Files
adminandClaude Opus 4.8 e23fae0c50 Reorganize scripts into subfolders by responsibility
Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 15:02:15 +02:00

158 lines
6.7 KiB
C#

using UnityEngine;
public partial class MeshPainter
{
// --- Spray can brush ---
//
// Instead of one solid stamp, the spray scatters many small dots (random position,
// size and alpha) within the brush footprint. It is implemented by baking those dots
// into a fresh procedural MASK each stamp and then painting that mask with ONE normal
// brush stamp. This reuses the entire seam-bridging / curvature-following / per-channel
// pipeline as-is and costs a single mesh draw per stamp (not one per dot). Because the
// per-dot alpha lives in the mask value, it flows into every channel (albedo, mask map,
// emission) automatically - on both the GPU and CPU backends.
[Header("Brush - spray can")]
[Tooltip("Spray-can mode: scatter random dots (position, size, alpha) within the brush " +
"radius instead of a single solid stamp. The dots are baked into the brush mask, " +
"so this works on all channels and both backends.")]
public bool spray = false;
[Tooltip("Number of dots scattered per stamp.")]
[Range(1, 128)]
public int sprayDots = 24;
[Tooltip("Dot diameter as a fraction of the brush diameter (randomized per dot between min and max).")]
[Range(0.01f, 1f)]
public float sprayDotSizeMin = 0.05f;
[Tooltip("Dot diameter as a fraction of the brush diameter (randomized per dot between min and max).")]
[Range(0.01f, 1f)]
public float sprayDotSizeMax = 0.18f;
[Tooltip("Per-dot opacity (randomized per dot between min and max). Multiplied on top of the channel color's alpha.")]
[Range(0f, 1f)]
public float sprayDotAlphaMin = 0.25f;
[Tooltip("Per-dot opacity (randomized per dot between min and max). Multiplied on top of the channel color's alpha.")]
[Range(0f, 1f)]
public float sprayDotAlphaMax = 1f;
// Resolution of the per-stamp spray mask (square). Small + reused so regenerating it
// every stamp stays cheap.
private const int SprayRes = 128;
private const float SprayDotSoftEdge = 0.4f; // fraction of the dot radius that fades to 0
private Texture2D _sprayTex; // the baked spray mask uploaded to the brush
private Color32[] _sprayPixels; // reused upload buffer
private float[] _sprayOpacity; // reused per-texel opacity (CPU sampling)
// --- Active stamp mask (indirection shared by both backends) ---
// The standard mask cache (_resolvedMask / _maskOpacity / _maskW / _maskH) stays the
// canonical resolved mask used by the preview. _stamp* is what the CURRENT stamp paints
// with - the resolved mask for normal painting, or a fresh spray mask in spray mode.
private Texture2D _stampMask;
private float[] _stampOpacity;
private int _stampW, _stampH;
/// <summary>Points the active stamp mask at the resolved standard mask (normal painting).</summary>
private void UseResolvedStampMask()
{
_stampMask = _resolvedMask;
_stampOpacity = _maskOpacity;
_stampW = _maskW;
_stampH = _maskH;
}
/// <summary>
/// Bakes a fresh random spray pattern into the spray mask and makes it the active stamp
/// mask. Each dot gets a random center inside the brush disc, a random diameter and a
/// random opacity; dots composite by max so overlaps never exceed full opacity.
/// </summary>
private void BuildSprayStampMask()
{
EnsureSprayBuffers();
System.Array.Clear(_sprayOpacity, 0, _sprayOpacity.Length);
int dots = Mathf.Max(1, sprayDots);
float sizeLo = Mathf.Clamp(Mathf.Min(sprayDotSizeMin, sprayDotSizeMax), 0.01f, 1f);
float sizeHi = Mathf.Clamp(Mathf.Max(sprayDotSizeMin, sprayDotSizeMax), 0.01f, 1f);
float alphaLo = Mathf.Clamp01(Mathf.Min(sprayDotAlphaMin, sprayDotAlphaMax));
float alphaHi = Mathf.Clamp01(Mathf.Max(sprayDotAlphaMin, sprayDotAlphaMax));
for (int k = 0; k < dots; k++)
{
// Diameter is a fraction of the brush diameter -> uv radius = fraction * 0.5.
float dotR = Mathf.Max(0.5f / SprayRes, Random.Range(sizeLo, sizeHi) * 0.5f);
float alpha = Random.Range(alphaLo, alphaHi);
// Keep the WHOLE dot inside the brush disc (uv radius 0.5 = the brush radius) so the
// spray footprint matches the normal brush instead of bleeding past it by dotR.
float centerR = Mathf.Max(0f, 0.5f - dotR);
Vector2 c = Random.insideUnitCircle * centerR + new Vector2(0.5f, 0.5f);
SplatDot(c.x, c.y, dotR, alpha);
}
for (int i = 0; i < _sprayOpacity.Length; i++)
{
byte g = (byte)(Mathf.Clamp01(_sprayOpacity[i]) * 255f + 0.5f);
_sprayPixels[i] = new Color32(g, g, g, 255);
}
_sprayTex.SetPixels32(_sprayPixels);
_sprayTex.Apply(false);
_stampMask = _sprayTex;
_stampOpacity = _sprayOpacity;
_stampW = SprayRes;
_stampH = SprayRes;
}
/// <summary>Rasterizes one soft dot (center/radius in uv, value = alpha) into the opacity buffer, compositing by max.</summary>
private void SplatDot(float cx, float cy, float r, float alpha)
{
if (alpha <= 0f) return;
float inner = 1f - SprayDotSoftEdge; // solid core up to this normalized distance, then fade
int minX = Mathf.Max(0, Mathf.FloorToInt((cx - r) * SprayRes));
int maxX = Mathf.Min(SprayRes - 1, Mathf.CeilToInt((cx + r) * SprayRes));
int minY = Mathf.Max(0, Mathf.FloorToInt((cy - r) * SprayRes));
int maxY = Mathf.Min(SprayRes - 1, Mathf.CeilToInt((cy + r) * SprayRes));
float invR = 1f / r;
for (int y = minY; y <= maxY; y++)
{
float vY = (y + 0.5f) / SprayRes;
int row = y * SprayRes;
for (int x = minX; x <= maxX; x++)
{
float vX = (x + 0.5f) / SprayRes;
float dx = vX - cx, dy = vY - cy;
float dist = Mathf.Sqrt(dx * dx + dy * dy) * invR; // 0 = center, 1 = edge
if (dist >= 1f) continue;
float falloff = dist <= inner ? 1f : 1f - Mathf.SmoothStep(inner, 1f, dist);
float val = alpha * falloff;
int idx = row + x;
if (val > _sprayOpacity[idx]) _sprayOpacity[idx] = val;
}
}
}
private void EnsureSprayBuffers()
{
if (_sprayTex) return;
_sprayTex = NewMaskTexture(SprayRes, "MeshPainter_SprayMask");
_sprayPixels = new Color32[SprayRes * SprayRes];
_sprayOpacity = new float[SprayRes * SprayRes];
}
private void TeardownSpray()
{
if (_sprayTex) { Destroy(_sprayTex); _sprayTex = null; }
_sprayPixels = null;
_sprayOpacity = null;
}
}