Ejemplo n.º 1
0
            public static void Paint(Vector2 uv, BrushConfig br, RenderTexture rt)
            {
                var stroke = new StrokeVector(uv)
                {
                    firstStroke = false
                };

                var id = rt.GetTextureMeta();

                bool alphaBuffer;

                TexMGMT.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, id, stroke, out alphaBuffer);

                float width = br.StrokeWidth(id.width, false);

                RtBrush.localScale = Vector3.one;

                BrushMesh             = PainterCamera.BrushMeshGenerator.GetLongMesh(0, width);
                RtBrush.localRotation = Quaternion.Euler(new Vector3(0, 0, Vector2.Angle(Vector2.up, Vector2.zero)));

                RtBrush.localPosition = StrokeVector.BrushWorldPositionFrom(stroke.uvTo);

                TexMGMT.Render();

                AfterStroke_NoPainter(br, alphaBuffer, rt);
            }
Ejemplo n.º 2
0
            public virtual void PaintRenderTexture(PlaytimePainter painter, BrushConfig br, StrokeVector st)
            {
                BeforeStroke(painter, br, st);

                if (st.CrossedASeam())
                {
                    st.uvFrom = st.uvTo;
                }

                var id = painter.TexMeta;

                bool alphaBuffer;

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

                var rb = RtBrush;

                rb.localScale = Vector3.one;
                var direction = st.DeltaUv;
                var length    = direction.magnitude;

                BrushMesh        = PainterCamera.BrushMeshGenerator.GetLongMesh(length * 256, br.StrokeWidth(id.width, false));
                rb.localRotation = Quaternion.Euler(new Vector3(0, 0,
                                                                (direction.x > 0 ? -1 : 1) * Vector2.Angle(Vector2.up, direction)));

                rb.localPosition = StrokeVector.BrushWorldPositionFrom((st.uvFrom + st.uvTo) * 0.5f);

                TexMGMT.Render();

                AfterStroke_Painter(painter, br, st, alphaBuffer, id);
            }
Ejemplo n.º 3
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);
                }
            }