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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
/* VertexPainterWindow
* - Jason Booth
*
* Uses Unity 5.0+ MeshRenderer.additionalVertexStream so that you can paint per-instance vertex colors on your meshes.
* A component is added to your mesh to serialize this data and set it at load time. This is more effecient than making
* duplicate meshes, and certainly less painful than saving them as separate asset files on disk. However, if you only have
* one copy of the vertex information in your game and want to burn it into the original mesh, you can use the save feature
* to save a new version of your mesh with the data burned into the verticies, avoiding the need for the runtime component.
*
* In other words, bake it if you need to instance the paint job - however, if you want tons of the same instances painted
* uniquely in your scene, keep the component version and skip the baking..
*
* One possible optimization is to have the component free the array after updating the mesh when in play mode..
*
* Also supports burning data into the UV channels, in case you want some additional channels to work with, which also
* happen to be full 32bit floats. You can set a viewable range; so if your floats go from 0-120, it will remap it to
* 0-1 for display in the shader. That way you can always see your values, even when they go out of color ranges.
*
* Note that as of this writing Unity has a bug in the additionalVertexStream function. The docs claim the data applied here
* will supply or overwrite the data in the mesh, however, this is not true. Rather, it will only replace the data that's
* there - if your mesh has no color information, it will not upload the color data in additionalVertexStream, which is sad
* because the original mesh doesn't need this data. As a workaround, if your mesh does not have color channels on the verts,
* they will be created for you.
*
* There is another bug in additionalVertexStream, in that the mesh keeps disapearing in edit mode. So the component
* which holds the data caches the mesh and keeps assigning it in the Update call, but only when running in the editor
* and not in play mode.
*
* Really, the additionalVertexStream mesh should be owned by the MeshRenderer and saved as part of the objects instance
* data. That's essentially what the VertexInstaceStream component does, but it's annoying and wasteful of memory to do
* it this way since it doesn't need to be on the CPU at all. Enlighten somehow does this with the UVs it generates
* this way, but appears to be handled specially. Oh, Unity..
*/
namespace JBooth.VertexPainterPro
{
public partial class VertexPainterWindow : EditorWindow
{
enum Tab
{
Paint = 0,
Deform,
Flow,
Utility,
Custom
}
string[] tabNames =
{
"Paint",
"Deform",
"Flow",
"Utility",
"Custom"
};
static string sSwatchKey = "VertexPainter_Swatches";
ColorSwatches swatches = null;
#if __MEGASPLAT__
Tab tab = Tab.Custom;
#else
Tab tab = Tab.Paint;
#endif
bool hideMeshWireframe = false;
bool DrawClearButton(string label)
{
if (GUILayout.Button(label, GUILayout.Width(46)))
{
return (EditorUtility.DisplayDialog("Confirm", "Clear " + label + " data?", "ok", "cancel"));
}
return false;
}
static Dictionary<string, bool> rolloutStates = new Dictionary<string, bool>();
static GUIStyle rolloutStyle;
public static bool DrawRollup(string text, bool defaultState = true, bool inset = false)
{
if (rolloutStyle == null)
{
rolloutStyle = GUI.skin.box;
rolloutStyle.normal.textColor = EditorGUIUtility.isProSkin ? Color.white : Color.black;
}
GUI.contentColor = EditorGUIUtility.isProSkin ? Color.white : Color.black;
if (inset == true)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.GetControlRect(GUILayout.Width(40));
}
if (!rolloutStates.ContainsKey(text))
{
rolloutStates[text] = defaultState;
}
if (GUILayout.Button(text, rolloutStyle, new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)}))
{
rolloutStates[text] = !rolloutStates[text];
}
if (inset == true)
{
EditorGUILayout.GetControlRect(GUILayout.Width(40));
EditorGUILayout.EndHorizontal();
}
return rolloutStates[text];
}
Vector2 scroll;
void OnGUI()
{
if (Selection.activeGameObject == null)
{
EditorGUILayout.LabelField("No objects selected. Please select an object with a MeshFilter and Renderer");
return;
}
if (swatches == null)
{
swatches = ColorSwatches.CreateInstance<ColorSwatches>();
if (EditorPrefs.HasKey(sSwatchKey))
{
JsonUtility.FromJsonOverwrite(EditorPrefs.GetString(sSwatchKey), swatches);
}
if (swatches == null)
{
swatches = ColorSwatches.CreateInstance<ColorSwatches>();
EditorPrefs.SetString(sSwatchKey, JsonUtility.ToJson(swatches, false));
}
}
DrawChannelGUI();
var ot = tab;
tab = (Tab)GUILayout.Toolbar((int)tab, tabNames);
if (ot != tab)
{
UpdateDisplayMode();
}
if (tab == Tab.Paint)
{
scroll = EditorGUILayout.BeginScrollView(scroll);
DrawPaintGUI();
}
else if (tab == Tab.Deform)
{
scroll = EditorGUILayout.BeginScrollView(scroll);
DrawDeformGUI();
}
else if (tab == Tab.Flow)
{
scroll = EditorGUILayout.BeginScrollView(scroll);
DrawFlowGUI();
}
else if (tab == Tab.Utility)
{
scroll = EditorGUILayout.BeginScrollView(scroll);
DrawUtilityGUI();
}
else if (tab == Tab.Custom)
{
DrawCustomGUI();
}
EditorGUILayout.EndScrollView();
}
void DrawChannelGUI()
{
EditorGUILayout.Separator();
GUI.skin.box.normal.textColor = Color.white;
if (DrawRollup("Vertex Painter"))
{
bool oldEnabled = enabled;
enabled = GUILayout.Toggle(enabled, "Active (ESC)");
if (enabled != oldEnabled)
{
InitMeshes();
UpdateDisplayMode();
}
var oldShow = showVertexShader;
EditorGUILayout.BeginHorizontal();
showVertexShader = GUILayout.Toggle(showVertexShader, "Show Vertex Data (ctrl-V)");
if (oldShow != showVertexShader)
{
UpdateDisplayMode();
}
bool emptyStreams = false;
for (int i = 0; i < jobs.Length; ++i)
{
if (!jobs[i].HasStream())
emptyStreams = true;
}
EditorGUILayout.EndHorizontal();
if (emptyStreams)
{
if (GUILayout.Button("Add Streams"))
{
for (int i = 0; i < jobs.Length; ++i)
{
jobs[i].EnforceStream();
}
UpdateDisplayMode();
}
}
brushVisualization = (BrushVisualization)EditorGUILayout.EnumPopup("Brush Visualization", brushVisualization);
EditorGUILayout.BeginHorizontal();
showVertexPoints = GUILayout.Toggle(showVertexPoints, "Show Brush Influence");
showVertexSize = EditorGUILayout.Slider(showVertexSize, 0.2f, 10);
showVertexColor = EditorGUILayout.ColorField(showVertexColor, GUILayout.Width(40));
showNormals = GUILayout.Toggle(showNormals, "N");
showTangents = GUILayout.Toggle(showTangents, "T");
EditorGUILayout.EndHorizontal();
bool oldHideMeshWireframe = hideMeshWireframe;
hideMeshWireframe = !GUILayout.Toggle(!hideMeshWireframe, "Show Wireframe (ctrl-W)");
if (hideMeshWireframe != oldHideMeshWireframe)
{
for (int i = 0; i < jobs.Length; ++i)
{
SetWireframeDisplay(jobs[i].renderer, hideMeshWireframe);
}
}
bool hasColors = false;
bool hasUV0 = false;
bool hasUV1 = false;
bool hasUV2 = false;
bool hasUV3 = false;
bool hasPositions = false;
bool hasNormals = false;
bool hasStream = false;
for (int i = 0; i < jobs.Length; ++i)
{
var stream = jobs[i]._stream;
if (stream != null)
{
int vertexCount = jobs[i].verts.Length;
hasStream = true;
hasColors = (stream.colors != null && stream.colors.Length == vertexCount);
hasUV0 = (stream.uv0 != null && stream.uv0.Count == vertexCount);
hasUV1 = (stream.uv1 != null && stream.uv1.Count == vertexCount);
hasUV2 = (stream.uv2 != null && stream.uv2.Count == vertexCount);
hasUV3 = (stream.uv3 != null && stream.uv3.Count == vertexCount);
hasPositions = (stream.positions != null && stream.positions.Length == vertexCount);
hasNormals = (stream.normals != null && stream.normals.Length == vertexCount);
}
}
if (hasStream && (hasColors || hasUV0 || hasUV1 || hasUV2 || hasUV3 || hasPositions || hasNormals))
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Clear Channel:");
if (hasColors && DrawClearButton("Colors"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
var stream = jobs[i].stream;
stream.colors = null;
stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasColors && DrawClearButton("RGB"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
var stream = jobs[i].stream;
Color[] src = jobs[i].meshFilter.sharedMesh.colors;
int count = jobs[i].meshFilter.sharedMesh.colors.Length;
for (int j = 0; j < count; ++j)
{
stream.colors[j].r = src[j].r;
stream.colors[j].g = src[j].g;
stream.colors[j].b = src[j].b;
}
stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasUV0 && DrawClearButton("UV0"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
var stream = jobs[i].stream;
stream.uv0 = null;
stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasUV1 && DrawClearButton("UV1"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
var stream = jobs[i].stream;
stream.uv1 = null;
stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasUV2 && DrawClearButton("UV2"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
var stream = jobs[i].stream;
stream.uv2 = null;
stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasUV3 && DrawClearButton("UV3"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
var stream = jobs[i].stream;
stream.uv3 = null;
stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasPositions && DrawClearButton("Pos"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
jobs[i].stream.positions = null;
Mesh m = jobs[i].stream.GetModifierMesh();
if (m != null)
m.vertices = jobs[i].meshFilter.sharedMesh.vertices;
jobs[i].stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (hasNormals && DrawClearButton("Norm"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Clear");
jobs[i].stream.normals = null;
jobs[i].stream.tangents = null;
jobs[i].stream.Apply();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
EditorGUILayout.EndHorizontal();
}
else if (hasStream)
{
if (GUILayout.Button("Remove Unused Stream Components"))
{
RevertMat();
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i].HasStream())
{
DestroyImmediate(jobs[i].stream);
}
}
UpdateDisplayMode();
}
}
}
EditorGUILayout.Separator();
GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)});
EditorGUILayout.Separator();
}
void DrawBrushSettingsGUI()
{
brushSize = EditorGUILayout.Slider("Brush Size", brushSize, 0.01f, 30.0f);
brushFlow = EditorGUILayout.Slider("Brush Flow", brushFlow, 0.1f, 128.0f);
brushFalloff = EditorGUILayout.Slider("Brush Falloff", brushFalloff, 0.1f, 3.5f);
if (tab == Tab.Paint && flowTarget != FlowTarget.ColorBA && flowTarget != FlowTarget.ColorRG)
{
flowRemap01 = EditorGUILayout.Toggle("use 0->1 mapping", flowRemap01);
}
EditorGUILayout.Separator();
GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)});
EditorGUILayout.Separator();
}
void DrawCustomGUI()
{
if (DrawRollup("Brush Settings"))
{
customBrush = EditorGUILayout.ObjectField("Brush", customBrush, typeof(VertexPainterCustomBrush), false) as VertexPainterCustomBrush;
DrawBrushSettingsGUI();
}
scroll = EditorGUILayout.BeginScrollView(scroll);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Fill"))
{
if (OnBeginStroke != null)
{
OnBeginStroke(jobs);
}
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Fill");
FillMesh(jobs[i]);
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
if (OnEndStroke != null)
{
OnEndStroke();
}
}
EditorGUILayout.EndHorizontal();
if (customBrush != null)
{
customBrush.DrawGUI();
}
}
void DrawPaintGUI()
{
GUILayout.Box("Brush Settings", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)});
var oldBM = brushMode;
brushMode = (BrushTarget)EditorGUILayout.EnumPopup("Target Channel", brushMode);
if (oldBM != brushMode)
{
UpdateDisplayMode();
}
if (brushMode == BrushTarget.Color || brushMode == BrushTarget.UV0_AsColor || brushMode == BrushTarget.UV1_AsColor
|| brushMode == BrushTarget.UV2_AsColor || brushMode == BrushTarget.UV3_AsColor)
{
brushColorMode = (BrushColorMode)EditorGUILayout.EnumPopup("Blend Mode", (System.Enum)brushColorMode);
if (brushColorMode == BrushColorMode.Overlay || brushColorMode == BrushColorMode.Normal)
{
brushColor = EditorGUILayout.ColorField("Brush Color", brushColor);
if (GUILayout.Button("Reset Palette", EditorStyles.miniButton, GUILayout.Width(80), GUILayout.Height(16)))
{
if (swatches != null)
{
DestroyImmediate(swatches);
}
swatches = ColorSwatches.CreateInstance<ColorSwatches>();
EditorPrefs.SetString(sSwatchKey, JsonUtility.ToJson(swatches, false));
}
GUILayout.BeginHorizontal();
for (int i = 0; i < swatches.colors.Length; ++i)
{
if (GUILayout.Button("", EditorStyles.textField, GUILayout.Width(16), GUILayout.Height(16)))
{
brushColor = swatches.colors[i];
}
EditorGUI.DrawRect(new Rect(GUILayoutUtility.GetLastRect().x + 1, GUILayoutUtility.GetLastRect().y + 1, 14, 14), swatches.colors[i]);
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
for (int i = 0; i < swatches.colors.Length; i++)
{
if (GUILayout.Button("+", EditorStyles.miniButton, GUILayout.Width(16), GUILayout.Height(12)))
{
swatches.colors[i] = brushColor;
EditorPrefs.SetString(sSwatchKey, JsonUtility.ToJson(swatches, false));
}
}
GUILayout.EndHorizontal();
}
}
else if (brushMode == BrushTarget.ValueR || brushMode == BrushTarget.ValueG || brushMode == BrushTarget.ValueB || brushMode == BrushTarget.ValueA)
{
brushValue = (int)EditorGUILayout.Slider("Brush Value", (float)brushValue, 0.0f, 256.0f);
}
else
{
floatBrushValue = EditorGUILayout.FloatField("Brush Value", floatBrushValue);
var oldUVRange = uvVisualizationRange;
uvVisualizationRange = EditorGUILayout.Vector2Field("Visualize Range", uvVisualizationRange);
if (oldUVRange != uvVisualizationRange)
{
UpdateDisplayMode();
}
}
DrawBrushSettingsGUI();
//GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)});
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Fill"))
{
if (OnBeginStroke != null)
{
OnBeginStroke(jobs);
}
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Fill");
FillMesh(jobs[i]);
}
if (OnEndStroke != null)
{
OnEndStroke();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
if (GUILayout.Button("Random"))
{
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Fill");
RandomMesh(jobs[i]);
}
}
EditorGUILayout.EndHorizontal();
}
void DrawDeformGUI()
{
GUILayout.Box("Brush Settings", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)});
pull = (Event.current.shift);
vertexMode = (VertexMode)EditorGUILayout.EnumPopup("Vertex Mode", vertexMode);
vertexContraint = (VertexContraint)EditorGUILayout.EnumPopup("Vertex Constraint", vertexContraint);
DrawBrushSettingsGUI();
EditorGUILayout.LabelField(pull ? "Pull (shift)" : "Push (shift)");
}
void DrawFlowGUI()
{
GUILayout.Box("Brush Settings", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)});
var oldV = flowVisualization;
flowVisualization = (FlowVisualization)EditorGUILayout.EnumPopup("Visualize", flowVisualization);
if (flowVisualization != oldV)
{
UpdateDisplayMode();
}
var ft = flowTarget;
flowTarget = (FlowTarget)EditorGUILayout.EnumPopup("Target", flowTarget);
if (flowTarget != ft)
{
UpdateDisplayMode();
}
flowBrushType = (FlowBrushType)EditorGUILayout.EnumPopup("Mode", flowBrushType);
DrawBrushSettingsGUI();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.Space();
if (GUILayout.Button("Reset"))
{
Vector2 norm = new Vector2(0.5f, 0.5f);
foreach (PaintJob job in jobs)
{
PrepBrushMode(job);
switch (flowTarget)
{
case FlowTarget.ColorRG:
job.stream.SetColorRG(norm, job.verts.Length); break;
case FlowTarget.ColorBA:
job.stream.SetColorBA(norm, job.verts.Length); break;
case FlowTarget.UV0_XY:
job.stream.SetUV0_XY(norm, job.verts.Length); break;
case FlowTarget.UV0_ZW:
job.stream.SetUV0_ZW(norm, job.verts.Length); break;
case FlowTarget.UV1_XY:
job.stream.SetUV1_XY(norm, job.verts.Length); break;
case FlowTarget.UV1_ZW:
job.stream.SetUV1_ZW(norm, job.verts.Length); break;
case FlowTarget.UV2_XY:
job.stream.SetUV2_XY(norm, job.verts.Length); break;
case FlowTarget.UV2_ZW:
job.stream.SetUV2_ZW(norm, job.verts.Length); break;
case FlowTarget.UV3_XY:
job.stream.SetUV3_XY(norm, job.verts.Length); break;
case FlowTarget.UV3_ZW:
job.stream.SetUV3_ZW(norm, job.verts.Length); break;
}
}
}
EditorGUILayout.Space();
EditorGUILayout.EndHorizontal();
}
List<IVertexPainterUtility> utilities = new List<IVertexPainterUtility>();
void InitPluginUtilities()
{
if (utilities == null || utilities.Count == 0)
{
var interfaceType = typeof(IVertexPainterUtility);
var all = System.AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(x => x.GetTypes())
.Where(x => interfaceType.IsAssignableFrom(x) && !x.IsInterface && !x.IsAbstract)
.Select(x => System.Activator.CreateInstance(x));
foreach (var o in all)
{
IVertexPainterUtility u = o as IVertexPainterUtility;
if (u != null)
{
utilities.Add(u);
}
}
utilities = utilities.OrderBy(o=>o.GetName()).ToList();
}
}
void DrawUtilityGUI()
{
InitPluginUtilities();
for (int i = 0; i < utilities.Count; ++i)
{
var u = utilities[i];
if (DrawRollup(u.GetName(), false))
{
u.OnGUI(jobs);
}
}
}
void OnFocus()
{
if (painting)
{
EndStroke();
}
SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
SceneView.onSceneGUIDelegate += this.OnSceneGUI;
Undo.undoRedoPerformed -= this.OnUndo;
Undo.undoRedoPerformed += this.OnUndo;
this.titleContent = new GUIContent("Vertex Paint");
Repaint();
}
void OnInspectorUpdate()
{
// unfortunate...
Repaint ();
}
void OnSelectionChange()
{
InitMeshes();
this.Repaint();
}
void OnDestroy()
{
bool show = showVertexShader;
showVertexShader = false;
UpdateDisplayMode();
showVertexShader = show;
DestroyImmediate(VertexInstanceStream.vertexShaderMat);
SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
}
}
}