Ejemplo n.º 1
0
        private void OnPreRender(Camera theCamera)
        {
            if (theCamera == _camera)
            {
                _clouds.SetCamera(_camera);
                _clouds.RenderClouds();

                _fullScreenQuad.material.SetFloat("_DrawCoverage", 0.0f);
                _fullScreenQuad.material.SetFloat("_DrawCursor", 0.0f);
                _fullScreenQuad.material.SetTexture("_MainTex", _clouds.currentFrame);
                _clouds.cloudsSharedProperties.ApplyToMaterial(_fullScreenQuad.material);
            }
        }
Ejemplo n.º 2
0
        void Update()
        {
            if (EditorApplication.isPlayingOrWillChangePlaymode && EditorApplication.isPlaying == false)
            {
                // Unity's ordering of Enable/Disable & various isPlaying flags makes
                // reliably setting up/tearing down/saving etc. very convoluted when
                // user switches between Play/Edit. So for now just close window...
                // ...there *must* be a better way.
                Close();
                return;
            }

            RefreshRenderTexture();

            float fps = 1.0f / 30.0f;

            if (_cameraMovement.x != 0.0f || _cameraMovement.y != 0.0f || _cameraMovement.z != 0.0f ||
                _mouseDelta.x != 0.0f || _mouseDelta.y != 0.0f)
            {
                SetNeedsUpdate();
            }

            if (_lastFrameTime <= Time.realtimeSinceStartup - fps)
            {
                float timeDelta = Time.realtimeSinceStartup - _lastFrameTime;

                if (_continuousUpdate || _cloudsCatchupFrames > 0)
                {
                    _clouds.UpdateAnimatedProperties();

                    if (_mode == 0)
                    {
                        float speed = 100.0f;
                        _cloudsCamera.transform.position += _cameraMovement.x * _cloudsCamera.transform.right * timeDelta * speed;
                        _cloudsCamera.transform.position += _cameraMovement.y * _cloudsCamera.transform.up * timeDelta * speed;
                        _cloudsCamera.transform.position += _cameraMovement.z * _cloudsCamera.transform.forward * timeDelta * speed;

                        _cloudsCamera.transform.Rotate(_cloudsCamera.transform.right, _mouseDelta.y, Space.World);
                        _cloudsCamera.transform.Rotate(Vector3.up, _mouseDelta.x, Space.World);
                    }
                    else if (_mode != 0)
                    {
                        if (_mouseDown)
                        {
                            Vector2 brushPoint = WindowToCoverage(_lastMousePosition);

                            bool  drawCoverage    = _mode == 1;
                            bool  drawType        = _mode == 2;
                            float coverageOpacity = drawCoverage ? _editorState.cursorOpacity : 0.0f;
                            float typeOpacity     = drawType ? _editorState.cursorOpacity : 0.0f;
                            float dir             = _shiftDown ? -1.0f : 1.0f;
                            dir = _editorState.cursorBlendValues ? dir : 1.0f;

                            _painter.Render(brushPoint,
                                            _editorState.cursorRadius,
                                            coverageOpacity * dir,
                                            typeOpacity * dir,
                                            drawCoverage, drawType,
                                            _editorState.cursorBlendValues,
                                            _coverage,
                                            _editorState.brushTexture);
                            _editorState.MarkTempCoverageDirty();
                        }
                        else if (_controlDown)
                        {
                            float xDelta      = _lastMousePosition.x - _mousePositionAtControlDown.x;
                            float radiusDelta = xDelta / 200.0f;
                            float radiusRange = 0.0f;

                            if (xDelta > 0.0f)
                            {
                                radiusRange = (EditorState.MaxCursorRadius - _cursorOriginalRadius) * Mathf.Min(1.0f, radiusDelta);
                            }
                            else
                            {
                                radiusRange = _cursorOriginalRadius * Mathf.Max(-1.0f, radiusDelta);
                            }

                            _editorState.cursorRadius = _cursorOriginalRadius + radiusRange;
                            _guiBrushSize.value       = (int)_editorState.cursorRadius * 2;
                        }
                    }

                    _mouseDelta = Vector2.zero;

                    _cloudsCatchupFrames--;

                    if (_clouds)
                    {
                        _clouds.SetCamera(_cloudsCamera);
                        _clouds.RenderClouds();
                        UpdateFullScreenQuadMaterial();
                    }



                    _fullScreenQuad.enabled = true;
                    _fullScreenQuad.material.SetTexture("_MainTex", _clouds.currentFrame);
                    _cloudsCamera.Render();
                    _fullScreenQuad.enabled = false;


                    Repaint();
                }

                _lastFrameTime = Time.realtimeSinceStartup;
            }
        }