using UnityEngine;
public partial class MeshPainter
{
// --- Backend selection / switching ---
private void SetupBackend(bool gpu, Color32[][] canonical)
{
// SetupGpu returns false if the shaders are missing and it fell back to CPU; honor
// the real outcome so _gpuActive never claims GPU while _gpu is null (would NRE on
// the next SwitchBackend / paint).
if (gpu)
{
_gpuActive = SetupGpu(canonical);
}
else
{
SetupCpu(canonical);
_gpuActive = false;
}
}
/// Switches the backend at runtime, carrying over all painted maps.
private void SwitchBackend(bool toGpu)
{
var canonical = new Color32[MAP_COUNT][];
for (int mi = 0; mi < MAP_COUNT; mi++) canonical[mi] = ReadCanonical(mi);
if (_gpuActive) TeardownGpu();
else TeardownCpu();
SetupBackend(toGpu, canonical);
_hasLastScreen = false;
Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
}
///
/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
///
private void ReseedCanonical(Color32[][] canonical)
{
if (_gpuActive) TeardownGpu();
else TeardownCpu();
SetupBackend(useGpu, canonical);
_hasLastScreen = false;
}
/// Reads a map from the active backend into canonical (material) layout.
private Color32[] ReadCanonical(int mi)
{
if (_gpuActive)
{
var gm = _gpu[mi];
// MSO: read the packed final mask RT (R=metallic, G=occlusion, A=smoothness).
// Others: the display RT. The mask map is linear data; color maps read sRGB.
if (mi == MAP_MSO) return ReadRtPixels(gm.final, linear: true);
return ReadRtPixels(gm.display, linear: MapIsLinear(mi));
}
return (Color32[])_cpu[mi].pixels.Clone();
}
private static bool MapIsLinear(int mi) => mi == MAP_MSO;
private string[] MapProps(int mi)
{
switch (mi)
{
case MAP_ALBEDO: return new[] { "_BaseMap", "_MainTex" };
// One mask map drives three URP slots: _MetallicGlossMap (R/A) + _OcclusionMap (G) +
// _ParallaxMap (G = occlusion reused as a 0.5-centred height for parallax/relief).
case MAP_MSO: return new[] { "_MetallicGlossMap", "_OcclusionMap", "_ParallaxMap" };
default: return new[] { "_EmissionMap" };
}
}
private void AssignMapTexture(int mi, Texture tex)
{
if (!_materialInstance) return;
foreach (var p in MapProps(mi))
{
int id = Shader.PropertyToID(p);
if (_materialInstance.HasProperty(id)) _materialInstance.SetTexture(id, tex);
}
}
}