                if (id.disableContiniousLine)
                {
                    st.uvFrom  = st.uvTo;
                    st.posFrom = st.posTo;
                }
                else
                {
                    var uvDist    = (deltaUv.magnitude * id.width * 8 / br.Size(false));
                    var worldDist = st.DeltaWorldPos.magnitude;

                    steps = (int)Mathf.Max(1, worldSpace ? worldDist : uvDist);

                    deltaUv  /= steps;
                    deltaPos /= steps;

                    st.uvFrom  += deltaUv;
                    st.posFrom += deltaPos;
                }


                BlitFunctions.PaintTexture2DMethod blitMethod = null;

                foreach (var p in CameraModuleBase.BrushPlugins)
                {
                    if (p.IsEnabledFor(painter, id, br))
                    {
                        p.PaintPixelsInRam(st, alpha, id, br, painter);
                        blitMethod = p.PaintPixelsInRam;
                        break;
                    }
                }

                if (blitMethod == null)
                {
                    blitMethod = BlitFunctions.Paint;
                    blitMethod(st, alpha, id, br, painter);
                }

                for (float i = 1; i < steps; i++)
                {
                    st.uvFrom  += deltaUv;
                    st.posFrom += deltaPos;
                    blitMethod(st, alpha, id, br, painter);
                }

                painter.AfterStroke(st);
            }
 public static float StrokeWidth(this BrushConfig br, float pixWidth, bool world) => br.Size(world) / (pixWidth) * 2 * PainterCamera.OrthographicSize;
        public bool PaintTexture2D(StrokeVector stroke, float brushAlpha, TextureMeta image, BrushConfig bc, PlaytimePainter painter)
        {
            if (!painter.IsAtlased())
            {
                return(false);
            }

            var uvCoords = stroke.uvFrom;

            var atlasedSection = GetAtlasedSection();

            sectorSize = image.width / atlasRows;
            atlasSector.From(atlasedSection * sectorSize);

            BlitFunctions.brAlpha = brushAlpha;

            BlitFunctions.half = (bc.Size(false)) / 2;
            var iHalf = Mathf.FloorToInt(BlitFunctions.half - 0.5f);

            var smooth = bc.GetBrushType(true) != BrushTypes.Pixel.Inst;

            if (smooth)
            {
                BlitFunctions.alphaMode = BlitFunctions.CircleAlpha;
            }
            else
            {
                BlitFunctions.alphaMode = BlitFunctions.NoAlpha;
            }

            BlitFunctions.blitMode = bc.GetBlitMode(true).BlitFunctionTex2D(image);

            if (smooth)
            {
                iHalf += 1;
            }

            BlitFunctions.alpha = 1;


            BlitFunctions.Set(bc.mask);

            BlitFunctions.cSrc = bc.Color;

            var tmp = image.UvToPixelNumber(uvCoords);

            var fromX = tmp.x - iHalf;

            tmp.y -= iHalf;

            var pixels = image.Pixels;

            for (BlitFunctions.y = -iHalf; BlitFunctions.y < iHalf + 1; BlitFunctions.y++)
            {
                tmp.x = fromX;

                for (BlitFunctions.x = -iHalf; BlitFunctions.x < iHalf + 1; BlitFunctions.x++)
                {
                    if (BlitFunctions.alphaMode())
                    {
                        var sx = tmp.x - atlasSector.x;
                        var sy = tmp.y - atlasSector.y;

                        sx %= sectorSize;
                        if (sx < 0)
                        {
                            sx += sectorSize;
                        }
                        sy %= sectorSize;
                        if (sy < 0)
                        {
                            sy += sectorSize;
                        }

                        BlitFunctions.blitMode(ref pixels[((atlasSector.y + sy)) * image.width + (atlasSector.x + sx)]);
                    }

                    tmp.x += 1;
                }

                tmp.y += 1;
            }
            return(true);
        }
Beispiel #9
0
        public void SHADER_BRUSH_UPDATE(BrushConfig brush = null, float brushAlpha = 1, TextureMeta id = null, PlaytimePainter painter = null)
        {
            if (brush == null)
            {
                brush = GlobalBrush;
            }

            if (id == null && painter)
            {
                id = painter.TexMeta;
            }

            brush.previewDirty = false;

            if (id == null)
            {
                return;
            }

            float textureWidth   = id.width;
            var   rendTex        = id.TargetIsRenderTexture();
            var   brushType      = brush.GetBrushType(!rendTex);
            var   blitMode       = brush.GetBlitMode(!rendTex);
            var   is3DBrush      = brush.IsA3DBrush(painter);
            var   useAlphaBuffer = (brush.useAlphaBuffer && blitMode.SupportsAlphaBufferPainting && rendTex);

            PainterShaderVariables.BrushColorProperty.GlobalValue = brush.Color;

            PainterShaderVariables.BrushMaskProperty.GlobalValue = brush.mask.ToVector4();

            float useTransparentLayerBackground = 0;

            PainterShaderVariables.OriginalTextureTexelSize.GlobalValue = new Vector4(
                1f / id.width,
                1f / id.height,
                id.width,
                id.height
                );

            if (id.isATransparentLayer)
            {
                var md  = painter.MatDta;
                var mat = md.material;
                if (md != null && md.usePreviewShader && mat)
                {
                    var mt = mat.mainTexture;
                    PainterShaderVariables.TransparentLayerUnderProperty.GlobalValue = mt;
                    useTransparentLayerBackground = (mt && (id != mt.GetImgDataIfExists())) ? 1 : 0;
                }
            }

            brushType.OnShaderBrushUpdate(brush);

            if (rendTex)
            {
                PainterShaderVariables.SourceMaskProperty.GlobalValue = brush.useMask ? Data.masks.TryGet(brush.selectedSourceMask) : null;
            }

            PainterShaderVariables.MaskDynamicsProperty.GlobalValue = new Vector4(
                brush.maskTiling,
                rendTex ? brush.hardness * brush.hardness : 0,      // y - Hardness is 0 to do correct preview for Texture2D brush
                ((brush.flipMaskAlpha && brush.useMask) ? 0 : 1),   // z - flip mask if any
                (brush.maskFromGreyscale && brush.useMask) ? 1 : 0);

            PainterShaderVariables.MaskOffsetProperty.GlobalValue = brush.maskOffset.ToVector4();

            PainterShaderVariables.BrushFormProperty.GlobalValue = new Vector4(
                brushAlpha,                           // x - transparency
                brush.Size(is3DBrush),                // y - scale for sphere
                brush.Size(is3DBrush) / textureWidth, // z - scale for uv space
                brush.blurAmount);                    // w - blur amount

            PainterShaderVariables.AlphaBufferConfigProperty.GlobalValue = new Vector4(
                brush.alphaLimitForAlphaBuffer,
                brush.worldSpaceBrushPixelJitter ? 1 : 0,
                useAlphaBuffer ? 1 : 0,
                0);

            PainterShaderVariables.AlphaPaintingBuffer.GlobalValue = AlphaBuffer;

            brushType.SetKeyword(id.useTexCoord2);

            QcUnity.SetShaderKeyword(PainterShaderVariables.BRUSH_TEXCOORD_2, id.useTexCoord2);

            //if (blitMode.SupportsTransparentLayer)
            QcUnity.SetShaderKeyword(PainterShaderVariables.TARGET_TRANSPARENT_LAYER, id.isATransparentLayer);

            blitMode.SetKeyword(id).SetGlobalShaderParameters();

            if (rendTex && blitMode.UsingSourceTexture)
            {
                PainterShaderVariables.SourceTextureProperty.GlobalValue   = Data.sourceTextures.TryGet(brush.selectedSourceTexture);
                PainterShaderVariables.TextureSourceParameters.GlobalValue = new Vector4(
                    (float)brush.srcColorUsage,
                    brush.clampSourceTexture ? 1f : 0f,
                    useTransparentLayerBackground,
                    brush.ignoreSrcTextureTransparency ? 1f : 0f
                    );
            }
        }
Beispiel #10
0
        public void SHADER_BRUSH_UPDATE(BrushConfig brush = null, float brushAlpha = 1, ImageMeta id = null, PlaytimePainter painter = null)
        {
            if (brush == null)
            {
                brush = GlobalBrush;
            }

            if (!painter)
            {
                painter = PlaytimePainter.selectedInPlaytime;
            }

            if (id == null && painter)
            {
                id = painter.ImgMeta;
            }

            brush.previewDirty = false;

            if (id == null)
            {
                return;
            }

            float textureWidth = id.width;
            var   rendTex      = id.TargetIsRenderTexture();

            var brushType = brush.GetBrushType(!rendTex);
            var blitMode  = brush.GetBlitMode(!rendTex);

            var is3DBrush = brush.IsA3DBrush(painter);
            //var isDecal = rendTex && brushType.IsUsingDecals;

            var useAlphaBuffer = (brush.useAlphaBuffer && blitMode.SupportsAlphaBufferPainting && rendTex);

            BrushColorProperty.GlobalValue = brush.Color;

            BrushMaskProperty.GlobalValue = new Vector4(
                BrushExtensions.HasFlag(brush.mask, BrushMask.R) ? 1 : 0,
                BrushExtensions.HasFlag(brush.mask, BrushMask.G) ? 1 : 0,
                BrushExtensions.HasFlag(brush.mask, BrushMask.B) ? 1 : 0,
                BrushExtensions.HasFlag(brush.mask, BrushMask.A) ? 1 : 0);

            float useTransparentLayerBackground = 0;

            if (id.isATransparentLayer)
            {
                var md = painter.MatDta;
                if (md != null && md.usePreviewShader && md.material)
                {
                    var mt = md.material.mainTexture;
                    TransparentLayerUnderProperty.GlobalValue = mt;
                    useTransparentLayerBackground             = (mt && (id != mt.GetImgDataIfExists())) ? 1 : 0;
                }
            }


            brushType.OnShaderBrushUpdate(brush);

            //if (isDecal)
            //  SHADER_DECAL_UPDATE(brush);

            if (rendTex)
            {
                SourceMaskProperty.GlobalValue = brush.useMask ? Data.masks.TryGet(brush.selectedSourceMask) : null;
            }

            MaskDynamicsProperty.GlobalValue = new Vector4(
                brush.maskTiling,
                rendTex ? brush.hardness * brush.hardness : 0,       // y - Hardness is 0 to do correct preview for Texture2D brush
                ((brush.flipMaskAlpha || brush.useMask) ? 0 : 1),
                (brush.maskFromGreyscale && brush.useMask) ? 1 : 0);

            MaskOffsetProperty.GlobalValue = brush.maskOffset.ToVector4();

            BrushFormProperty.GlobalValue = new Vector4(
                brushAlpha,                           // x - transparency
                brush.Size(is3DBrush),                // y - scale for sphere
                brush.Size(is3DBrush) / textureWidth, // z - scale for uv space
                brush.blurAmount);                    // w - blur amount

            AlphaBufferConfigProperty.GlobalValue = new Vector4(
                brush.alphaLimitForAlphaBuffer,
                brush.worldSpaceBrushPixelJitter ? 1 : 0,
                useAlphaBuffer ? 1 : 0,
                0);

            AlphaPaintingBuffer.GlobalValue = AlphaBuffer;

            brushType.SetKeyword(id.useTexCoord2);

            UnityUtils.SetShaderKeyword(PainterDataAndConfig.BRUSH_TEXCOORD_2, id.useTexCoord2);

            if (blitMode.SupportsTransparentLayer)
            {
                UnityUtils.SetShaderKeyword(PainterDataAndConfig.TARGET_TRANSPARENT_LAYER, id.isATransparentLayer);
            }

            blitMode.SetKeyword(id).SetGlobalShaderParameters();

            if (rendTex && blitMode.UsingSourceTexture)
            {
                SourceTextureProperty.GlobalValue   = Data.sourceTextures.TryGet(brush.selectedSourceTexture);
                TextureSourceParameters.GlobalValue = new Vector4(
                    (float)brush.srcColorUsage,
                    brush.clampSourceTexture ? 1f : 0f,
                    useTransparentLayerBackground,
                    brush.ignoreSrcTextureTransparency ? 1f : 0f
                    );
            }
        }