Пример #1
0
        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);

                P3dCommandReplace.BlitFast(halfRenderTexture, renderTexture, Color.white, Vector4.one);

                // 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);
        }
Пример #2
0
        private void ExecuteCommands(List <P3dCommand> commands, bool sendNotifications, ref RenderTexture main, ref RenderTexture swap, ref Mesh preparedMesh, ref Matrix4x4 preparedMatrix)
        {
            if (swap == null)
            {
                swap = P3dHelper.GetRenderTexture(main);
            }

            if (keepUnpaintable == true)
            {
                P3dCommandReplace.BlitFast(swap, current, Color.white);
            }

            RenderTexture.active = main;

            for (var i = 0; i < commands.Count; i++)
            {
                var command = commands[i];

                if (command.Model != null)
                {
                    RenderTexture.active = swap;

                    command.Apply(main);

                    if (command.RequireMesh == true)
                    {
                        command.Model.GetPrepared(ref preparedMesh, ref preparedMatrix);

                        P3dHelper.Draw(command.Material, preparedMesh, preparedMatrix, command.Submesh, coord);
                    }
                    else
                    {
                        P3dHelper.Draw(command.Material);
                    }

                    P3dHelper.Swap(ref main, ref swap);
                }

                command.Pool();
            }

            commands.Clear();

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

            if (sendNotifications == true)
            {
                NotifyOnModified(commands == previewCommands);
            }
        }
Пример #3
0
        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);

                        P3dCommandReplace.BlitFast(image.Current, texture, Color.white);
                    }
                    else
                    {
                        image.Current = P3dHelper.GetRenderTexture(mat.Desc);

                        P3dCommandReplace.BlitFast(image.Current, default(Texture), default(Color));
                    }

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

                    P3dCommandReplace.BlitFast(image.Current, default(Texture), default(Color));
                }
            }

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

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

                    P3dCommandReplace.BlitFast(image.Preview, image.Current, Color.white);
                }

                P3dCommandReplace.BlitFast(swap, image.Preview, Color.white);

                command.Apply(image.Preview);
            }
            else
            {
                P3dCommandReplace.BlitFast(swap, image.Current, Color.white);

                command.Apply(image.Current);
            }

            RenderTexture.active = swap;

            if (command.RequireMesh == true)
            {
                P3dHelper.Draw(command.Material, obj.FinalMesh, 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
        }