Add HUD brush mask selector and fix dilation seam artifacts

- Add mask selector with previews to the brush card (data-driven from
  painter.brushMasks); persist activeBrushIndex with HUD layout.
- Fix alpha/coverage artifacts when overpainting after load or backend
  switch: derive the dilation source marker from a deterministic UV island
  mask instead of resetting it to "unpainted" on every seed.
- Import the two final brush mask textures (Brushes/).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-25 06:23:08 +02:00
1 parent d62eddc518
commit c14525a2c8
15 files changed
+1005 -14

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@@ -63,6 +63,8 @@ public partial class PaintHud : MonoBehaviour
private const string SliderSprayDotSizeMax = "Slider_SprayDotSizeMax";
private const string SliderSprayDotAlphaMin = "Slider_SprayDotAlphaMin";
private const string SliderSprayDotAlphaMax = "Slider_SprayDotAlphaMax";
private const string MaskSelector = "MaskSelector";
private const string MaskSwatchPrefix = "MaskSwatch_";
// Panels made draggable at runtime - grabbable from any non-widget surface (both prefab and code-gen paths).
private static readonly string[] DraggablePanels =
@@ -206,6 +208,8 @@ public partial class PaintHud : MonoBehaviour
WireSlider(panel, SliderBrushSize, painter ? painter.brushSize : 16f, v => { if (painter) painter.brushSize = Mathf.RoundToInt(v); });
WireMaskSelector(panel);
WireSlider(panel, SliderSprayDots, painter ? painter.sprayDots : 24f, v => { if (painter) painter.sprayDots = Mathf.RoundToInt(v); });
WireSlider(panel, SliderSprayDotSizeMin, painter ? painter.sprayDotSizeMin : .05f, v => { if (painter) painter.sprayDotSizeMin = v; });
WireSlider(panel, SliderSprayDotSizeMax, painter ? painter.sprayDotSizeMax : .18f, v => { if (painter) painter.sprayDotSizeMax = v; });
@@ -250,6 +254,8 @@ public partial class PaintHud : MonoBehaviour
SetSlider(panel, SliderSprayDotSizeMax, painter.sprayDotSizeMax);
SetSlider(panel, SliderSprayDotAlphaMin, painter.sprayDotAlphaMin);
SetSlider(panel, SliderSprayDotAlphaMax, painter.sprayDotAlphaMax);
RefreshMaskHighlights();
}
private static void SetToggle(Transform panel, string name, bool value)
@@ -271,6 +277,82 @@ public partial class PaintHud : MonoBehaviour
if (picker) picker.SetColor(color);
}
// Active = accent frame, inactive = subtle frame. Selection lives on the painter (activeBrushIndex);
// the swatch click only sets it - the painter resolves the new mask on its next Update.
private static readonly Color MaskFrameSelected = new Color(0.30f, 0.62f, 1f, 1f);
private static readonly Color MaskFrameUnselected = new Color(0.18f, 0.18f, 0.21f, 1f);
/// <summary>
/// Binds the baked mask swatches (one per <c>MaskSwatch_i</c>) to the painter's brush masks:
/// each swatch previews <c>painter.brushMasks[i]</c> and selects it on click. A swatch with no
/// matching mask is hidden, so the prefab can carry more swatches than the painter has masks.
/// </summary>
private void WireMaskSelector(Transform panel)
{
var selector = FindDeep(panel, MaskSelector);
if (!selector) return;
var masks = painter ? painter.brushMasks : null;
for (int i = 0; ; i++)
{
var swatch = FindDeep(selector, MaskSwatchPrefix + i);
if (!swatch) break;
bool has = masks != null && i < masks.Count && masks[i];
swatch.gameObject.SetActive(has);
if (!has) continue;
var preview = swatch.Find("Preview");
var previewImg = preview ? preview.GetComponent<Image>() : null;
if (previewImg) previewImg.sprite = MaskSprite(masks[i]);
var btn = swatch.GetComponent<Button>();
if (btn)
{
int idx = i; // capture per swatch
btn.onClick.RemoveAllListeners();
btn.onClick.AddListener(() => SelectMask(idx));
}
}
RefreshMaskHighlights();
}
private void SelectMask(int index)
{
if (painter) painter.activeBrushIndex = index;
RefreshMaskHighlights();
}
private void RefreshMaskHighlights()
{
if (!_panel || !painter) return;
var selector = FindDeep(_panel.transform, MaskSelector);
if (!selector) return;
for (int i = 0; ; i++)
{
var swatch = FindDeep(selector, MaskSwatchPrefix + i);
if (!swatch) break;
var frame = swatch.GetComponent<Image>();
if (frame) frame.color = i == painter.activeBrushIndex ? MaskFrameSelected : MaskFrameUnselected;
}
}
// One sprite per mask texture, reused across rewires (display only - no CPU readback needed).
private static readonly System.Collections.Generic.Dictionary<Texture2D, Sprite> _maskSprites
= new System.Collections.Generic.Dictionary<Texture2D, Sprite>();
private static Sprite MaskSprite(Texture2D tex)
{
if (!tex) return null;
if (_maskSprites.TryGetValue(tex, out var cached) && cached) return cached;
var s = Sprite.Create(tex, new Rect(0f, 0f, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100f);
s.hideFlags = HideFlags.HideAndDontSave;
_maskSprites[tex] = s;
return s;
}
/// <summary>
/// Attaches (idempotently) a <see cref="DraggablePanel"/> to the whole panel so it can be dragged
/// from any of its non-interactive surface (header, padding, labels, background); the component