예제 #1
0
 /// <summary>This allows you to clear all pixels in this paintable texture with the specified color and texture.</summary>
 public void Clear(Texture texture, Color color)
 {
     if (activated == true)
     {
         P3dPaintReplace.Blit(current, texture, color);
     }
 }
예제 #2
0
        /// <summary>This method will resize the current texture state with the specified width and height.
        /// NOTE: This component must be activated.</summary>
        public bool Resize(int width, int height, bool copyContents = true)
        {
            if (activated == true)
            {
                if (current.width != width || current.height != height)
                {
                    var descriptor = current.descriptor;

                    descriptor.width  = width;
                    descriptor.height = height;

                    var newCurrent = P3dHelper.GetRenderTexture(descriptor);

                    if (copyContents == true)
                    {
                        P3dPaintReplace.Blit(newCurrent, current, Color.white);

                        if (newCurrent.useMipMap == true)
                        {
                            newCurrent.GenerateMips();
                        }
                    }

                    P3dHelper.ReleaseRenderTexture(current);

                    current = newCurrent;

                    return(true);
                }
            }

            return(false);
        }
예제 #3
0
        private void RebuildFromCommands()
        {
            P3dPaintReplace.Blit(current, texture, color);

            var localToWorldMatrix = transform.localToWorldMatrix;

            for (var i = 0; i <= stateIndex; i++)
            {
                var paintableState = paintableStates[i];
                var commandCount   = paintableState.Commands.Count;

                for (var j = 0; j < commandCount; j++)
                {
                    var worldCommand = paintableState.Commands[j].SpawnCopy();

                    worldCommand.SetLocation(localToWorldMatrix * worldCommand.Matrix);

                    AddCommand(worldCommand);
                }
            }

            ExecuteCommands(false);

            NotifyOnModified(false);
        }
        public static bool Downsample(RenderTexture renderTexture, int steps, ref RenderTexture temporary)
        {
            if (steps > 0 && renderTexture != null)
            {
                // Perform initial downsample to get buffer
                var oldActive         = RenderTexture.active;
                var desc              = new RenderTextureDescriptor(renderTexture.width / 2, renderTexture.height / 2, renderTexture.format, 0);
                var halfRenderTexture = GetRenderTexture(desc);

                P3dPaintReplace.BlitFast(halfRenderTexture, renderTexture, Color.white);

                // Ping pong downsamples
                for (var i = 1; i < steps; i++)
                {
                    desc.width       /= 2;
                    desc.height      /= 2;
                    renderTexture     = halfRenderTexture;
                    halfRenderTexture = GetRenderTexture(desc);

                    Graphics.Blit(renderTexture, halfRenderTexture);

                    ReleaseRenderTexture(renderTexture);
                }

                temporary = halfRenderTexture;

                RenderTexture.active = oldActive;

                return(true);
            }

            return(false);
        }
예제 #5
0
        public void Activate()
        {
            if (activated == false)
            {
                UpdateMaterial();

                if (material != null)
                {
                    var finalWidth   = width;
                    var finalHeight  = height;
                    var finalTexture = material.GetTexture(slot.Name);

                    CachedPaintable.ScaleSize(ref finalWidth, ref finalHeight);

                    if (texture != null)
                    {
                        finalTexture = texture;
                    }

                    if (string.IsNullOrEmpty(shaderKeyword) == false)
                    {
                        material.EnableKeyword(shaderKeyword);
                    }

                    var desc = new RenderTextureDescriptor(width, height, format, 0);

                    desc.autoGenerateMips = false;

                    if (mipMaps == MipType.ForceOn)
                    {
                        desc.useMipMap = true;
                    }
                    else if (mipMaps == MipType.Auto && P3dHelper.HasMipMaps(finalTexture) == true)
                    {
                        desc.useMipMap = true;
                    }

                    current = P3dHelper.GetRenderTexture(desc);

                    P3dPaintReplace.Blit(current, finalTexture, color);

                    if (current.useMipMap == true)
                    {
                        current.GenerateMips();
                    }

                    material.SetTexture(slot.Name, current);

                    activated = true;

                    if (string.IsNullOrEmpty(saveName) == false)
                    {
                        Load();
                    }

                    NotifyOnModified(false);
                }
            }
        }
예제 #6
0
            public void Resize()
            {
                foreach (var slot in Slots)
                {
                    if (slot.Texture != null)
                    {
                        if (slot.Texture.width != Width || slot.Texture.height != Height)
                        {
                            var desc           = slot.Texture.descriptor; desc.width = Width; desc.height = Height;
                            var resizedTexture = P3dHelper.GetRenderTexture(desc);

                            P3dPaintReplace.Blit(resizedTexture, slot.Texture, Color.white);

                            P3dHelper.ReleaseRenderTexture(slot.Texture);

                            slot.Texture = resizedTexture;
                        }
                    }
                }
            }
예제 #7
0
        private void WriteThumbnailTex(RenderTexture texture, P3dPaintMaterial.Slot paintSlot, P3dShaderTemplate.Write write)
        {
            if (paintSlot != null)
            {
                P3dPaintReplace.Blit(texture, paintSlot.Texture, paintSlot.Color);
            }
            else
            {
                var group = P3dGroupData.GetGroupData(write.SourceGroup);

                if (group != null)
                {
                    P3dPaintReplace.Blit(texture, group.DefaultTexture, group.DefaultColor);
                }
                else
                {
                    P3dPaintReplace.Blit(texture, default(Texture), default(Color));
                }
            }
        }
예제 #8
0
        public void Activate()
        {
            if (activated == false)
            {
                UpdateMaterial();

                if (material != null)
                {
                    var finalWidth   = width;
                    var finalHeight  = height;
                    var finalTexture = material.GetTexture(slot.Name);

                    CachedPaintable.ScaleSize(ref finalWidth, ref finalHeight);

                    if (texture != null)
                    {
                        finalTexture = texture;
                    }

                    if (string.IsNullOrEmpty(shaderKeyword) == false)
                    {
                        material.EnableKeyword(shaderKeyword);
                    }

                    current = P3dHelper.GetRenderTexture(finalWidth, finalHeight, 0, format);

                    P3dPaintReplace.Blit(current, finalTexture, color);

                    material.SetTexture(slot.Name, current);

                    activated = true;

                    if (string.IsNullOrEmpty(saveName) == false)
                    {
                        Load();
                    }

                    NotifyOnModified(false);
                }
            }
        }
        private void Render(P3dCommand command, P3dScene.Mat mat, P3dScene.Image image, P3dScene.Obj obj, int subMesh)
        {
            var oldActive = RenderTexture.active;

            if (image.Current == null)
            {
                if (image.Width > 0 && image.Height > 0 && image.Pixels != null && image.Pixels.Length > 0)
                {
                    var texture = new Texture2D(1, 1);

                    if (texture.LoadImage(image.Pixels) == true)
                    {
                        var desc = mat.Desc;

                        desc.width  = image.Width;
                        desc.height = image.Height;

                        image.Current = P3dHelper.GetRenderTexture(mat.Desc);

                        P3dPaintReplace.BlitFast(image.Current, texture, Color.white);
                    }
                    else
                    {
                        image.Current = P3dHelper.GetRenderTexture(mat.Desc);

                        P3dPaintReplace.BlitFast(image.Current, default(Texture), default(Color));
                    }

                    DestroyImmediate(texture);
                }
                else
                {
                    image.Current = P3dHelper.GetRenderTexture(mat.Desc);

                    P3dPaintReplace.BlitFast(image.Current, default(Texture), default(Color));
                }
            }

            var swap = P3dHelper.GetRenderTexture(image.Current.descriptor);

            if (command.Preview == true)
            {
                if (image.Preview == null)
                {
                    image.Preview = P3dHelper.GetRenderTexture(image.Current.descriptor);

                    P3dPaintReplace.BlitFast(image.Preview, image.Current, Color.white);
                }

                P3dPaintReplace.BlitFast(swap, image.Preview, Color.white);

                command.Apply(image.Preview);
            }
            else
            {
                P3dPaintReplace.BlitFast(swap, image.Current, Color.white);

                command.Apply(image.Current);
            }

            RenderTexture.active = swap;

            if (command.RequireMesh == true)
            {
                P3dHelper.Draw(command.Material, obj.Mesh, obj.Matrix, subMesh, obj.Coord);
            }
            else
            {
                P3dHelper.Draw(command.Material);
            }

            RenderTexture.active = oldActive;

            if (command.Preview == true)
            {
                P3dHelper.ReleaseRenderTexture(image.Preview);

                image.Preview = swap;

                previewDrawn = true;
            }
            else
            {
                P3dHelper.ReleaseRenderTexture(image.Current);

                image.Current = swap;
            }

            paintedGroups.Add(command.Priority);             // Group is stored in priority
        }
예제 #10
0
        /// <summary>This allows you to manually execute all commands in the paint stack.
        /// This is useful if you need to modify the state of your object before the end of the frame.</summary>
        public void ExecuteCommands(bool sendNotifications)
        {
            if (activated == true)
            {
                var hidePreview = true;

                if (CommandsPending == true)
                {
                    var oldActive      = RenderTexture.active;
                    var swap           = P3dHelper.GetRenderTexture(current.descriptor);
                    var preparedMesh   = default(Mesh);
                    var preparedMatrix = default(Matrix4x4);

                    // Blit so we don't lose non-UVd areas
                    P3dPaintReplace.BlitFast(swap, current, Color.white);

                    // Paint
                    if (paintCommands.Count > 0)
                    {
                        ExecuteCommands(paintCommands, sendNotifications, ref current, ref swap, ref preparedMesh, ref preparedMatrix);
                    }

                    // Preview
                    if (previewCommands.Count > 0)
                    {
                        if (previewSet == false)
                        {
                            preview    = P3dHelper.GetRenderTexture(current.descriptor);
                            previewSet = true;
                        }

                        hidePreview = false;

                        preview.DiscardContents();

                        Graphics.Blit(current, preview);

                        previewCommands.Sort(P3dCommand.Compare);

                        ExecuteCommands(previewCommands, sendNotifications, ref preview, ref swap, ref preparedMesh, ref preparedMatrix);
                    }

                    P3dHelper.ReleaseRenderTexture(swap);

                    RenderTexture.active = oldActive;
                }

                if (hidePreview == true && previewSet == true)
                {
                    P3dHelper.ReleaseRenderTexture(preview);

                    preview    = null;
                    previewSet = false;
                }

                if (materialSet == false)
                {
                    UpdateMaterial();
                }

                material.SetTexture(slot.Name, previewSet == true ? preview : current);
            }
        }
예제 #11
0
        public void UpdateMergedLayers(Layer currentLayer)
        {
            foreach (var mat in Mats)
            {
                foreach (var mergedLayer in mat.MergedLayers.Values)
                {
                    mergedLayer.Dirty = true;

                    if (mergedLayer.Layer != currentLayer)
                    {
                        mergedLayer.Clear();

                        mergedLayer.Layer = currentLayer;
                    }
                }

                if (mat.Template != null)
                {
                    foreach (var slot in mat.Template.Slots)
                    {
                        mat.UpdateMergedLayers(slot.WriteR.SourceGroup);
                        mat.UpdateMergedLayers(slot.WriteG.SourceGroup);
                        mat.UpdateMergedLayers(slot.WriteB.SourceGroup);
                        mat.UpdateMergedLayers(slot.WriteA.SourceGroup);
                    }
                }

                foreach (var pair in mat.MergedLayers)
                {
                    var group       = pair.Key;
                    var mergedLayer = pair.Value;

                    if (mergedLayer.Dirty == true)
                    {
                        mergedLayer.Clear();
                    }
                    else
                    {
                        var currentLayerIndex = Layers.IndexOf(currentLayer);

                        if (mergedLayer.Under == null)
                        {
                            mergedLayer.Under = P3dHelper.GetRenderTexture(mat.Desc);

                            var groupData = P3dGroupData.GetGroupData(group);

                            if (groupData != null)
                            {
                                P3dPaintReplace.Blit(mergedLayer.Under, groupData.DefaultTexture, groupData.DefaultColor);
                            }
                            else
                            {
                                P3dPaintReplace.Blit(mergedLayer.Under, default(Texture), default(Color));
                            }

                            for (var i = 0; i < currentLayerIndex; i++)
                            {
                                TryBlendInto(ref mergedLayer.Under, Layers[i], mat.Id, group);
                            }
                        }

                        // Last layer?
                        if (currentLayerIndex == Layers.Count - 1)
                        {
                            if (mergedLayer.Above != null)
                            {
                                mergedLayer.Above = P3dHelper.ReleaseRenderTexture(mergedLayer.Above);
                            }
                        }
                        else
                        {
                            if (mergedLayer.Above == null)
                            {
                                mergedLayer.Above = P3dHelper.GetRenderTexture(mat.Desc);

                                P3dPaintReplace.Blit(mergedLayer.Above, default(Texture), default(Color));

                                for (var i = currentLayerIndex + 1; i < Layers.Count; i++)
                                {
                                    TryBlendInto(ref mergedLayer.Above, Layers[i], mat.Id, group);
                                }
                            }
                        }

                        if (mergedLayer.Final == null)
                        {
                            mergedLayer.Final = P3dHelper.GetRenderTexture(mat.Desc);
                        }

                        P3dPaintReplace.Blit(mergedLayer.Final, mergedLayer.Under, Color.white);

                        TryBlendInto(ref mergedLayer.Final, currentLayer, mat.Id, group);

                        if (mergedLayer.Above != null)
                        {
                            mergedLayer.Final = P3dPaintFill.Blit(mergedLayer.Final, P3dBlendMode.AlphaBlend, mergedLayer.Above, Color.white, 1.0f, 0.0f);
                        }
                    }
                }
            }
        }