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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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class MeshPainter
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{
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// --- Persistence: save the painted maps to disk and reload them next session ---
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[Header("Persistence")]
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[Tooltip("Save the painted maps to disk on quit / play-stop and reload them on the next " +
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"start, so the painting persists across sessions. Off = paint is volatile (as before).")]
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public bool persistPaint = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
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"explicitly to keep a save stable across object renames or to share one save.")]
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public string saveId = "";
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// Raw, bit-exact map dump: 'CHMP' magic + version + width + height + map count, then each
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// map's canonical Color32 bytes. Raw (not PNG) avoids any sRGB/alpha-premultiply ambiguity
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// and 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 = 1;
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private bool _savedOnTeardown; // guards against a double save across OnApplicationQuit + OnDestroy
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private static string PaintSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string PaintSavePath()
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{
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string key = string.IsNullOrEmpty(saveId)
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? SanitizeKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
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: SanitizeKey(saveId);
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return Path.Combine(PaintSaveDir, key + ".paint");
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}
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private static string SanitizeKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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/// <summary>Reads all maps from the active backend (canonical layout) and writes them to the save file.</summary>
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public void SavePaint()
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{
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if (!persistPaint || !_setupValid) return;
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try
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{
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Directory.CreateDirectory(PaintSaveDir);
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int n = textureSize * textureSize;
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using (var fs = new FileStream(PaintSavePath(), FileMode.Create, FileAccess.Write))
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using (var w = new BinaryWriter(fs))
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{
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w.Write(PaintFileMagic);
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w.Write(PaintFileVersion);
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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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var bytes = new byte[n * 4];
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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Color32[] px = ReadCanonical(mi);
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int count = Mathf.Min(n, px.Length);
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for (int i = 0; i < count; i++)
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{
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int o = i * 4;
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bytes[o] = px[i].r;
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bytes[o + 1] = px[i].g;
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bytes[o + 2] = px[i].b;
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bytes[o + 3] = px[i].a;
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}
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w.Write(bytes, 0, count * 4);
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}
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}
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Saving paint failed: {e.Message}", this);
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}
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}
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/// <summary>
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/// Loads the saved maps in canonical layout for seeding, or null if none / incompatible.
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/// Per-map 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[][] LoadPaintMaps()
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{
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if (!persistPaint) return null;
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string path = PaintSavePath();
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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))
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{
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if (r.ReadUInt32() != PaintFileMagic) return null;
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int ver = r.ReadInt32();
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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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// Resolution / version change -> ignore the save rather than smear mismatched
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// data; the brush re-seeds from the material instead.
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if (ver != PaintFileVersion || w != textureSize || h != textureSize)
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{
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Debug.LogWarning($"[MeshPainter] Saved paint ignored (got {w}x{h} v{ver}, expected " +
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$"{textureSize}x{textureSize} v{PaintFileVersion}). Re-seeding from material.", this);
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return null;
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}
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int n = textureSize * textureSize;
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var result = new Color32[MAP_COUNT][];
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int load = Mathf.Min(maps, MAP_COUNT);
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for (int mi = 0; mi < load; mi++)
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{
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byte[] raw = r.ReadBytes(n * 4);
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if (raw.Length != n * 4) break; // truncated file -> remaining maps stay seeded
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var px = new Color32[n];
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for (int i = 0; i < n; i++)
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{
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int o = i * 4;
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px[i] = new Color32(raw[o], raw[o + 1], raw[o + 2], raw[o + 3]);
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}
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result[mi] = px;
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}
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return result;
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}
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Loading paint failed: {e.Message}", this);
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return null;
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}
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}
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SavePaintOnTeardown()
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{
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if (_savedOnTeardown) return;
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_savedOnTeardown = true;
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SavePaint();
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}
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/// <summary>Deletes this painter's save file (next start re-seeds from the material). Editor convenience.</summary>
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[ContextMenu("Clear Saved Paint")]
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public void ClearSavedPaint()
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{
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try
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{
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string path = PaintSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[MeshPainter] Cleared saved paint: {path}", this);
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"[MeshPainter] Clearing saved paint failed: {e.Message}", this);
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}
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}
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}
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