public override void PaintRenderTexture(PlaytimePainter painter, BrushConfig br, StrokeVector st) { BeforeStroke(br, st, painter); if (st.CrossedASeam()) { st.uvFrom = st.uvTo; } TextureMeta id = painter.TexMeta; bool alphaBuffer; TexMGMT.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, id, st, out alphaBuffer, painter); RtBrush.localScale = Vector3.one * br.StrokeWidth(id.width, false); BrushMesh = PainterCamera.BrushMeshGenerator.GetQuad(); RtBrush.localRotation = Quaternion.identity; RtBrush.localPosition = st.BrushWorldPosition; TexMGMT.Render(); AfterStroke_Painter(painter, br, st, alphaBuffer, id); }
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); }
public override void PaintRenderTexture(PlaytimePainter painter, BrushConfig br, StrokeVector st) { BeforeStroke(br, st, painter); var deltaUv = st.DeltaUv; //uv - st.uvFrom;//.Previous_uv; var magnitude = deltaUv.magnitude; var id = painter.TexMeta; var width = br.Size(false) / id.width * 4; var trackPortion = (deltaUv.magnitude - width * 0.5f) * 0.25f; if (!(trackPortion > 0) && !st.MouseUpEvent) { return; } if (st.firstStroke) { previousDirectionLazy = st.previousDelta = deltaUv; _lazySpeedDynamic = deltaUv.magnitude; _lazyAngleSmoothed = 0; // Debug.Log("First stroke"); } var angle = Mathf.Deg2Rad * Vector2.Angle(st.previousDelta, deltaUv); var smooth = angle < Mathf.PI * 0.5f; if (st.CrossedASeam() && (magnitude > previousDirectionLazy.magnitude * 8)) { // Debug.Log("Crossed a seam"); st.MouseUpEvent = true; st.uvTo = st.uvFrom; // painter.Previous_uv; deltaUv = Vector2.zero; smooth = false; } previousDirectionLazy = deltaUv; if (!st.MouseUpEvent) { if (smooth) { var clockwise = Vector3.Cross(st.previousDelta, deltaUv).z > 0 ? 1f : -1f; var sin = Mathf.Sin(angle) * clockwise; float maxSinus = 8; _lazyAngleSmoothed = Mathf.Abs(_lazyAngleSmoothed) > Mathf.Abs(sin) ? sin : Mathf.Lerp(_lazyAngleSmoothed, sin, 0.2f); sin = _lazyAngleSmoothed; if ((sin * sin > maxSinus * maxSinus) || ((sin > 0) != (maxSinus > 0))) { var absSin = Mathf.Abs(sin); var absNSin = Mathf.Abs(maxSinus); if (absSin < absNSin) { maxSinus = maxSinus * absSin / absNSin; } st.uvTo = st.uvFrom + st.previousDelta.normalized.Rotate_Radians(maxSinus * clockwise) * trackPortion; _lazySpeedDynamic = trackPortion; } else { _lazySpeedDynamic = Mathf.Min(deltaUv.magnitude * 0.5f, Mathf.Lerp(_lazySpeedDynamic, deltaUv.magnitude * 0.5f, 0.001f)); _lazySpeedDynamic = Mathf.Max(trackPortion, _lazySpeedDynamic); st.uvTo = st.uvFrom + st.previousDelta.normalized.Rotate_Radians(sin) * _lazySpeedDynamic; } } else { _lazySpeedDynamic = deltaUv.magnitude; _lazyAngleSmoothed = 0; st.uvTo = st.uvFrom + deltaUv.normalized * trackPortion; } } var r = TexMGMT; var meshWidth = br.StrokeWidth(id.width, false); var tf = RtBrush; var direction = st.DeltaUv; var isTail = st.firstStroke; bool alphaBuffer; if (!isTail && !smooth) { var st2 = new StrokeVector(st) { firstStroke = false }; r.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, id, st2, out alphaBuffer, painter); Vector3 junkPoint = st.uvFrom + st.previousDelta * 0.01f; BrushMesh = PainterCamera.BrushMeshGenerator.GetStreak(UvToPosition(st.uvFrom), UvToPosition(junkPoint), meshWidth, true, false); tf.localScale = Vector3.one; tf.localRotation = Quaternion.identity; tf.localPosition = new Vector3(0, 0, 10); r.Render(); st.uvFrom = junkPoint; isTail = true; } r.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, id, st, out alphaBuffer, painter); BrushMesh = PainterCamera.BrushMeshGenerator.GetStreak(UvToPosition(st.uvFrom), UvToPosition(st.uvTo), meshWidth, st.MouseUpEvent, isTail); tf.localScale = Vector3.one; tf.localRotation = Quaternion.identity; tf.localPosition = new Vector3(0, 0, 10); st.previousDelta = direction; r.Render(); AfterStroke_Painter(painter, br, st, alphaBuffer, id); }
public virtual void PaintRenderTexture(TextureMeta textureMeta, BrushConfig br, StrokeVector st, PlaytimePainter painter = null) { BeforeStroke(br, st, painter); if (st.CrossedASeam()) { st.uvFrom = st.uvTo; } bool alphaBuffer; TexMGMT.SHADER_STROKE_SEGMENT_UPDATE(br, br.Speed * 0.05f, textureMeta, st, out alphaBuffer, painter); var rb = RtBrush; rb.localScale = Vector3.one; var direction = st.DeltaUv; var length = direction.magnitude; BrushMesh = PainterCamera.BrushMeshGenerator.GetLongMesh(length * 256, br.StrokeWidth(textureMeta.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(); if (painter) { AfterStroke_Painter(painter, br, st, alphaBuffer, textureMeta); } else { AfterStroke_NoPainter(br, alphaBuffer, textureMeta.CurrentRenderTexture()); } }