/// <summary>
        /// Test a gameObject and it's mesh renderers for compatible shaders, and if one is found
        /// load it's attribute data into meshAttributes.
        /// </summary>
        /// <param name="go">The GameObject being checked for texture blend support</param>
        /// <returns></returns>
        internal bool CheckForTextureBlendSupport(GameObject go)
        {
            AttributeLayoutContainer detectedMeshAttributes;
            bool supports  = false;
            var  materials = Util.GetMaterials(go);

            m_MeshAttributesContainers.Clear();
            Material   mat;
            List <int> indexes = new List <int>();

            for (int i = 0; i < materials.Count; i++)
            {
                mat = materials[i];
                if (PolyShaderUtil.GetMeshAttributes(mat, out detectedMeshAttributes))
                {
                    m_MeshAttributesContainers.Add(detectedMeshAttributes);
                    indexes.Add(i);
                    supports = true;
                }
            }
            if (supports)
            {
                m_MeshAttributesContainer = m_MeshAttributesContainers.First();
                foreach (int i in indexes)
                {
                    ArrayUtility.Add <string>(ref m_AvailableMaterialsAsString, materials[i].name);
                }
            }
            return(supports);
        }
Esempio n. 2
0
        /// <summary>
        /// Find a path to the Polybrush metadata for a shader.
        /// </summary>
        /// <param name="shader">Shader associated with the metadata</param>
        /// <returns>The path found, null if not found.</returns>
        internal static string FindPolybrushMetaDataForShader(Shader shader)
        {
            if (shader == null)
            {
                return(null);
            }

            string path = AssetDatabase.GetAssetPath(shader);

            if (string.IsNullOrEmpty(path))
            {
                return(null);
            }

            string filename  = Path.GetFileNameWithoutExtension(path);
            string directory = Path.GetDirectoryName(path);

            string[] paths = new string[]
            {
                string.Format("{0}/{1}.{2}", directory, PolyShaderUtil.GetMetaDataPath(shader), SHADER_ATTRIB_FILE_EXTENSION),
                string.Format("{0}/{1}.{2}", directory, filename, SHADER_ATTRIB_FILE_EXTENSION)
            };

            // @todo verify that the json is actually valid
            foreach (string str in paths)
            {
                if (File.Exists(str))
                {
                    // remove `..` from path since `AssetDatabase.LoadAssetAtPath` doesn't like 'em
                    string full     = Path.GetFullPath(str).Replace("\\", "/");
                    string resolved = full.Replace(Application.dataPath, "Assets");
                    return(resolved);
                }
            }

            return(null);
        }
Esempio n. 3
0
        /// <summary>
        /// Searches only by looking for a compatibly named file in the same directory.
        /// </summary>
        /// <param name="shader">Shader associated with the metadata</param>
        /// <param name="attributes">result if any metadata found</param>
        /// <returns></returns>
        internal static bool FindMeshAttributesForShader(Shader shader, out AttributeLayoutContainer attributes)
        {
            attributes = null;

            string path      = AssetDatabase.GetAssetPath(shader);
            string filename  = Path.GetFileNameWithoutExtension(path);
            string directory = Path.GetDirectoryName(path);

            string[] paths = new string[]
            {
                string.Format("{0}/{1}.{2}", directory, filename, SHADER_ATTRIB_FILE_EXTENSION),
                string.Format("{0}/{1}.{2}", directory, PolyShaderUtil.GetMetaDataPath(shader), SHADER_ATTRIB_FILE_EXTENSION)
            };

            foreach (string str in paths)
            {
                if (TryReadAttributeLayoutsFromJsonFile(str, out attributes))
                {
                    return(true);
                }
            }

            return(false);
        }
        // Called when the mouse begins hovering an editable object.
        internal override void OnBrushEnter(EditableObject target, BrushSettings settings)
        {
            base.OnBrushEnter(target, settings);

            if (target.graphicsMesh == null)
            {
                return;
            }

            EditableObjectData data;

            if (!m_EditableObjectsData.TryGetValue(target, out data))
            {
                data = new EditableObjectData();
                m_EditableObjectsData.Add(target, data);
            }

            RebuildCaches(target, settings);

            data.TriangleLookup = PolyMeshUtility.GetAdjacentTriangles(target.editMesh);

            MeshRenderer mr = target.gameObjectAttached.GetComponent <MeshRenderer>();

            if (mr != null && mr.sharedMaterials != null)
            {
                data.LikelySupportsVertexColors = mr.sharedMaterials.Any(x =>
                                                                         x != null && x.shader != null && PolyShaderUtil.SupportsVertexColors(x.shader));
            }
            else
            {
                data.LikelySupportsVertexColors = false;
            }
        }