Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
115 lines
4.1 KiB
C#
115 lines
4.1 KiB
C#
using UnityEngine;
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public partial class MeshPainter
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{
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// --- Backend selection / switching ---
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private void SetupBackend(bool gpu, Color32[][] canonical)
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{
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// SetupGpu returns false if the shaders are missing and it fell back to CPU; honor
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// the real outcome so _gpuActive never claims GPU while _gpu is null (would NRE on
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// the next SwitchBackend / paint).
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if (gpu)
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{
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_gpuActive = SetupGpu(canonical);
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}
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else
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{
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SetupCpu(canonical);
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_gpuActive = false;
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}
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}
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/// <summary>Switches the backend at runtime, carrying over all painted maps.</summary>
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private void SwitchBackend(bool toGpu)
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{
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var canonical = new Color32[MAP_COUNT][];
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for (int mi = 0; mi < MAP_COUNT; mi++) canonical[mi] = ReadCanonical(mi);
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RebuildBackend(toGpu, canonical);
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Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
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}
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/// <summary>
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/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
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/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
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/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
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/// </summary>
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private void ReseedCanonical(Color32[][] canonical) => RebuildBackend(useGpu, canonical);
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/// <summary>Tears down the active backend and sets up the requested one on the given maps.</summary>
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private void RebuildBackend(bool gpu, Color32[][] canonical)
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{
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if (_gpuActive) TeardownGpu();
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else TeardownCpu();
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SetupBackend(gpu, canonical);
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_hasLastScreen = false;
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}
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/// <summary>Seed source for a map: the supplied canonical data when valid, else the material seed.</summary>
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private Color32[] ResolveSeed(int mi, Color32[][] canonical)
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{
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return (canonical != null && canonical[mi] != null && canonical[mi].Length == textureSize * textureSize)
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? canonical[mi] : _seedCanonical[mi];
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}
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// Backend-agnostic stroke dispatch (GPU vs CPU), shared by local painting and replayed net stamps.
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private void BeginBackendStroke()
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{
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if (_gpuActive) BeginGpuStroke();
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else ResetCpuDirty();
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}
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private void DrawBackendStamp(Vector3 pLocal, float radiusLocal, Vector3 u, Vector3 v, Vector3 n)
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{
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if (_gpuActive) DrawBrushGpu(pLocal, radiusLocal, u, v, n);
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else PaintStamp3D(pLocal, radiusLocal, u, v, n);
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}
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private void EndBackendStroke()
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{
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if (_gpuActive) EndGpuStroke();
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else EndCpuStroke();
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}
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/// <summary>Reads a map from the active backend into canonical (material) layout.</summary>
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private Color32[] ReadCanonical(int mi)
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{
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if (_gpuActive)
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{
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var gm = _gpu[mi];
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// MSO: read the packed final mask RT (R=metallic, G=occlusion, A=smoothness).
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// Others: the display RT. The mask map is linear data; color maps read sRGB.
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if (mi == MAP_MSO) return ReadRtPixels(gm.final, linear: true);
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return ReadRtPixels(gm.display, linear: MapIsLinear(mi));
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}
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return (Color32[])_cpu[mi].pixels.Clone();
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}
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private static bool MapIsLinear(int mi) => mi == MAP_MSO;
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private string[] MapProps(int mi)
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{
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switch (mi)
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{
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case MAP_ALBEDO: return new[] { "_BaseMap", "_MainTex" };
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// One mask map drives three URP slots: _MetallicGlossMap (R/A) + _OcclusionMap (G) +
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// _ParallaxMap (G = occlusion reused as a 0.5-centred height for parallax/relief).
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case MAP_MSO: return new[] { "_MetallicGlossMap", "_OcclusionMap", "_ParallaxMap" };
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default: return new[] { "_EmissionMap" };
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}
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}
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private void AssignMapTexture(int mi, Texture tex)
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{
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if (!_materialInstance) return;
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foreach (var p in MapProps(mi))
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{
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int id = Shader.PropertyToID(p);
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if (_materialInstance.HasProperty(id)) _materialInstance.SetTexture(id, tex);
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}
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}
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}
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