public static void ProcessMask_Invert(SWTexture2DEx tex) { SWUndo.RegisterCompleteObjectUndo(tex); SWTexThread_Invert t = new SWTexThread_Invert(tex, null); t.Process(null); }
public static void ProcessTexture_Clean(SWTexture2DEx tex) { SWUndo.RegisterCompleteObjectUndo(tex); Color[] colors = new Color[tex.width * tex.height]; tex.SetPixels(colors); tex.Apply(); }
public static void ProcessMask_Dropper(SWTexture2DEx tex, SWTexture2DEx texSource, Vector2 _uv, SWBrush _brush, float tolerance) { SWUndo.RegisterCompleteObjectUndo(tex); SWTexThread_ColorRange t = new SWTexThread_ColorRange(tex, texSource, _brush); t.Process(_uv, tolerance); }
public static void ProcessMask_DrawLine(SWTexture2DEx tex, Vector2 _startUV, Vector2 _endUV, SWBrush brush) { SWUndo.RegisterCompleteObjectUndo(tex); SWTexThread_TexDrawLine t = new SWTexThread_TexDrawLine(tex, brush); t.Process(_startUV, _endUV); }
public static void ProcessMask_Wand(SWTexture2DEx tex, SWTexture2DEx texSource, Vector2 _uv, SWBrush _brush, float tolerance) { SWUndo.RegisterCompleteObjectUndo(tex); texSource.filterMode = FilterMode.Point; SWTexThread_Wand t = new SWTexThread_Wand(tex, texSource, _brush); t.Process(_uv, tolerance); }
public static void ProcessMask_DrawPoint(SWTexture2DEx tex, Vector2 _uv, SWBrush _brush) { colorStartBuffer = tex.GetPixels(); brushBuffer = new float[tex.width, tex.height]; SWUndo.RegisterCompleteObjectUndo(tex); SWTexThread_TexDrawPoint t = new SWTexThread_TexDrawPoint(tex, _brush); t.Process(_uv); }
public static void ProcessRemap_Line(SWTexture2DEx tex, RemapLineInfo info, float size) { SWUndo.RegisterCompleteObjectUndo(tex); if (info.stitch) { ProcessRemap_LineStitch(tex, info, size); } else { ProcessRemap_LineNormal(tex, info, size); } }
public static void ProcessRemap_Line(SWTexture2DEx tex, RemapLineInfo info, float size) { SWUndo.RegisterCompleteObjectUndo(tex); //if (info.stitch) if (SWWindowDrawRemap.Instance.rData.l.st) { ProcessRemap_LineStitch(tex, info, size); } else { ProcessRemap_LineNormal(tex, info, size); } }
public static void ProcessRemap_Dir(SWTexture2DEx tex, SWTexture2DEx texSource, Vector2 offset, bool precise, int _pixelBack) { SWUndo.RegisterCompleteObjectUndo(tex); SWTexThread_RemapDir d = new SWTexThread_RemapDir(tex, texSource, null); if (precise) { d.Process(offset, 0.01f, _pixelBack); } else { d.Process(offset, 0.1f, _pixelBack); } }