Store paintings as per-painting folder of PNGs + JSON
Replace the flat binary .paint format with a folder per painting under Paintings/<key>/: albedo/emission as sRGB PNGs, the packed MSO map split into human-readable metallic/occlusion/smoothness grayscale PNGs, and the non-baked scalars (name, size, emission intensity, camo/height knobs) in painting.json. MSO.B is always 0 (pack shader), so the split round-trips losslessly with no alpha ambiguity. Public API (SavePaintAs/LoadPaintByName/ ListSavedPaintings/PaintExists/DeletePaint) and the network snapshot path (WriteCanonicalMaps/ReadCanonicalMaps) are unchanged. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
6434e1c4fc
commit
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1 file changed
+203
-139
@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using UnityEngine;
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public partial class MeshPainter
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@@ -11,30 +10,54 @@ public partial class MeshPainter
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// player explicitly saves it to a named slot, and a fresh session always starts from the material
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// seed. Saved slots live in a single global library folder (role/object independent), so any avatar
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// can load any saved painting as a camouflage preset.
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//
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// On-disk layout: one human-readable folder per painting.
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// Paintings/<key>/albedo.png sRGB colour (the visible camo pattern)
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// Paintings/<key>/emission.png sRGB colour
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// Paintings/<key>/metallic.png greyscale = canonical MSO.R
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// Paintings/<key>/occlusion.png greyscale = canonical MSO.G
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// Paintings/<key>/smoothness.png greyscale = canonical MSO.A
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// Paintings/<key>/painting.json display name + map size + the non-baked material scalars
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// The packed mask map is split into three greyscale images so every file is viewable/editable. This
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// also makes the round-trip byte-exact by construction: none of the stored images carry a meaningful
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// alpha channel (colour maps are forced opaque, the mask channels become opaque greyscale), so there
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// is no PNG alpha / premultiply ambiguity. Canonical MSO.B is always 0 (see MeshPaintPackMS.shader)
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// and is reconstructed on load. The downstream reseed path (ReseedCanonical) is unchanged, so pixel
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// fidelity equals the previous .paint format plus exact PNG transport.
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// Raw, bit-exact map dump: 'CHMP' magic + version + name + width + height + map count, then each
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// map's canonical Color32 bytes. Raw (not PNG) avoids any sRGB/alpha-premultiply ambiguity and
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// round-trips the exact canonical bytes ReadCanonical produces.
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private const uint PaintFileMagic = 0x504D4843; // 'CHMP' little-endian
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private const int PaintFileVersion = 4; // v3: emission + camo scalars; v4: + painted-height knobs
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private const string PaintFileExt = ".paint";
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private const int PaintMetaVersion = 5; // folder format: split PNG maps + JSON scalars
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private const string MetaFileName = "painting.json";
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private const string AlbedoFileName = "albedo.png";
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private const string EmissionFileName = "emission.png";
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private const string MetallicFileName = "metallic.png";
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private const string OcclusionFileName = "occlusion.png";
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private const string SmoothnessFileName = "smoothness.png";
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/// <summary>
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/// Per-player material scalars stored alongside the maps from v3 on. These are NOT baked into the
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/// painted pixels (a global emission multiplier + the PlayerCamoLit knobs), so they ride the slot
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/// header and are re-applied onto the painter when the slot loads.
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/// JSON sidecar for a slot: display name, map resolution, and the per-player material scalars that are
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/// NOT baked into the painted pixels (a global emission multiplier + the PlayerCamoLit camo knobs + the
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/// painted-height knobs). They ride alongside the maps and are re-applied onto the painter on load.
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/// JsonUtility needs public fields on a concrete [Serializable] type.
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/// </summary>
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private struct PaintScalars
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[System.Serializable]
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private class PaintMeta
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{
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public bool has; // false = legacy v2 slot with no scalars -> leave the painter's values untouched
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public bool hasHeight; // v4+ painted-height knobs present (occlusion threshold + normal/parallax intensity)
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public string name;
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public int version = PaintMetaVersion;
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public int width;
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public int height;
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public float emissionIntensity;
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public float camoHalfLambert, camoHalfLambertBrightness, camoSpecularDampen;
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public float occlusionThreshold, heightNormalIntensity, parallaxIntensity;
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public float camoHalfLambert;
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public float camoHalfLambertBrightness;
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public float camoSpecularDampen;
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public float occlusionThreshold;
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public float heightNormalIntensity;
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public float parallaxIntensity;
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}
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private static string PaintLibraryDir =>
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Path.Combine(Application.persistentDataPath, "MeshPaint", "Saved");
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Path.Combine(Application.persistentDataPath, "Paintings");
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/// <summary>Filesystem-safe key: invalid filename characters and spaces become underscores.</summary>
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internal static string SanitizeFileKey(string s)
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@@ -46,24 +69,24 @@ public partial class MeshPainter
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private static string SanitizeKey(string s) =>
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string.IsNullOrEmpty(s) ? "unnamed" : SanitizeFileKey(s);
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/// <summary>Disk path for a slot. The display name lives inside the file; the file name is a sanitized key.</summary>
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private static string PathForName(string name) =>
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Path.Combine(PaintLibraryDir, SanitizeKey(name) + PaintFileExt);
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/// <summary>Per-painting folder. The display name lives in the JSON; the folder name is a sanitized key.</summary>
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private static string FolderForName(string name) =>
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Path.Combine(PaintLibraryDir, SanitizeKey(name));
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/// <summary>True if a slot with this name already exists (used to block overwriting on save).</summary>
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public static bool PaintExists(string name) =>
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!string.IsNullOrWhiteSpace(name) && File.Exists(PathForName(name));
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!string.IsNullOrWhiteSpace(name) && Directory.Exists(FolderForName(name));
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/// <summary>Display names of every saved slot, sorted alphabetically. Each name is read from the file header.</summary>
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/// <summary>Display names of every saved slot, sorted alphabetically. Each name is read from its JSON sidecar.</summary>
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public static List<string> ListSavedPaintings()
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{
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var names = new List<string>();
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try
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{
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if (!Directory.Exists(PaintLibraryDir)) return names;
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foreach (string path in Directory.GetFiles(PaintLibraryDir, "*" + PaintFileExt))
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foreach (string dir in Directory.GetDirectories(PaintLibraryDir))
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{
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string n = ReadHeaderName(path);
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string n = ReadDisplayName(dir);
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if (!string.IsNullOrEmpty(n)) names.Add(n);
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}
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}
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@@ -76,8 +99,8 @@ public partial class MeshPainter
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}
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/// <summary>
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/// Writes the current painted maps to a named slot. Returns false without writing if the painter is
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/// not ready. An existing slot of the same name is overwritten only when <paramref name="overwrite"/>
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/// Writes the current painted maps to a named slot folder. Returns false without writing if the painter
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/// is not ready. An existing slot of the same name is overwritten only when <paramref name="overwrite"/>
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/// is true; otherwise the call fails rather than clobbering it.
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/// </summary>
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public bool SavePaintAs(string name, bool overwrite = false)
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@@ -88,33 +111,39 @@ public partial class MeshPainter
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try
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{
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Directory.CreateDirectory(PaintLibraryDir);
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string dir = FolderForName(name);
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Directory.CreateDirectory(dir);
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using (var fs = new FileStream(PathForName(name), FileMode.Create, FileAccess.Write))
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using (var w = new BinaryWriter(fs))
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Color32[] albedo = ReadCanonical(MAP_ALBEDO);
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Color32[] mso = ReadCanonical(MAP_MSO);
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Color32[] emission = ReadCanonical(MAP_EM);
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// Colour maps are stored opaque (the reseed path re-derives coverage/alpha anyway). The packed
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// mask map is split into one opaque greyscale image per channel: R=metallic, G=occlusion,
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// A=smoothness (canonical MSO.B is always 0).
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WriteMapPng(Path.Combine(dir, AlbedoFileName), albedo, c => new Color32(c.r, c.g, c.b, 255));
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WriteMapPng(Path.Combine(dir, EmissionFileName), emission, c => new Color32(c.r, c.g, c.b, 255));
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WriteMapPng(Path.Combine(dir, MetallicFileName), mso, c => new Color32(c.r, c.r, c.r, 255));
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WriteMapPng(Path.Combine(dir, OcclusionFileName), mso, c => new Color32(c.g, c.g, c.g, 255));
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WriteMapPng(Path.Combine(dir, SmoothnessFileName), mso, c => new Color32(c.a, c.a, c.a, 255));
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// The painter is ready here (_setupValid), so the material-backed camo/height getters return the
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// live values rather than the not-ready 0.
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var meta = new PaintMeta
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{
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w.Write(PaintFileMagic);
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w.Write(PaintFileVersion);
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w.Write(name); // length-prefixed UTF8 (BinaryWriter.Write(string))
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w.Write(textureSize);
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w.Write(textureSize);
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w.Write(MAP_COUNT);
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// v3: per-player material scalars that are NOT baked into the maps (a global emission
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// multiplier + the PlayerCamoLit knobs). The painter is ready here (_setupValid), so the
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// material-backed camo getters return the live values rather than the not-ready 0.
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w.Write(emissionIntensity);
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w.Write(CamoHalfLambert);
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w.Write(CamoHalfLambertBrightness);
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w.Write(CamoSpecularDampen);
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// v4: the painted-height knobs (same material-instance source of truth as the camo knobs).
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w.Write(OcclusionThreshold);
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w.Write(HeightNormalIntensity);
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w.Write(ParallaxIntensity);
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WriteCanonicalMaps(w);
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}
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name = name,
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version = PaintMetaVersion,
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width = textureSize,
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height = textureSize,
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emissionIntensity = emissionIntensity,
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camoHalfLambert = CamoHalfLambert,
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camoHalfLambertBrightness = CamoHalfLambertBrightness,
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camoSpecularDampen = CamoSpecularDampen,
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occlusionThreshold = OcclusionThreshold,
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heightNormalIntensity = HeightNormalIntensity,
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parallaxIntensity = ParallaxIntensity,
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};
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File.WriteAllText(Path.Combine(dir, MetaFileName), JsonUtility.ToJson(meta, true));
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return true;
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}
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catch (System.Exception e)
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@@ -132,7 +161,22 @@ public partial class MeshPainter
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{
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if (!_setupValid) return false;
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Color32[][] canonical = ReadMaps(PathForName(name), out PaintScalars scalars);
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string dir = FolderForName(name);
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if (!Directory.Exists(dir)) return false;
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PaintMeta meta = ReadMeta(dir);
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// Resolution change -> ignore rather than smear mismatched data (the brush re-seeds from the
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// material instead). A missing/old sidecar has width 0 -> skip the header check and trust the PNGs
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// (ReadMapPng validates each image's resolution on its own).
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if (meta != null && meta.width > 0 && (meta.width != textureSize || meta.height != textureSize))
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{
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Debug.LogWarning($"[MeshPainter] Saved paint ignored (got {meta.width}x{meta.height}, expected " +
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$"{textureSize}x{textureSize}).", this);
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return false;
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}
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Color32[][] canonical = ReadFolderMaps(dir);
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if (canonical == null) return false;
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ReseedCanonical(canonical);
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@@ -141,36 +185,32 @@ public partial class MeshPainter
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// baseline, clearing any prior undo/redo. Peers reset to the same baseline via the load broadcast.
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ResetHistoryToCurrent(canonical);
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// v3 slots also carry the per-player material scalars; apply them so the loaded look is complete.
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// Legacy v2 slots have none -> leave the current emission/camo untouched. The painter is ready here
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// (_setupValid), so the material-backed camo setters take effect; PlayerPaintSync replicates the
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// Apply the slot's per-player material scalars so the loaded look is complete. The painter is ready
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// here (_setupValid), so the material-backed setters take effect; PlayerPaintSync replicates the
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// changed values to peers via their owner-authoritative NetworkVariables on its next LateUpdate.
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if (scalars.has)
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// A slot with no readable sidecar leaves the current emission/camo/height untouched.
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if (meta != null)
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{
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emissionIntensity = scalars.emissionIntensity;
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emissionIntensity = meta.emissionIntensity;
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RefreshEmissionColor();
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CamoHalfLambert = scalars.camoHalfLambert;
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CamoHalfLambertBrightness = scalars.camoHalfLambertBrightness;
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CamoSpecularDampen = scalars.camoSpecularDampen;
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}
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// v4 slots also carry the painted-height knobs; older slots (v2/v3) leave them at the current value.
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if (scalars.hasHeight)
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{
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OcclusionThreshold = scalars.occlusionThreshold;
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HeightNormalIntensity = scalars.heightNormalIntensity;
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ParallaxIntensity = scalars.parallaxIntensity;
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CamoHalfLambert = meta.camoHalfLambert;
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CamoHalfLambertBrightness = meta.camoHalfLambertBrightness;
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CamoSpecularDampen = meta.camoSpecularDampen;
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OcclusionThreshold = meta.occlusionThreshold;
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HeightNormalIntensity = meta.heightNormalIntensity;
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ParallaxIntensity = meta.parallaxIntensity;
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}
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return true;
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}
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/// <summary>Deletes a named slot. Returns true if a file was removed.</summary>
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/// <summary>Deletes a named slot folder and everything in it. Returns true if a folder was removed.</summary>
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public static bool DeletePaint(string name)
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{
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try
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{
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string path = PathForName(name);
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if (!File.Exists(path)) return false;
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File.Delete(path);
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string dir = FolderForName(name);
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if (!Directory.Exists(dir)) return false;
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Directory.Delete(dir, recursive: true);
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return true;
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}
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catch (System.Exception e)
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@@ -180,91 +220,115 @@ public partial class MeshPainter
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}
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}
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/// <summary>Reads just the display-name header of a slot file (or the file name as a fallback).</summary>
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private static string ReadHeaderName(string path)
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/// <summary>Reads a slot's display name from its JSON sidecar (the folder name as a fallback).</summary>
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private static string ReadDisplayName(string dir)
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{
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try
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{
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using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
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using (var r = new BinaryReader(fs, Encoding.UTF8))
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{
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if (!TryReadPaintVersion(r, out _)) return null;
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return r.ReadString();
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}
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}
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catch
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{
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return Path.GetFileNameWithoutExtension(path);
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}
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var meta = ReadMeta(dir);
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return (meta != null && !string.IsNullOrEmpty(meta.name)) ? meta.name : Path.GetFileName(dir);
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}
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/// <summary>
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/// Reads all maps from a slot file in canonical layout, or null if missing / incompatible. Per-map
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/// null entries are tolerated by both backends (they fall back to the material seed).
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/// </summary>
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private Color32[][] ReadMaps(string path, out PaintScalars scalars)
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/// <summary>Reads and parses a slot's JSON sidecar, or null if it is missing / unreadable.</summary>
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private static PaintMeta ReadMeta(string dir)
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{
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scalars = default;
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if (!File.Exists(path)) return null;
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try
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{
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using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
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using (var r = new BinaryReader(fs, Encoding.UTF8))
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{
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if (!TryReadPaintVersion(r, out int ver)) return null;
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r.ReadString(); // display name (header only; not needed for the pixel load)
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int w = r.ReadInt32();
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int h = r.ReadInt32();
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int maps = r.ReadInt32();
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// v3+: the per-player material scalars sit between the header and the pixel maps.
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if (ver >= 3)
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{
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scalars.has = true;
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scalars.emissionIntensity = r.ReadSingle();
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scalars.camoHalfLambert = r.ReadSingle();
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scalars.camoHalfLambertBrightness = r.ReadSingle();
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scalars.camoSpecularDampen = r.ReadSingle();
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}
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// v4+: the painted-height knobs follow the camo scalars.
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if (ver >= 4)
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{
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scalars.hasHeight = true;
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scalars.occlusionThreshold = r.ReadSingle();
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scalars.heightNormalIntensity = r.ReadSingle();
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scalars.parallaxIntensity = r.ReadSingle();
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}
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// Resolution change -> ignore rather than smear mismatched data; the brush re-seeds
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// from the material instead.
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if (w != textureSize || h != textureSize)
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{
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Debug.LogWarning($"[MeshPainter] Saved paint ignored (got {w}x{h}, expected " +
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$"{textureSize}x{textureSize}).", this);
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return null;
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}
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return ReadCanonicalMaps(r, maps);
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}
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string metaPath = Path.Combine(dir, MetaFileName);
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if (!File.Exists(metaPath)) return null;
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return JsonUtility.FromJson<PaintMeta>(File.ReadAllText(metaPath));
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Loading paint failed: {e.Message}", this);
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Debug.LogWarning($"[MeshPainter] Reading paint meta in '{Path.GetFileName(dir)}' failed: {e.Message}");
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return null;
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}
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}
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/// <summary>Validates the paint-file magic and version range (legacy v2 .. current).</summary>
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private static bool TryReadPaintVersion(BinaryReader r, out int ver)
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/// <summary>
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/// Reads a slot folder into canonical (material) layout, or null if nothing usable was read. Per-map
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/// null entries are tolerated by both backends (they fall back to the material seed): a missing colour
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/// image leaves that map seeded; the mask map needs all three channel images to be rebuilt.
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/// </summary>
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private Color32[][] ReadFolderMaps(string dir)
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{
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if (r.ReadUInt32() != PaintFileMagic) { ver = 0; return false; }
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ver = r.ReadInt32();
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return ver >= 2 && ver <= PaintFileVersion;
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var result = new Color32[MAP_COUNT][];
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int loaded = 0;
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if (ReadMapPng(Path.Combine(dir, AlbedoFileName), out Color32[] albedo))
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{ result[MAP_ALBEDO] = albedo; loaded++; }
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if (ReadMapPng(Path.Combine(dir, EmissionFileName), out Color32[] emission))
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{ result[MAP_EM] = emission; loaded++; }
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// Recombine the split greyscale channels into the packed canonical layout
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// (R=metallic, G=occlusion, B=0, A=smoothness). B is always 0 (see MeshPaintPackMS.shader).
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if (ReadMapPng(Path.Combine(dir, MetallicFileName), out Color32[] metallic) &&
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ReadMapPng(Path.Combine(dir, OcclusionFileName), out Color32[] occlusion) &&
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ReadMapPng(Path.Combine(dir, SmoothnessFileName), out Color32[] smoothness))
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{
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int n = textureSize * textureSize;
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var mso = new Color32[n];
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for (int i = 0; i < n; i++)
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mso[i] = new Color32(metallic[i].r, occlusion[i].r, 0, smoothness[i].r);
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result[MAP_MSO] = mso;
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loaded++;
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}
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return loaded > 0 ? result : null;
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}
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||||
/// <summary>Writes every map's canonical Color32 bytes to the stream (shared by slot save + net snapshot).</summary>
|
||||
/// <summary>
|
||||
/// Writes one map as a PNG, remapping each canonical texel through <paramref name="map"/> (colour maps
|
||||
/// forced opaque; a mask channel expanded to opaque greyscale). RGBA32 + opaque alpha makes the round-
|
||||
/// trip byte-exact. Returns false if the source array is missing / wrong size.
|
||||
/// </summary>
|
||||
private bool WriteMapPng(string path, Color32[] canonical, System.Func<Color32, Color32> map)
|
||||
{
|
||||
int n = textureSize * textureSize;
|
||||
if (canonical == null || canonical.Length < n) return false;
|
||||
|
||||
var pixels = new Color32[n];
|
||||
for (int i = 0; i < n; i++) pixels[i] = map(canonical[i]);
|
||||
|
||||
var tex = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false);
|
||||
try
|
||||
{
|
||||
tex.SetPixels32(pixels);
|
||||
tex.Apply(false);
|
||||
File.WriteAllBytes(path, tex.EncodeToPNG());
|
||||
return true;
|
||||
}
|
||||
finally { Destroy(tex); }
|
||||
}
|
||||
|
||||
/// <summary>Loads a map PNG into canonical (material) layout; false if missing / wrong resolution / undecodable.</summary>
|
||||
private bool ReadMapPng(string path, out Color32[] px)
|
||||
{
|
||||
px = null;
|
||||
if (!File.Exists(path)) return false;
|
||||
|
||||
var tex = new Texture2D(2, 2, TextureFormat.RGBA32, false);
|
||||
try
|
||||
{
|
||||
if (!tex.LoadImage(File.ReadAllBytes(path))) return false;
|
||||
if (tex.width != textureSize || tex.height != textureSize)
|
||||
{
|
||||
Debug.LogWarning($"[MeshPainter] Saved map ignored (got {tex.width}x{tex.height}, expected " +
|
||||
$"{textureSize}x{textureSize}): {Path.GetFileName(path)}", this);
|
||||
return false;
|
||||
}
|
||||
px = tex.GetPixels32();
|
||||
return true;
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[MeshPainter] Loading map '{Path.GetFileName(path)}' failed: {e.Message}", this);
|
||||
return false;
|
||||
}
|
||||
finally { Destroy(tex); }
|
||||
}
|
||||
|
||||
// --- Shared canonical map (de)serialization: also used by the network snapshot path (MeshPainter.Net) ---
|
||||
|
||||
/// <summary>Writes every map's canonical Color32 bytes to the stream (shared by the net snapshot).</summary>
|
||||
private void WriteCanonicalMaps(BinaryWriter w)
|
||||
{
|
||||
int n = textureSize * textureSize;
|
||||
|
||||
Reference in new issue
Block a user