Replace the 3D sphere brush with a square stamp in the surface tangent plane whose shape and opacity come from a grayscale/alpha mask. Masks are assignable via an inspector list with a live-switchable active index; an empty list falls back to a procedurally generated circle mask that reproduces the previous round brush. - Mask drives opacity (luma * alpha * brushOpacity) via source-over blend instead of a hard threshold cut; gray 0.5 = 50%. - GPU and CPU paths stay identical; non-readable textures are supported on the CPU via GPU blit-readback. - Dilate pass treats any alpha > 0 as painted so soft edges survive seam padding. - Brush alignment enum (Camera/World) plus manual rotation; tangent frame handedness fixed so stamps read upright and unmirrored in both modes.
1002 lines
38 KiB
C#
1002 lines
38 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Live mesh painting in Play mode: paints the brush color onto the mesh texture
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/// with the mouse. Two backends (switchable live via <see cref="useGpu"/>): GPU
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/// shader painting into a RenderTexture (fast, default) and CPU rasterization
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/// (slower, identical result). Both paint seamlessly across UV seams because the
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/// brush is evaluated in 3D local space around the hit point, capturing triangles
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/// on both sides of a seam at once.
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///
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/// The brush is a square stamp in the surface tangent plane whose shape is given by
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/// a grayscale mask texture (white = paint, black = skip, hard threshold). A list of
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/// masks is assignable in the Inspector; if it is empty a procedural circle mask is
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/// used, which reproduces the classic round brush. Attach to the GameObject you want
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/// to paint.
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/// </summary>
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[DisallowMultipleComponent]
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public class MeshPainter : MonoBehaviour
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{
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/// <summary>How the square stamp is oriented around the surface normal.</summary>
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public enum BrushAlignment
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{
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/// <summary>Stamp "up"/"right" follow the camera (projected onto the surface) - natural decal feel.</summary>
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Camera,
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/// <summary>Stamp "up" = world up (projected onto the surface) - stable, does not rotate with the camera.</summary>
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World
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}
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/// <summary>When false, mouse painting is ignored. Toggled by the GameModeManager.</summary>
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public bool PaintingEnabled { get; set; } = true;
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[Header("Backend")]
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[Tooltip("ON = GPU painting (fast), OFF = CPU painting. Can be toggled live in Play mode.")]
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public bool useGpu = true;
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[Header("Brush")]
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[Tooltip("Color used for painting.")]
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public Color brushColor = Color.red;
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[Tooltip("Brush half-extent in texels (= half the square side). Converted into a 3D size per hit.")]
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[Range(1, 256)]
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public int brushSize = 16;
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[Tooltip("Brush masks: the mask value (luminance x alpha) is the per-texel opacity " +
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"(gray = 50%). Empty = built-in circle (= classic round brush). Import grayscale " +
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"masks as Non-Color so midtones map 1:1; alpha-based masks (e.g. soft particles) work too.")]
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public List<Texture2D> brushMasks = new List<Texture2D>();
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[Tooltip("Index of the active mask in the list above. Out of range = built-in circle.")]
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public int activeBrushIndex = 0;
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[Tooltip("How the square stamp is oriented around the surface normal (only matters for non-symmetric masks).")]
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public BrushAlignment brushAlignment = BrushAlignment.Camera;
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[Tooltip("Extra rotation of the stamp around the surface normal, in degrees.")]
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[Range(-180f, 180f)]
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public float brushRotation = 0f;
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[Tooltip("Global opacity multiplier on top of the mask (1 = mask opacity as-is, lower = fainter).")]
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[Range(0f, 1f)]
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public float brushOpacity = 1f;
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[Header("Canvas")]
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[Tooltip("Resolution of the paint texture (square).")]
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public int textureSize = 1024;
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[Tooltip("Base color of the texture at startup (if none exists).")]
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public Color baseColor = Color.white;
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[Tooltip("Edge padding (texels) bled beyond UV island edges so bilinear sampling does not pull in the base color. 0 = off.")]
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[Range(0, 16)]
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public int paddingTexels = 4;
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[Header("Setup")]
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[Tooltip("Camera for the mouse ray. Empty = Camera.main.")]
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public Camera paintCamera;
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[Tooltip("Only for animated meshes: re-bake the collider every frame (expensive!).")]
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public bool updateColliderEveryFrame = false;
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// --- shared references ---
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private Renderer _renderer;
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private SkinnedMeshRenderer _skinned;
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private MeshCollider _collider;
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private Mesh _bakedMesh;
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private Material _materialInstance;
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// Mesh caches (in local/collider space).
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private Vector3[] _verts;
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private int[] _tris;
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private Vector2[] _uvs;
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private Vector3[] _triCenter; // centroid per triangle (CPU culling)
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private float[] _triRadius; // circumscribed radius per triangle (CPU culling)
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private float _avgUvToLocal = 1f; // average UV unit -> local unit
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private bool _hasLastScreen;
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private Vector2 _lastScreen;
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private bool _gpuActive;
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private bool _setupValid;
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// --- CPU backend ---
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private Texture2D _paintTexture;
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private Color32[] _pixels;
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private bool[] _painted; // true = painted by the brush (dilation source)
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private int[] _fillStamp; // per-call marker for padding texels
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private int _dilateStamp; // bumped per call so old padding is not a source
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private readonly List<int> _dilateScratch = new List<int>(512);
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private readonly RaycastHit[] _rayHits = new RaycastHit[32];
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private int _dx0, _dy0, _dx1, _dy1; // dirty rectangle (CPU upload)
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// --- GPU backend ---
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public Shader brushShader; // optional; else Shader.Find("Hidden/MeshPaintBrush")
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public Shader dilateShader; // optional; else Shader.Find("Hidden/MeshPaintDilate")
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private Material _brushMat;
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private Material _dilateMat;
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private RenderTexture _displayRT;
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private RenderTexture _tempRT; // scratch for the dilation blit (ping-pong)
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private bool _drewThisStroke;
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private bool _prevSRGB;
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// --- brush mask (shared) ---
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private Texture2D _proceduralMask; // built-in circle, used when the list is empty/invalid
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private float[] _proceduralOpacity; // cached opacity (luma*alpha) of the procedural mask (CPU)
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private int _procW, _procH;
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private Texture2D _resolvedMask; // currently active mask (user or procedural)
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private float[] _maskOpacity; // opacity (luma*alpha) of the resolved mask (CPU sampling)
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private int _maskW, _maskH;
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private const float ScreenStepPixels = 5f; // interpolation step along mouse movement
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private const int MaxStepsPerFrame = 256; // raycast safeguard for fast movement
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private const float SquareReach = 1.7321f; // sqrt(3): max 3D distance from center to a painted box texel (CPU culling)
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private static readonly int BaseMapId = Shader.PropertyToID("_BaseMap");
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private static readonly int MainTexId = Shader.PropertyToID("_MainTex");
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private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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private static readonly int ColorId = Shader.PropertyToID("_Color");
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private static readonly int BrushColorId = Shader.PropertyToID("_BrushColor");
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private static readonly int BrushCenterId = Shader.PropertyToID("_BrushCenter");
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private static readonly int BrushRadiusId = Shader.PropertyToID("_BrushRadius");
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private static readonly int BrushUId = Shader.PropertyToID("_BrushU");
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private static readonly int BrushVId = Shader.PropertyToID("_BrushV");
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private static readonly int BrushNormalId = Shader.PropertyToID("_BrushNormal");
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private static readonly int MaskTexId = Shader.PropertyToID("_MaskTex");
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private static readonly int BrushOpacityId = Shader.PropertyToID("_BrushOpacity");
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private static readonly int PadId = Shader.PropertyToID("_Pad");
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private void Start()
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{
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if (!paintCamera) paintCamera = Camera.main;
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_renderer = GetComponent<Renderer>();
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_skinned = GetComponent<SkinnedMeshRenderer>();
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if (!_renderer)
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{
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Debug.LogError("[MeshPainter] No Renderer found on this GameObject.", this);
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enabled = false;
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return;
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}
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textureSize = Mathf.Clamp(textureSize, 32, 4096);
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SetupCollider();
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BuildMeshCaches();
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if (_uvs == null || _uvs.Length == 0)
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{
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Debug.LogError("[MeshPainter] Mesh has no UVs - painting not possible.", this);
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enabled = false;
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return;
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}
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// Own material instance so the shared asset is not modified; tint to white
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// so the painted color appears unaltered.
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_materialInstance = _renderer.material;
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if (_materialInstance.HasProperty(BaseColorId)) _materialInstance.SetColor(BaseColorId, Color.white);
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else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
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SetupBackend(useGpu, fromColor32: BuildBaseColors());
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EnsureProceduralMask();
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ResolveActiveMask();
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_setupValid = true;
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Debug.Log($"[MeshPainter] Ready ({(_gpuActive ? "GPU" : "CPU")} painting, seamless). " +
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"Hold the left mouse button and drag over the mesh.", this);
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}
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// --- Setup (shared) ---
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private void SetupCollider()
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{
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_collider = GetComponent<MeshCollider>();
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if (!_collider) _collider = gameObject.AddComponent<MeshCollider>();
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_collider.convex = false; // non-convex provides triangleIndex / textureCoord
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_bakedMesh = new Mesh { name = "MeshPainter_Baked" };
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BakeColliderMesh();
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}
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private void BakeColliderMesh()
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{
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if (_skinned)
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{
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// Static skinned mesh: bake into local coordinates (scale = 1).
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_skinned.BakeMesh(_bakedMesh);
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_collider.sharedMesh = null;
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_collider.sharedMesh = _bakedMesh;
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}
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else
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{
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var mf = GetComponent<MeshFilter>();
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if (mf) _collider.sharedMesh = mf.sharedMesh;
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}
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}
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/// <summary>Reads vertices/triangles/UVs of the collider mesh and computes culling data.</summary>
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private void BuildMeshCaches()
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{
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Mesh m = _collider.sharedMesh;
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if (!m) return;
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_verts = m.vertices;
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_tris = m.triangles;
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_uvs = m.uv;
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// Fallback to the original mesh UVs if the baked mesh dropped them.
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if ((_uvs == null || _uvs.Length != _verts.Length) && _skinned && _skinned.sharedMesh)
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_uvs = _skinned.sharedMesh.uv;
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if (_uvs == null || _uvs.Length != _verts.Length) return;
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int triCount = _tris.Length / 3;
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_triCenter = new Vector3[triCount];
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_triRadius = new float[triCount];
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double sumArea3D = 0.0, sumAreaUv = 0.0;
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for (int t = 0; t < triCount; t++)
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{
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int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
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Vector3 a = _verts[i0], b = _verts[i1], c = _verts[i2];
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Vector3 center = (a + b + c) / 3f;
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_triCenter[t] = center;
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float ra = (a - center).sqrMagnitude;
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float rb = (b - center).sqrMagnitude;
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float rc = (c - center).sqrMagnitude;
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_triRadius[t] = Mathf.Sqrt(Mathf.Max(ra, Mathf.Max(rb, rc)));
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sumArea3D += 0.5 * Vector3.Cross(b - a, c - a).magnitude;
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Vector2 ua = _uvs[i0], ub = _uvs[i1], uc = _uvs[i2];
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sumAreaUv += 0.5 * Mathf.Abs(Cross2D(ub - ua, uc - ua));
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}
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if (sumAreaUv > 1e-9) _avgUvToLocal = (float)System.Math.Sqrt(sumArea3D / sumAreaUv);
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}
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/// <summary>Builds the base-color texels from the existing material texture or baseColor.</summary>
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private Color32[] BuildBaseColors()
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{
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var px = new Color32[textureSize * textureSize];
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Texture sourceTex = null;
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var shared = _renderer.sharedMaterial;
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if (shared)
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{
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if (shared.HasProperty(BaseMapId)) sourceTex = shared.GetTexture(BaseMapId);
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if (!sourceTex && shared.HasProperty(MainTexId)) sourceTex = shared.GetTexture(MainTexId);
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}
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var src = sourceTex as Texture2D;
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if (src)
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{
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try
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{
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if (src.width == textureSize && src.height == textureSize && src.isReadable)
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return src.GetPixels32();
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}
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catch { /* not readable -> fall back to baseColor */ }
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}
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Color32 c = baseColor;
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for (int i = 0; i < px.Length; i++) px[i] = c;
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return px;
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}
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// --- Backend selection / switching ---
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private void SetupBackend(bool gpu, Color32[] fromColor32)
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{
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if (gpu) SetupGpu(fromColor32);
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else SetupCpu(fromColor32);
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_gpuActive = gpu;
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}
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/// <summary>Switches the backend at runtime, carrying over the painted content.</summary>
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private void SwitchBackend(bool toGpu)
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{
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Color32[] current = (_gpuActive ? ReadGpuPixels() : (Color32[])_pixels.Clone());
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if (_gpuActive) TeardownGpu();
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else TeardownCpu();
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SetupBackend(toGpu, current);
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_hasLastScreen = false;
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Debug.Log($"[MeshPainter] Backend switched -> {(toGpu ? "GPU" : "CPU")} painting.", this);
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}
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// --- CPU backend ---
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private void SetupCpu(Color32[] initial)
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{
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_paintTexture = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false)
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{
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name = "MeshPainter_Canvas",
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear
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};
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_pixels = (initial != null && initial.Length == textureSize * textureSize)
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? initial
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: BuildBaseColors();
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_painted = new bool[textureSize * textureSize];
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_fillStamp = new int[textureSize * textureSize];
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_dilateStamp = 0;
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_paintTexture.SetPixels32(_pixels);
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_paintTexture.Apply(false);
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AssignTextureToMaterial(_paintTexture);
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}
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private void TeardownCpu()
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{
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if (_paintTexture) { Destroy(_paintTexture); _paintTexture = null; }
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_pixels = null;
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_painted = null;
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_fillStamp = null;
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}
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// --- GPU backend ---
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private void SetupGpu(Color32[] initial)
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{
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if (!brushShader) brushShader = Shader.Find("Hidden/MeshPaintBrush");
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if (!dilateShader) dilateShader = Shader.Find("Hidden/MeshPaintDilate");
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if (!brushShader || !dilateShader)
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{
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Debug.LogError("[MeshPainter] GPU shaders not found (Hidden/MeshPaintBrush or " +
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"Hidden/MeshPaintDilate). Falling back to CPU painting.", this);
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useGpu = false;
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SetupCpu(initial);
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_gpuActive = false;
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return;
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}
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_brushMat = new Material(brushShader) { hideFlags = HideFlags.HideAndDontSave };
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_dilateMat = new Material(dilateShader) { hideFlags = HideFlags.HideAndDontSave };
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_displayRT = CreateRT("MeshPainter_DisplayRT");
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_tempRT = CreateRT("MeshPainter_TempRT");
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// Seed the display RT. Alpha = 0 marks "unpainted" so the base color is not
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// mistaken for a dilation source.
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var seed = initial ?? BuildBaseColors();
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UploadColorsToRT(seed, _displayRT, paintedAlpha: false);
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AssignTextureToMaterial(_displayRT);
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}
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private void TeardownGpu()
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{
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if (_displayRT) { _displayRT.Release(); Destroy(_displayRT); _displayRT = null; }
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if (_tempRT) { _tempRT.Release(); Destroy(_tempRT); _tempRT = null; }
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if (_brushMat) { Destroy(_brushMat); _brushMat = null; }
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if (_dilateMat) { Destroy(_dilateMat); _dilateMat = null; }
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}
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private RenderTexture CreateRT(string rtName)
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{
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var rt = new RenderTexture(textureSize, textureSize, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB)
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{
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name = rtName,
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear,
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antiAliasing = 1,
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useMipMap = false,
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autoGenerateMips = false
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};
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rt.Create();
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return rt;
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}
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/// <summary>Writes Color32 data into a RenderTexture via a temporary texture.</summary>
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private void UploadColorsToRT(Color32[] colors, RenderTexture rt, bool paintedAlpha)
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{
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var tmp = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false);
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// Alpha marks painted (255) vs unpainted (0) for the dilation pass.
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if (paintedAlpha)
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{
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for (int i = 0; i < colors.Length; i++) colors[i].a = 255;
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}
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else
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{
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for (int i = 0; i < colors.Length; i++) colors[i].a = 0;
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}
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tmp.SetPixels32(colors);
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tmp.Apply(false);
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Graphics.Blit(tmp, rt);
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Destroy(tmp);
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}
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/// <summary>Reads the display RT back as Color32 (for the backend switch).</summary>
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private Color32[] ReadGpuPixels()
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{
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var prev = RenderTexture.active;
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RenderTexture.active = _displayRT;
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var tex = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, false);
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tex.ReadPixels(new Rect(0, 0, textureSize, textureSize), 0, 0, false);
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tex.Apply(false);
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RenderTexture.active = prev;
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var px = tex.GetPixels32();
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Destroy(tex);
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return px;
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}
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// --- Material ---
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private void AssignTextureToMaterial(Texture tex)
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{
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if (!_materialInstance) return;
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if (_materialInstance.HasProperty(BaseMapId)) _materialInstance.SetTexture(BaseMapId, tex);
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if (_materialInstance.HasProperty(MainTexId)) _materialInstance.SetTexture(MainTexId, tex);
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}
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// --- Brush mask ---
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/// <summary>Builds the built-in circle mask (white inscribed circle on black), used when no mask is assigned.</summary>
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private void EnsureProceduralMask()
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{
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if (_proceduralMask) return;
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const int s = 256;
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_proceduralMask = new Texture2D(s, s, TextureFormat.RGBA32, false, true) // linear: raw mask values
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{
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name = "MeshPainter_CircleMask",
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear,
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hideFlags = HideFlags.HideAndDontSave
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};
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var px = new Color32[s * s];
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_proceduralOpacity = new float[s * s];
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float half = (s - 1) * 0.5f;
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for (int y = 0; y < s; y++)
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{
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for (int x = 0; x < s; x++)
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{
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float nx = (x - half) / half;
|
|
float ny = (y - half) / half;
|
|
bool inside = nx * nx + ny * ny <= 1f;
|
|
byte v = inside ? (byte)255 : (byte)0;
|
|
int idx = y * s + x;
|
|
px[idx] = new Color32(v, v, v, 255);
|
|
_proceduralOpacity[idx] = inside ? 1f : 0f;
|
|
}
|
|
}
|
|
_proceduralMask.SetPixels32(px);
|
|
_proceduralMask.Apply(false);
|
|
_procW = s;
|
|
_procH = s;
|
|
}
|
|
|
|
/// <summary>Picks the active mask (list entry or procedural circle) and refreshes the CPU luminance cache on change.</summary>
|
|
private void ResolveActiveMask()
|
|
{
|
|
Texture2D desired = null;
|
|
if (brushMasks != null && activeBrushIndex >= 0 && activeBrushIndex < brushMasks.Count)
|
|
desired = brushMasks[activeBrushIndex];
|
|
if (!desired) desired = _proceduralMask;
|
|
|
|
if (desired == _resolvedMask) return;
|
|
_resolvedMask = desired;
|
|
|
|
if (_resolvedMask == _proceduralMask)
|
|
{
|
|
_maskOpacity = _proceduralOpacity;
|
|
_maskW = _procW;
|
|
_maskH = _procH;
|
|
return;
|
|
}
|
|
|
|
// User mask: cache opacity (luma*alpha) for the CPU backend so it matches the GPU.
|
|
// Non-readable textures are read back via the GPU (so even built-ins like
|
|
// Default-Particle work on the CPU path, not just the GPU one).
|
|
var px = ReadMaskPixels(_resolvedMask, out int w, out int h);
|
|
_maskW = w;
|
|
_maskH = h;
|
|
_maskOpacity = new float[px.Length];
|
|
for (int i = 0; i < px.Length; i++)
|
|
{
|
|
Color32 p = px[i];
|
|
float luma = (0.299f * p.r + 0.587f * p.g + 0.114f * p.b) / 255f;
|
|
_maskOpacity[i] = luma * (p.a / 255f);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads a mask texture's pixels. Readable textures are read directly (correct
|
|
/// orientation, matches GPU tex2D); non-readable ones are blitted to a temp RT and
|
|
/// read back, so any texture (incl. built-ins without Read/Write) works on the CPU.
|
|
/// </summary>
|
|
private static Color32[] ReadMaskPixels(Texture2D tex, out int w, out int h)
|
|
{
|
|
w = tex.width;
|
|
h = tex.height;
|
|
if (tex.isReadable) return tex.GetPixels32();
|
|
|
|
var tmp = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
|
|
var prev = RenderTexture.active;
|
|
Graphics.Blit(tex, tmp);
|
|
RenderTexture.active = tmp;
|
|
var readTex = new Texture2D(w, h, TextureFormat.RGBA32, false, true);
|
|
readTex.ReadPixels(new Rect(0, 0, w, h), 0, 0, false);
|
|
readTex.Apply(false);
|
|
RenderTexture.active = prev;
|
|
RenderTexture.ReleaseTemporary(tmp);
|
|
var px = readTex.GetPixels32();
|
|
Destroy(readTex);
|
|
return px;
|
|
}
|
|
|
|
/// <summary>Bilinear sample of the resolved mask opacity at uv in [0,1]. Returns 1 (full) if no mask.</summary>
|
|
private float SampleMaskOpacity(float u, float v)
|
|
{
|
|
if (_maskOpacity == null || _maskW <= 0 || _maskH <= 0) return 1f;
|
|
|
|
float fx = Mathf.Clamp01(u) * (_maskW - 1);
|
|
float fy = Mathf.Clamp01(v) * (_maskH - 1);
|
|
int x0 = Mathf.FloorToInt(fx);
|
|
int y0 = Mathf.FloorToInt(fy);
|
|
int x1 = Mathf.Min(x0 + 1, _maskW - 1);
|
|
int y1 = Mathf.Min(y0 + 1, _maskH - 1);
|
|
float tx = fx - x0;
|
|
float ty = fy - y0;
|
|
|
|
float l00 = _maskOpacity[y0 * _maskW + x0];
|
|
float l10 = _maskOpacity[y0 * _maskW + x1];
|
|
float l01 = _maskOpacity[y1 * _maskW + x0];
|
|
float l11 = _maskOpacity[y1 * _maskW + x1];
|
|
|
|
float a = Mathf.Lerp(l00, l10, tx);
|
|
float b = Mathf.Lerp(l01, l11, tx);
|
|
return Mathf.Lerp(a, b, ty);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds an orthonormal tangent frame (u = right, v = up) for the stamp at a hit
|
|
/// with the given local-space surface normal, honoring the alignment mode and the
|
|
/// manual rotation. u/v span the tangent plane; the mask is sampled along them.
|
|
/// </summary>
|
|
private void ComputeBrushFrame(Vector3 nLocal, out Vector3 u, out Vector3 v)
|
|
{
|
|
nLocal = nLocal.normalized;
|
|
|
|
if (brushAlignment == BrushAlignment.Camera && paintCamera)
|
|
{
|
|
// Stamp horizontal follows the camera: u = camera right projected onto the surface.
|
|
Vector3 camRight = transform.InverseTransformDirection(paintCamera.transform.right);
|
|
u = ProjectOntoPlane(camRight, nLocal);
|
|
if (u.sqrMagnitude < 1e-8f)
|
|
{
|
|
Vector3 camUp = transform.InverseTransformDirection(paintCamera.transform.up);
|
|
u = ProjectOntoPlane(camUp, nLocal);
|
|
if (u.sqrMagnitude < 1e-8f) u = AnyTangent(nLocal);
|
|
}
|
|
u.Normalize();
|
|
// up = right x n, so the frame reads correctly when viewed from the front
|
|
// (normal toward the camera): u x v = -n. Using n x u would flip v -> upside down.
|
|
v = Vector3.Cross(u, nLocal).normalized;
|
|
}
|
|
else
|
|
{
|
|
// Stamp vertical = world up projected onto the surface.
|
|
Vector3 worldUp = transform.InverseTransformDirection(Vector3.up);
|
|
v = ProjectOntoPlane(worldUp, nLocal);
|
|
if (v.sqrMagnitude < 1e-8f) v = AnyTangent(nLocal);
|
|
v.Normalize();
|
|
// right = n x up (front-readable: u x v = -n). Using up x n would mirror u.
|
|
u = Vector3.Cross(nLocal, v).normalized;
|
|
}
|
|
|
|
if (Mathf.Abs(brushRotation) > 1e-4f)
|
|
{
|
|
Quaternion q = Quaternion.AngleAxis(brushRotation, nLocal);
|
|
u = q * u;
|
|
v = q * v;
|
|
}
|
|
}
|
|
|
|
private static Vector3 ProjectOntoPlane(Vector3 dir, Vector3 normal)
|
|
=> dir - normal * Vector3.Dot(dir, normal);
|
|
|
|
private static Vector3 AnyTangent(Vector3 n)
|
|
{
|
|
Vector3 t = Vector3.Cross(n, Vector3.right);
|
|
if (t.sqrMagnitude < 1e-6f) t = Vector3.Cross(n, Vector3.up);
|
|
return t.normalized;
|
|
}
|
|
|
|
// --- Update / input ---
|
|
|
|
private void Update()
|
|
{
|
|
if (!_setupValid) return;
|
|
|
|
if (useGpu != _gpuActive) SwitchBackend(useGpu);
|
|
|
|
// Painting disabled by the game mode (e.g. player-control mode): do nothing.
|
|
if (!PaintingEnabled)
|
|
{
|
|
_hasLastScreen = false;
|
|
return;
|
|
}
|
|
|
|
if (updateColliderEveryFrame && _skinned)
|
|
{
|
|
BakeColliderMesh();
|
|
BuildMeshCaches();
|
|
}
|
|
|
|
ResolveActiveMask();
|
|
|
|
if (!TryGetMouse(out bool pressed, out Vector2 screenPos))
|
|
return;
|
|
|
|
if (!pressed)
|
|
{
|
|
_hasLastScreen = false;
|
|
return;
|
|
}
|
|
|
|
if (!paintCamera) return;
|
|
|
|
if (_gpuActive) BeginGpuStroke();
|
|
else { _dx0 = textureSize; _dy0 = textureSize; _dx1 = -1; _dy1 = -1; }
|
|
|
|
if (_hasLastScreen)
|
|
{
|
|
// Interpolate along the mouse movement and re-raycast at each step so the
|
|
// stroke follows the mesh surface.
|
|
float dist = Vector2.Distance(_lastScreen, screenPos);
|
|
int steps = Mathf.Clamp(Mathf.CeilToInt(dist / ScreenStepPixels), 1, MaxStepsPerFrame);
|
|
for (int s = 1; s <= steps; s++)
|
|
PaintAtScreen(Vector2.Lerp(_lastScreen, screenPos, s / (float)steps));
|
|
}
|
|
else
|
|
{
|
|
PaintAtScreen(screenPos);
|
|
}
|
|
|
|
if (_gpuActive) EndGpuStroke();
|
|
else
|
|
{
|
|
if (paddingTexels > 0) DilatePadding(paddingTexels);
|
|
FlushDirty();
|
|
}
|
|
|
|
_lastScreen = screenPos;
|
|
_hasLastScreen = true;
|
|
}
|
|
|
|
/// <summary>Raycasts at a screen position and stamps the masked square brush onto the mesh hit point.</summary>
|
|
private void PaintAtScreen(Vector2 screenPos)
|
|
{
|
|
Ray ray = paintCamera.ScreenPointToRay(screenPos);
|
|
|
|
// Pick the nearest hit that belongs to the paint mesh. A plain raycast would
|
|
// return only the closest collider, so anything in front of the mesh (the
|
|
// player capsule, props, the camera-collision proxy) could block painting.
|
|
int hitCount = Physics.RaycastNonAlloc(ray, _rayHits, 1000f, ~0, QueryTriggerInteraction.Ignore);
|
|
RaycastHit hit = default;
|
|
float nearest = float.MaxValue;
|
|
bool found = false;
|
|
for (int i = 0; i < hitCount; i++)
|
|
{
|
|
if (_rayHits[i].collider != _collider) continue;
|
|
if (_rayHits[i].distance < nearest)
|
|
{
|
|
nearest = _rayHits[i].distance;
|
|
hit = _rayHits[i];
|
|
found = true;
|
|
}
|
|
}
|
|
if (!found) return;
|
|
if (_verts == null || hit.triangleIndex < 0) return;
|
|
|
|
Vector3 pLocal = transform.InverseTransformPoint(hit.point);
|
|
|
|
// Convert the brush radius (texels) into a local 3D radius using the hit
|
|
// triangle's UV density so the brush keeps a constant visual size.
|
|
float scale = _avgUvToLocal;
|
|
int t = hit.triangleIndex;
|
|
if (t * 3 + 2 < _tris.Length)
|
|
{
|
|
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
|
|
float area3D = 0.5f * Vector3.Cross(_verts[i1] - _verts[i0], _verts[i2] - _verts[i0]).magnitude;
|
|
float areaUv = 0.5f * Mathf.Abs(Cross2D(_uvs[i1] - _uvs[i0], _uvs[i2] - _uvs[i0]));
|
|
if (areaUv > 1e-9f)
|
|
{
|
|
float s = Mathf.Sqrt(area3D / areaUv);
|
|
scale = Mathf.Clamp(s, _avgUvToLocal * 0.25f, _avgUvToLocal * 4f); // guard degenerate UVs
|
|
}
|
|
}
|
|
|
|
float radiusLocal = (brushSize / (float)textureSize) * scale;
|
|
if (radiusLocal <= 0f) return;
|
|
|
|
// Tangent-plane frame for the square stamp / mask projection.
|
|
Vector3 nLocal = transform.InverseTransformDirection(hit.normal);
|
|
ComputeBrushFrame(nLocal, out Vector3 u, out Vector3 v);
|
|
nLocal = nLocal.normalized;
|
|
|
|
if (_gpuActive) DrawBrushGpu(pLocal, radiusLocal, u, v, nLocal);
|
|
else PaintStamp3D(pLocal, radiusLocal, u, v, nLocal);
|
|
}
|
|
|
|
// --- GPU painting ---
|
|
|
|
private void BeginGpuStroke()
|
|
{
|
|
_drewThisStroke = false;
|
|
_prevSRGB = GL.sRGBWrite;
|
|
GL.sRGBWrite = true; // correct sRGB encoding when writing into the sRGB RT
|
|
Graphics.SetRenderTarget(_displayRT);
|
|
_brushMat.SetColor(BrushColorId, brushColor);
|
|
_brushMat.SetTexture(MaskTexId, _resolvedMask);
|
|
_brushMat.SetFloat(BrushOpacityId, Mathf.Clamp01(brushOpacity));
|
|
}
|
|
|
|
private void DrawBrushGpu(Vector3 pLocal, float radiusLocal, Vector3 u, Vector3 v, Vector3 n)
|
|
{
|
|
_brushMat.SetVector(BrushCenterId, pLocal);
|
|
_brushMat.SetFloat(BrushRadiusId, radiusLocal);
|
|
_brushMat.SetVector(BrushUId, u);
|
|
_brushMat.SetVector(BrushVId, v);
|
|
_brushMat.SetVector(BrushNormalId, n);
|
|
if (!_brushMat.SetPass(0)) return;
|
|
|
|
int sub = _bakedMesh.subMeshCount;
|
|
for (int i = 0; i < sub; i++)
|
|
Graphics.DrawMeshNow(_bakedMesh, Matrix4x4.identity, i);
|
|
|
|
_drewThisStroke = true;
|
|
}
|
|
|
|
private void EndGpuStroke()
|
|
{
|
|
Graphics.SetRenderTarget(null);
|
|
|
|
// Edge padding against UV seams: dilate the display RT into _tempRT, then swap.
|
|
if (_drewThisStroke && paddingTexels > 0)
|
|
{
|
|
_dilateMat.SetInt(PadId, paddingTexels);
|
|
Graphics.Blit(_displayRT, _tempRT, _dilateMat, 0);
|
|
|
|
var swap = _displayRT; _displayRT = _tempRT; _tempRT = swap;
|
|
AssignTextureToMaterial(_displayRT);
|
|
}
|
|
|
|
GL.sRGBWrite = _prevSRGB;
|
|
}
|
|
|
|
// --- CPU painting (rasterization + dilation) ---
|
|
|
|
/// <summary>
|
|
/// Paints a square stamp in the surface tangent plane: rasterizes triangles in
|
|
/// range and blends every texel whose 3D position lies inside the box (|du|,|dv|,
|
|
/// |dn| <= radius) over the canvas, weighted by the mask opacity. Mirrors the
|
|
/// GPU brush shader (mask value = per-texel opacity, gray = 50%).
|
|
/// </summary>
|
|
private void PaintStamp3D(Vector3 pLocal, float radiusLocal, Vector3 u, Vector3 v, Vector3 n)
|
|
{
|
|
float br = brushColor.r * 255f, bg = brushColor.g * 255f, bb = brushColor.b * 255f;
|
|
float globalOpacity = Mathf.Clamp01(brushOpacity);
|
|
float invR = 1f / radiusLocal;
|
|
int triCount = _tris.Length / 3;
|
|
float ts = textureSize;
|
|
|
|
for (int t = 0; t < triCount; t++)
|
|
{
|
|
// Fast culling: stamp box (corner reach = sqrt(3)*radius) vs. the triangle's circumscribed circle.
|
|
float reach = radiusLocal * SquareReach + _triRadius[t];
|
|
if ((_triCenter[t] - pLocal).sqrMagnitude > reach * reach) continue;
|
|
|
|
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
|
|
Vector3 v0 = _verts[i0], v1 = _verts[i1], v2 = _verts[i2];
|
|
Vector2 uv0 = _uvs[i0], uv1 = _uvs[i1], uv2 = _uvs[i2];
|
|
|
|
// UV -> pixel.
|
|
float p0x = uv0.x * ts, p0y = uv0.y * ts;
|
|
float p1x = uv1.x * ts, p1y = uv1.y * ts;
|
|
float p2x = uv2.x * ts, p2y = uv2.y * ts;
|
|
|
|
int minX = Mathf.Clamp(Mathf.FloorToInt(Mathf.Min(p0x, Mathf.Min(p1x, p2x))), 0, textureSize - 1);
|
|
int maxX = Mathf.Clamp(Mathf.CeilToInt(Mathf.Max(p0x, Mathf.Max(p1x, p2x))), 0, textureSize - 1);
|
|
int minY = Mathf.Clamp(Mathf.FloorToInt(Mathf.Min(p0y, Mathf.Min(p1y, p2y))), 0, textureSize - 1);
|
|
int maxY = Mathf.Clamp(Mathf.CeilToInt(Mathf.Max(p0y, Mathf.Max(p1y, p2y))), 0, textureSize - 1);
|
|
if (maxX < minX || maxY < minY) continue;
|
|
|
|
// Barycentric denominator.
|
|
float d = (p1y - p2y) * (p0x - p2x) + (p2x - p1x) * (p0y - p2y);
|
|
if (Mathf.Abs(d) < 1e-7f) continue;
|
|
float invD = 1f / d;
|
|
|
|
const float eps = -1e-4f; // tolerance against 1px cracks between triangles
|
|
|
|
for (int y = minY; y <= maxY; y++)
|
|
{
|
|
float py = y + 0.5f;
|
|
int rowStart = y * textureSize;
|
|
for (int x = minX; x <= maxX; x++)
|
|
{
|
|
float px = x + 0.5f;
|
|
|
|
float a = ((p1y - p2y) * (px - p2x) + (p2x - p1x) * (py - p2y)) * invD;
|
|
if (a < eps) continue;
|
|
float b = ((p2y - p0y) * (px - p2x) + (p0x - p2x) * (py - p2y)) * invD;
|
|
if (b < eps) continue;
|
|
float c = 1f - a - b;
|
|
if (c < eps) continue;
|
|
|
|
// 3D position of the texel via barycentric interpolation.
|
|
float wx = a * v0.x + b * v1.x + c * v2.x;
|
|
float wy = a * v0.y + b * v1.y + c * v2.y;
|
|
float wz = a * v0.z + b * v1.z + c * v2.z;
|
|
|
|
// Project the offset onto the stamp frame (right/up/normal).
|
|
float ddx = wx - pLocal.x, ddy = wy - pLocal.y, ddz = wz - pLocal.z;
|
|
float du = ddx * u.x + ddy * u.y + ddz * u.z;
|
|
float dv = ddx * v.x + ddy * v.y + ddz * v.z;
|
|
float dn = ddx * n.x + ddy * n.y + ddz * n.z;
|
|
if (du < -radiusLocal || du > radiusLocal) continue;
|
|
if (dv < -radiusLocal || dv > radiusLocal) continue;
|
|
if (dn < -radiusLocal || dn > radiusLocal) continue;
|
|
|
|
// Mask -> opacity, then source-over blend (matches the GPU path).
|
|
float mu = du * invR * 0.5f + 0.5f;
|
|
float mv = dv * invR * 0.5f + 0.5f;
|
|
float opacity = SampleMaskOpacity(mu, mv) * globalOpacity;
|
|
if (opacity <= 0f) continue;
|
|
|
|
int idx = rowStart + x;
|
|
Color32 dst = _pixels[idx];
|
|
float it = 1f - opacity;
|
|
_pixels[idx] = new Color32(
|
|
(byte)(dst.r * it + br * opacity),
|
|
(byte)(dst.g * it + bg * opacity),
|
|
(byte)(dst.b * it + bb * opacity),
|
|
255);
|
|
_painted[idx] = true;
|
|
|
|
if (x < _dx0) _dx0 = x;
|
|
if (x > _dx1) _dx1 = x;
|
|
if (y < _dy0) _dy0 = y;
|
|
if (y > _dy1) _dy1 = y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// CPU edge padding against UV seams: bleeds the freshly painted colors outward
|
|
/// by 'pad' texels. The dilation source is only brush-painted texels (_painted).
|
|
/// </summary>
|
|
private void DilatePadding(int pad)
|
|
{
|
|
if (_dx1 < _dx0 || _dy1 < _dy0) return; // nothing painted
|
|
|
|
int x0 = Mathf.Max(0, _dx0 - pad);
|
|
int y0 = Mathf.Max(0, _dy0 - pad);
|
|
int x1 = Mathf.Min(textureSize - 1, _dx1 + pad);
|
|
int y1 = Mathf.Min(textureSize - 1, _dy1 + pad);
|
|
|
|
_dilateStamp++;
|
|
|
|
for (int iter = 0; iter < pad; iter++)
|
|
{
|
|
_dilateScratch.Clear();
|
|
|
|
for (int y = y0; y <= y1; y++)
|
|
{
|
|
int row = y * textureSize;
|
|
for (int x = x0; x <= x1; x++)
|
|
{
|
|
int idx = row + x;
|
|
if (_painted[idx] || _fillStamp[idx] == _dilateStamp) continue;
|
|
|
|
if (TryFindPaddingSource(x, y, out Color32 c))
|
|
{
|
|
_pixels[idx] = c;
|
|
_dilateScratch.Add(idx);
|
|
|
|
if (x < _dx0) _dx0 = x;
|
|
if (x > _dx1) _dx1 = x;
|
|
if (y < _dy0) _dy0 = y;
|
|
if (y > _dy1) _dy1 = y;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int k = 0; k < _dilateScratch.Count; k++)
|
|
_fillStamp[_dilateScratch[k]] = _dilateStamp;
|
|
|
|
if (_dilateScratch.Count == 0) break;
|
|
}
|
|
}
|
|
|
|
/// <summary>Searches the 8-neighborhood for a source texel (painted or already padded) and returns its color.</summary>
|
|
private bool TryFindPaddingSource(int x, int y, out Color32 col)
|
|
{
|
|
for (int oy = -1; oy <= 1; oy++)
|
|
{
|
|
int ny = y + oy;
|
|
if (ny < 0 || ny >= textureSize) continue;
|
|
int nrow = ny * textureSize;
|
|
for (int ox = -1; ox <= 1; ox++)
|
|
{
|
|
if (ox == 0 && oy == 0) continue;
|
|
int nx = x + ox;
|
|
if (nx < 0 || nx >= textureSize) continue;
|
|
int nidx = nrow + nx;
|
|
if (_painted[nidx] || _fillStamp[nidx] == _dilateStamp)
|
|
{
|
|
col = _pixels[nidx];
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
col = default;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>Uploads only the region changed this frame to the GPU once (CPU backend).</summary>
|
|
private void FlushDirty()
|
|
{
|
|
if (_dx1 < _dx0 || _dy1 < _dy0) return; // nothing painted
|
|
|
|
int bw = _dx1 - _dx0 + 1;
|
|
int bh = _dy1 - _dy0 + 1;
|
|
var block = new Color32[bw * bh];
|
|
for (int y = 0; y < bh; y++)
|
|
System.Array.Copy(_pixels, (_dy0 + y) * textureSize + _dx0, block, y * bw, bw);
|
|
|
|
_paintTexture.SetPixels32(_dx0, _dy0, bw, bh, block);
|
|
_paintTexture.Apply(false);
|
|
}
|
|
|
|
// --- Helpers ---
|
|
|
|
private static float Cross2D(Vector2 a, Vector2 b) => a.x * b.y - a.y * b.x;
|
|
|
|
private bool TryGetMouse(out bool pressed, out Vector2 screenPos)
|
|
{
|
|
pressed = false;
|
|
screenPos = Vector2.zero;
|
|
#if ENABLE_INPUT_SYSTEM
|
|
var mouse = Mouse.current;
|
|
if (mouse != null)
|
|
{
|
|
pressed = mouse.leftButton.isPressed;
|
|
screenPos = mouse.position.ReadValue();
|
|
return true;
|
|
}
|
|
#endif
|
|
#if ENABLE_LEGACY_INPUT_MANAGER
|
|
pressed = Input.GetMouseButton(0);
|
|
screenPos = Input.mousePosition;
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
if (_bakedMesh) Destroy(_bakedMesh);
|
|
if (_materialInstance) Destroy(_materialInstance);
|
|
if (_proceduralMask) Destroy(_proceduralMask);
|
|
TeardownCpu();
|
|
TeardownGpu();
|
|
}
|
|
}
|