static Command() { cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/Sphere Blur"); }
private void Bake(RenderTexture renderTexture, int width, int height, int scale) { if (bakedPixels == null) { bakedPixels = new List <bool>(); } else { bakedPixels.Clear(); } bakedMesh = mesh; bakedSize = new Vector2Int(width, height); if (cachedMaterial == null) { cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/White"); } switch (PaintableTexture.Channel) { case P3dChannel.UV: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); break; case P3dChannel.UV2: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); break; case P3dChannel.UV3: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); break; case P3dChannel.UV4: cachedMaterial.SetVector(P3dShader._Channel, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); break; } // Write to temp RenderTexture var oldActive = RenderTexture.active; RenderTexture.active = renderTexture; GL.Clear(true, true, Color.black); cachedMaterial.SetPass(0); Graphics.DrawMeshNow(mesh, Matrix4x4.identity, PaintableTexture.Slot.Index); RenderTexture.active = oldActive; // Get readable copy var readable = P3dHelper.GetReadableCopy(renderTexture); // Run through pixels to count total and build binary mask bakedPixels.Capacity = width * height; total = 0; for (var y = 0; y < height; y++) { for (var x = 0; x < width; x++) { if (readable.GetPixel(x, y).r > 0.5f) { bakedPixels.Add(true); total += scale; } else { bakedPixels.Add(false); } } } // Clean up P3dHelper.Destroy(readable); }
private void Bake(RenderTexture temporary, int width, int height, RenderTextureFormat format, int scale) { if (bakedPixels == null) { bakedPixels = new List <bool>(); } else { bakedPixels.Clear(); } baked = true; bakedMesh = mesh; bakedSize = new Vector2Int(width, height); if (cachedMaterial == null) { cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/White"); } cachedMaterial.SetVector(P3dShader._Channel, P3dHelper.IndexToVector((int)PaintableTexture.Channel)); // Write to temp RenderTexture var oldActive = RenderTexture.active; var renderTexture = temporary; if (temporary == null) { var desc = new RenderTextureDescriptor(width, height, format, 0); renderTexture = P3dHelper.GetRenderTexture(desc); } RenderTexture.active = renderTexture; GL.Clear(true, true, Color.black); cachedMaterial.SetPass(0); Graphics.DrawMeshNow(mesh, Matrix4x4.identity, PaintableTexture.Slot.Index); RenderTexture.active = oldActive; // Get readable copy var readable = P3dHelper.GetReadableCopy(renderTexture); if (temporary == null) { P3dHelper.ReleaseRenderTexture(renderTexture); } // Run through pixels to count total and build binary mask bakedPixels.Capacity = width * height; total = 0; for (var y = 0; y < height; y++) { for (var x = 0; x < width; x++) { if (readable.GetPixel(x, y).r > 0.5f) { bakedPixels.Add(true); total += scale; } else { bakedPixels.Add(false); } } } // Clean up P3dHelper.Destroy(readable); }
private void BakeOverlap() { var desc = new RenderTextureDescriptor(1024, 1024, RenderTextureFormat.ARGB32, 0); var renderTexture = P3dHelper.GetRenderTexture(desc); if (overlapMaterial == null) { overlapMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/Overlap"); } overlapMaterial.SetVector(P3dShader._Channel, P3dHelper.IndexToVector(coord)); var oldActive = RenderTexture.active; RenderTexture.active = renderTexture; GL.Clear(true, true, Color.black); overlapMaterial.SetPass(0); Graphics.DrawMeshNow(mesh, Matrix4x4.identity, submesh); RenderTexture.active = oldActive; overlapTex = P3dHelper.GetReadableCopy(renderTexture); P3dHelper.ReleaseRenderTexture(renderTexture); var utilizationCount = 0; var overlapCount = 0; for (var y = 0; y < overlapTex.height; y++) { for (var x = 0; x < overlapTex.width; x++) { var pixel = overlapTex.GetPixel(x, y); if (pixel.r > 0.0f) { if (pixel.r > 1.5 / 255.0f) { pixel = Color.red; overlapCount += 1; } else { pixel = Color.gray; } utilizationCount += 1; overlapTex.SetPixel(x, y, pixel); } } } var total = overlapTex.width * overlapTex.height * 0.01f; utilizationPercent = utilizationCount / total; overlapPercent = overlapCount / total; overlapTex.Apply(); }
static Command() { cachedMaterial = P3dPaintableManager.BuildMaterial("Hidden/Paint in 3D/Replace"); }