Persist painted maps and HUD layout across sessions

Add MeshPainter.Persistence.cs: auto-save the three canonical paint maps
(albedo, MSO, emission) as PNGs under persistentDataPath on quit/play-stop
and auto-load them as the backend seed on start, so painting survives
sessions. Reuses the existing ReadCanonical/SetupBackend seed round-trip;
no new color-space code.

Add PaintHud.Persistence.cs: auto-save draggable panel positions and the
widget-bound painter values to a small JSON layout file, restored on start
via the painter -> SyncFromPainter -> widgets path. Complete SyncFromPainter
to also cover the spray sliders.
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admin committed 2026-06-25 05:11:36 +02:00
1 parent 9dab4a742e
commit 95fa5cc22d
6 files changed
+404 -2

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+164
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@@ -0,0 +1,164 @@
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
public partial class MeshPainter
{
// --- Persistence: save the painted maps to disk and reload them next session ---
[Header("Persistence")]
[Tooltip("Save the painted maps to disk on quit / play-stop and reload them on the next " +
"start, so the painting persists across sessions. Off = paint is volatile (as before).")]
public bool persistPaint = true;
[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
"explicitly to keep a save stable across object renames or to share one save.")]
public string saveId = "";
// Raw, bit-exact map dump: 'CHMP' magic + version + width + height + map count, then each
// map's canonical Color32 bytes. Raw (not PNG) avoids any sRGB/alpha-premultiply ambiguity
// and round-trips the exact canonical bytes ReadCanonical produces.
private const uint PaintFileMagic = 0x504D4843; // 'CHMP' little-endian
private const int PaintFileVersion = 1;
private bool _savedOnTeardown; // guards against a double save across OnApplicationQuit + OnDestroy
private static string PaintSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
private string PaintSavePath()
{
string key = string.IsNullOrEmpty(saveId)
? SanitizeKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
: SanitizeKey(saveId);
return Path.Combine(PaintSaveDir, key + ".paint");
}
private static string SanitizeKey(string s)
{
foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
return s.Replace(' ', '_');
}
/// <summary>Reads all maps from the active backend (canonical layout) and writes them to the save file.</summary>
public void SavePaint()
{
if (!persistPaint || !_setupValid) return;
try
{
Directory.CreateDirectory(PaintSaveDir);
int n = textureSize * textureSize;
using (var fs = new FileStream(PaintSavePath(), FileMode.Create, FileAccess.Write))
using (var w = new BinaryWriter(fs))
{
w.Write(PaintFileMagic);
w.Write(PaintFileVersion);
w.Write(textureSize);
w.Write(textureSize);
w.Write(MAP_COUNT);
var bytes = new byte[n * 4];
for (int mi = 0; mi < MAP_COUNT; mi++)
{
Color32[] px = ReadCanonical(mi);
int count = Mathf.Min(n, px.Length);
for (int i = 0; i < count; i++)
{
int o = i * 4;
bytes[o] = px[i].r;
bytes[o + 1] = px[i].g;
bytes[o + 2] = px[i].b;
bytes[o + 3] = px[i].a;
}
w.Write(bytes, 0, count * 4);
}
}
}
catch (System.Exception e)
{
Debug.LogWarning($"[MeshPainter] Saving paint failed: {e.Message}", this);
}
}
/// <summary>
/// Loads the saved maps in canonical layout for seeding, or null if none / incompatible.
/// Per-map null entries are tolerated by both backends (they fall back to the material seed).
/// </summary>
private Color32[][] LoadPaintMaps()
{
if (!persistPaint) return null;
string path = PaintSavePath();
if (!File.Exists(path)) return null;
try
{
using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read))
using (var r = new BinaryReader(fs))
{
if (r.ReadUInt32() != PaintFileMagic) return null;
int ver = r.ReadInt32();
int w = r.ReadInt32();
int h = r.ReadInt32();
int maps = r.ReadInt32();
// Resolution / version change -> ignore the save rather than smear mismatched
// data; the brush re-seeds from the material instead.
if (ver != PaintFileVersion || w != textureSize || h != textureSize)
{
Debug.LogWarning($"[MeshPainter] Saved paint ignored (got {w}x{h} v{ver}, expected " +
$"{textureSize}x{textureSize} v{PaintFileVersion}). Re-seeding from material.", this);
return null;
}
int n = textureSize * textureSize;
var result = new Color32[MAP_COUNT][];
int load = Mathf.Min(maps, MAP_COUNT);
for (int mi = 0; mi < load; mi++)
{
byte[] raw = r.ReadBytes(n * 4);
if (raw.Length != n * 4) break; // truncated file -> remaining maps stay seeded
var px = new Color32[n];
for (int i = 0; i < n; i++)
{
int o = i * 4;
px[i] = new Color32(raw[o], raw[o + 1], raw[o + 2], raw[o + 3]);
}
result[mi] = px;
}
return result;
}
}
catch (System.Exception e)
{
Debug.LogWarning($"[MeshPainter] Loading paint failed: {e.Message}", this);
return null;
}
}
/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
private void SavePaintOnTeardown()
{
if (_savedOnTeardown) return;
_savedOnTeardown = true;
SavePaint();
}
/// <summary>Deletes this painter's save file (next start re-seeds from the material). Editor convenience.</summary>
[ContextMenu("Clear Saved Paint")]
public void ClearSavedPaint()
{
try
{
string path = PaintSavePath();
if (File.Exists(path)) File.Delete(path);
Debug.Log($"[MeshPainter] Cleared saved paint: {path}", this);
}
catch (System.Exception e)
{
Debug.LogWarning($"[MeshPainter] Clearing saved paint failed: {e.Message}", this);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cbe2b3b1d4eb9eb489c40b1ee7f31ac3
+11 -1
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@@ -295,7 +295,9 @@ public partial class MeshPainter : MonoBehaviour
else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
BuildSeedColors();
SetupBackend(useGpu, _seedCanonical);
// Persistence: seed from the saved maps if present (per-map null falls back to the
// material seed), otherwise from the material as before.
SetupBackend(useGpu, LoadPaintMaps() ?? _seedCanonical);
ConfigureMaterialPbr();
EnsureProceduralMask();
@@ -841,8 +843,16 @@ public partial class MeshPainter : MonoBehaviour
return es && es.IsPointerOverGameObject();
}
// Quit / play-stop (and standalone exit) fire OnApplicationQuit before teardown; persist
// here so the painted maps survive into the next session.
private void OnApplicationQuit() => SavePaintOnTeardown();
private void OnDestroy()
{
// Save before tearing the backend down (ReadCanonical needs the live maps). Covers a
// scene unload that does not raise OnApplicationQuit; the once-guard prevents a re-save.
SavePaintOnTeardown();
if (_bakedMesh) Destroy(_bakedMesh);
if (_materialInstance) Destroy(_materialInstance);
if (_proceduralMask) Destroy(_proceduralMask);
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@@ -0,0 +1,214 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
public partial class PaintHud
{
// --- Persistence: panel positions + the widget-bound painter values ---
//
// Saved on quit / play-stop and restored on the next start, so the HUD opens where you left it
// with the brush settings you last used. This is small structured state (a handful of positions
// and scalars), so it goes to a human-readable JSON file - unlike the painter's bulk pixel maps
// (MeshPainter.Persistence) which use a raw byte dump. The two saves are independent: this one
// owns the HUD layout + brush values, the painter owns the canvas pixels.
[Header("Persistence")]
[Tooltip("Save the panel positions and their values on quit / play-stop and restore them on the " +
"next start. Off = the HUD opens at its authored layout / painter defaults every session.")]
public bool persistHud = true;
[Tooltip("Save file identifier. Empty = derived from the active scene name. Set explicitly to keep " +
"the layout stable across scene renames or to share one layout between scenes.")]
public string hudSaveId = "";
private const int HudFileVersion = 1;
private bool _hudSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
private static string HudSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
private string HudSavePath()
{
string key = string.IsNullOrEmpty(hudSaveId)
? SanitizeHudKey(SceneManager.GetActiveScene().name + "_hud")
: SanitizeHudKey(hudSaveId);
return Path.Combine(HudSaveDir, key + ".hudlayout");
}
private static string SanitizeHudKey(string s)
{
foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
return s.Replace(' ', '_');
}
[Serializable]
private class HudState
{
public int version = HudFileVersion;
public bool hasValues; // false = no painter was bound when saved -> restore positions only
public List<PanelPos> panels = new List<PanelPos>();
public HudValues values = new HudValues();
}
[Serializable]
private struct PanelPos
{
public string name;
public Vector2 pos; // anchoredPosition (point-anchored panels -> fully determines placement)
}
// Mirrors exactly the painter fields the HUD widgets bind to (PaintHud.WirePanel).
[Serializable]
private class HudValues
{
public bool paintAlbedo, paintMetallicSmoothness, paintOcclusion, paintEmission, spray;
public Color brushColor;
public float metallic, smoothness, metallicSmoothnessOpacity, occlusion, occlusionOpacity;
public Color emissionColor;
public float emissionIntensity;
public int brushSize;
public int sprayDots;
public float sprayDotSizeMin, sprayDotSizeMax, sprayDotAlphaMin, sprayDotAlphaMax;
}
private void OnApplicationQuit() => SaveHudOnTeardown();
/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
private void SaveHudOnTeardown()
{
if (_hudSavedOnTeardown) return;
_hudSavedOnTeardown = true;
SaveHudState();
}
/// <summary>Writes the current panel positions and bound painter values to disk.</summary>
public void SaveHudState()
{
if (!persistHud || !_panel) return;
try
{
var state = new HudState();
var panel = _panel.transform;
foreach (var name in DraggablePanels)
{
if (FindDeep(panel, name) is RectTransform rt)
state.panels.Add(new PanelPos { name = name, pos = rt.anchoredPosition });
}
if (painter)
{
state.hasValues = true;
var v = state.values;
v.paintAlbedo = painter.paintAlbedo;
v.paintMetallicSmoothness = painter.paintMetallicSmoothness;
v.paintOcclusion = painter.paintOcclusion;
v.paintEmission = painter.paintEmission;
v.spray = painter.spray;
v.brushColor = painter.brushColor;
v.metallic = painter.metallic;
v.smoothness = painter.smoothness;
v.metallicSmoothnessOpacity = painter.metallicSmoothnessOpacity;
v.occlusion = painter.occlusion;
v.occlusionOpacity = painter.occlusionOpacity;
v.emissionColor = painter.emissionColor;
v.emissionIntensity = painter.emissionIntensity;
v.brushSize = painter.brushSize;
v.sprayDots = painter.sprayDots;
v.sprayDotSizeMin = painter.sprayDotSizeMin;
v.sprayDotSizeMax = painter.sprayDotSizeMax;
v.sprayDotAlphaMin = painter.sprayDotAlphaMin;
v.sprayDotAlphaMax = painter.sprayDotAlphaMax;
}
Directory.CreateDirectory(HudSaveDir);
File.WriteAllText(HudSavePath(), JsonUtility.ToJson(state, true));
}
catch (Exception e)
{
Debug.LogWarning($"[PaintHud] Saving HUD state failed: {e.Message}", this);
}
}
/// <summary>
/// Restores the saved panel positions and brush values. Values are written into the painter (the
/// source of truth the widgets read) and then pushed to every widget via <see cref="SyncFromPainter"/>,
/// reusing the exact same painter -> HUD path the pipette pick uses. Positions are applied last.
/// </summary>
public void RestoreHudState()
{
if (!persistHud || !_panel) return;
var state = LoadHudState();
if (state == null) return;
if (painter && state.hasValues && state.values != null)
{
var v = state.values;
painter.paintAlbedo = v.paintAlbedo;
painter.paintMetallicSmoothness = v.paintMetallicSmoothness;
painter.paintOcclusion = v.paintOcclusion;
painter.paintEmission = v.paintEmission;
painter.spray = v.spray;
painter.brushColor = v.brushColor;
painter.metallic = v.metallic;
painter.smoothness = v.smoothness;
painter.metallicSmoothnessOpacity = v.metallicSmoothnessOpacity;
painter.occlusion = v.occlusion;
painter.occlusionOpacity = v.occlusionOpacity;
painter.emissionColor = v.emissionColor;
painter.emissionIntensity = v.emissionIntensity;
painter.brushSize = v.brushSize;
painter.sprayDots = v.sprayDots;
painter.sprayDotSizeMin = v.sprayDotSizeMin;
painter.sprayDotSizeMax = v.sprayDotSizeMax;
painter.sprayDotAlphaMin = v.sprayDotAlphaMin;
painter.sprayDotAlphaMax = v.sprayDotAlphaMax;
SyncFromPainter();
}
// Point-anchored panels: anchoredPosition is resolution-independent under the canvas'
// ScaleWithScreenSize scaler, so the raw saved value places them identically next session.
var root = _panel.transform;
if (state.panels != null)
foreach (var p in state.panels)
if (FindDeep(root, p.name) is RectTransform rt)
rt.anchoredPosition = p.pos;
}
private HudState LoadHudState()
{
string path = HudSavePath();
if (!File.Exists(path)) return null;
try
{
var state = JsonUtility.FromJson<HudState>(File.ReadAllText(path));
if (state == null || state.version != HudFileVersion) return null;
return state;
}
catch (Exception e)
{
Debug.LogWarning($"[PaintHud] Loading HUD state failed: {e.Message}", this);
return null;
}
}
/// <summary>Deletes the saved HUD layout (next start opens at the authored layout / defaults). Editor convenience.</summary>
[ContextMenu("Clear Saved HUD Layout")]
public void ClearSavedHudState()
{
try
{
string path = HudSavePath();
if (File.Exists(path)) File.Delete(path);
Debug.Log($"[PaintHud] Cleared saved HUD layout: {path}", this);
}
catch (Exception e)
{
Debug.LogWarning($"[PaintHud] Clearing saved HUD layout failed: {e.Message}", this);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4fb3415c5348e5c49955e222fd43a55c
+11 -1
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@@ -25,7 +25,7 @@ using UnityEngine.InputSystem.UI;
/// sliders, an HSV picker + intensity for emission, and brush size. Attach to an empty GameObject.
/// </summary>
[DisallowMultipleComponent]
public class PaintHud : MonoBehaviour
public partial class PaintHud : MonoBehaviour
{
[Tooltip("Mode manager driving visibility. Empty = found automatically.")]
public GameModeManager modeManager;
@@ -115,6 +115,9 @@ public class PaintHud : MonoBehaviour
// Re-sync every widget when the pipette adopts a sampled material (painter -> HUD).
if (painter) painter.Picked += SyncFromPainter;
// Restore the saved panel positions + widget values from the previous session.
RestoreHudState();
// Set initial visibility (the manager's first SwitchTo may have fired before this Start).
OnModeChanged(modeManager ? modeManager.ActiveMode : null);
}
@@ -122,6 +125,7 @@ public class PaintHud : MonoBehaviour
private void OnDestroy()
{
if (painter) painter.Picked -= SyncFromPainter;
SaveHudOnTeardown();
}
private void OnModeChanged(GameMode mode)
@@ -240,6 +244,12 @@ public class PaintHud : MonoBehaviour
SetSlider(panel, SliderOcclusionAlpha, painter.occlusionOpacity);
SetSlider(panel, SliderEmissionIntensity, painter.emissionIntensity);
SetSlider(panel, SliderBrushSize, painter.brushSize);
SetSlider(panel, SliderSprayDots, painter.sprayDots);
SetSlider(panel, SliderSprayDotSizeMin, painter.sprayDotSizeMin);
SetSlider(panel, SliderSprayDotSizeMax, painter.sprayDotSizeMax);
SetSlider(panel, SliderSprayDotAlphaMin, painter.sprayDotAlphaMin);
SetSlider(panel, SliderSprayDotAlphaMax, painter.sprayDotAlphaMax);
}
private static void SetToggle(Transform panel, string name, bool value)