static void init() { TextureEditor window = (TextureEditor)EditorWindow.GetWindow(typeof(TextureEditor)); window.Show(); //window.linemat = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Line.mat"); }
void Start() { RaycastHit hit; if (Physics.Raycast(transform.position, -Vector3.up, out hit)) { Canvas = hit.transform.gameObject; textCoord = hit.textureCoord; } else { print("F**K"); } texE = Canvas.GetComponent <TextureEditor>(); alphaTex = (Texture2D)Canvas.GetComponent <Renderer>().material.GetTexture("_SplatTex"); textCoord = textCoord * alphaTex.width; texE.FillTexture(); texE.PaintCircle(textCoord, 50); }
public RenderManager(ContentManager ContentManager, GraphicsDevice GraphicsDevice) { Content = ContentManager; Graphics = GraphicsDevice; LoadTextures(); LoadShaders(); LoadModels(); TextureEditor = new TextureEditor(Graphics, Shaders["TextureEditor"]); Batch2D = new SpriteBatch(Graphics); RootNode = new Node3D("RootNode"); GuiNode = new Node2D("GuiNode"); RenderTargetNode = new Node3D("RenderTargetNode"); ResolutionX = (int)(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width * 0.75f); ResolutionY = (int)(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height * 0.75f); VirtualResolutionX = (int)ResolutionX; VirtualResolutionY = (int)ResolutionY; //ScreenCapture = new RenderTarget2D(Graphics, (int)ResolutionX, (int)ResolutionY, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents); ScreenDepthCapture = new RenderTarget2D(Graphics, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); ScreenColorCapture = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents); ScreenCapture = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents); FOV = MathHelper.PiOver4; }