Iteration 4 over Assets/Scripts (no component/file splits, no Unity assets touched): Dedup: - Route inline cursor-release, material guards, Ctrl-held and undo/redo input through existing InputUtil / SetMatFloat helpers - Add ungated InputUtil.KeyPressedThisFrame; GameplayKeyPressed builds on it - Unify FindDeep/FindDeepChild into GeometryUtil.FindDeep Dead code / stale docs: - Remove unused code-gen bake path (HsvColorPicker.Build, PaintHud factory) - Drop unreferenced symbols (SubPhaseChanged event, LocalPhaseDuration, IsLocalSceneMain, MouseSensitivity.Changed, IsPaused, InSession, NetworkControlled, PreviousPose, JointCount, voxel-count accessors) - Fix incorrect PlayerRole / PaintHud / Pick / PlayerPose docs Perf / robustness (behaviour-neutral): - ConcealmentMeter.Evaluate: reuse vertex/topology buffers, two-pointer crossing count - BuildMeshCaches: alloc-free vertex copy, cached topology/UVs - Guard all PlayerPaintSync LogSync sites behind logSync - Cache LocalViewerIsHunter / controller / CanShoot / TypingGuard lookups; dedup LocalIsHunter with MatchHud - Change-guard RefreshEmissionColor and HeroCutout.Disarm - Cache scene/countdown string comparisons per frame - Grow NonAlloc buffers and log-once on saturation Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
110 lines
4.1 KiB
C#
110 lines
4.1 KiB
C#
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;
|
|
}
|
|
}
|
|
|
|
/// <summary>Switches the backend at runtime, carrying over all painted maps.</summary>
|
|
private void SwitchBackend(bool toGpu)
|
|
{
|
|
var canonical = new Color32[MAP_COUNT][];
|
|
for (int mi = 0; mi < MAP_COUNT; mi++) canonical[mi] = ReadCanonical(mi);
|
|
|
|
RebuildBackend(toGpu, canonical);
|
|
|
|
Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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).
|
|
/// </summary>
|
|
private void ReseedCanonical(Color32[][] canonical) => RebuildBackend(useGpu, canonical);
|
|
|
|
/// <summary>Tears down the active backend and sets up the requested one on the given maps.</summary>
|
|
private void RebuildBackend(bool gpu, Color32[][] canonical)
|
|
{
|
|
if (_gpuActive) TeardownGpu();
|
|
else TeardownCpu();
|
|
SetupBackend(gpu, canonical);
|
|
_hasLastScreen = false;
|
|
}
|
|
|
|
/// <summary>Seed source for a map: the supplied canonical data when valid, else the material seed.</summary>
|
|
private Color32[] ResolveSeed(int mi, Color32[][] canonical)
|
|
{
|
|
return (canonical != null && canonical[mi] != null && canonical[mi].Length == textureSize * textureSize)
|
|
? canonical[mi] : _seedCanonical[mi];
|
|
}
|
|
|
|
// Backend-agnostic stroke dispatch (GPU vs CPU), shared by local painting and replayed net stamps.
|
|
|
|
private void BeginBackendStroke()
|
|
{
|
|
if (_gpuActive) BeginGpuStroke();
|
|
else ResetCpuDirty();
|
|
}
|
|
|
|
private void DrawBackendStamp(Vector3 pLocal, float radiusLocal, Vector3 u, Vector3 v, Vector3 n)
|
|
{
|
|
if (_gpuActive) DrawBrushGpu(pLocal, radiusLocal, u, v, n);
|
|
else PaintStamp3D(pLocal, radiusLocal, u, v, n);
|
|
}
|
|
|
|
private void EndBackendStroke()
|
|
{
|
|
if (_gpuActive) EndGpuStroke();
|
|
else EndCpuStroke();
|
|
}
|
|
|
|
/// <summary>Reads a map from the active backend into canonical (material) layout.</summary>
|
|
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;
|
|
|
|
// Material slots per map, as pre-hashed IDs (this runs per stroke end - no per-call allocations).
|
|
// MSO: 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).
|
|
private static readonly int[][] MapPropIds =
|
|
{
|
|
new[] { BaseMapId, MainTexId }, // MAP_ALBEDO
|
|
new[] { MetallicGlossMapId, OcclusionMapId, ParallaxMapId }, // MAP_MSO
|
|
new[] { EmissionMapId }, // MAP_EM
|
|
};
|
|
|
|
private void AssignMapTexture(int mi, Texture tex)
|
|
{
|
|
if (!_materialInstance) return;
|
|
foreach (int id in MapPropIds[mi])
|
|
if (_materialInstance.HasProperty(id)) _materialInstance.SetTexture(id, tex);
|
|
}
|
|
}
|