我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

2412 行
84 KiB

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
namespace JBooth.VertexPainterPro
{
public partial class VertexPainterWindow : EditorWindow
{
// for external tools
public System.Action<PaintJob[]> OnBeginStroke;
public System.Action<PaintJob, bool> OnStokeModified; // bool is true when doing a fill or other non-bounded opperation
public System.Action OnEndStroke;
// C# doesn't have *& or **, so it's not easy to pass a reference to a value for changing.
// instead, we wrap the setter into a templated lambda which allows us to pass a changable
// reference around via a function which sets it. Pretty tricky sis, but I'd rather just
// be able to pass the freaking reference already..
// Note the ref object, which is there just to prevent boxing of Vector/Color structs. Also
// note the complete lack of type safety, etc.. ugh..
// whats worse- this could also be condensed down to a macro, which would actually be MORE
// safe in terms of potential bugs than all this; and it would be like a dozen lines to boot.
public delegate void Lerper(PaintJob j, int idx, ref object v, float strength);
static void FlowColorRG(PaintJob j, int idx, ref object v, float r)
{
Vector2 vv = (Vector2)v;
var s = j.stream;
Color c = s.colors[idx];
s.colors[idx].r = Mathf.Lerp(c.r, vv.x, r);
s.colors[idx].g = Mathf.Lerp(c.g, vv.y, r);
}
static void FlowColorBA(PaintJob j, int idx, ref object v, float r)
{
Vector2 vv = (Vector2)v;
var s = j.stream;
Color c = s.colors[idx];
s.colors[idx].b = Mathf.Lerp(c.b, vv.x, r);
s.colors[idx].a = Mathf.Lerp(c.a, vv.y, r);
}
static void FlowUV0_XY(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv0[idx];
Vector2 t = (Vector2)v;
o.x = Mathf.Lerp(o.x, t.x, r);
o.y = Mathf.Lerp(o.y, t.y, r);
s.uv0[idx] = o;
}
static void FlowUV0_ZW(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv0[idx];
Vector2 t = (Vector2)v;
o.z = Mathf.Lerp(o.z, t.x, r);
o.w = Mathf.Lerp(o.w, t.y, r);
s.uv0[idx] = o;
}
static void FlowUV1_XY(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv1[idx];
Vector2 t = (Vector2)v;
o.x = Mathf.Lerp(o.x, t.x, r);
o.y = Mathf.Lerp(o.y, t.y, r);
s.uv1[idx] = o;
}
static void FlowUV1_ZW(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv1[idx];
Vector2 t = (Vector2)v;
o.z = Mathf.Lerp(o.z, t.x, r);
o.w = Mathf.Lerp(o.w, t.y, r);
s.uv1[idx] = o;
}
static void FlowUV2_XY(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv2[idx];
Vector2 t = (Vector2)v;
o.x = Mathf.Lerp(o.x, t.x, r);
o.y = Mathf.Lerp(o.y, t.y, r);
s.uv2[idx] = o;
}
static void FlowUV2_ZW(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv2[idx];
Vector2 t = (Vector2)v;
o.z = Mathf.Lerp(o.z, t.x, r);
o.w = Mathf.Lerp(o.w, t.y, r);
s.uv2[idx] = o;
}
static void FlowUV3_XY(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv3[idx];
Vector2 t = (Vector2)v;
o.x = Mathf.Lerp(o.x, t.x, r);
o.y = Mathf.Lerp(o.y, t.y, r);
s.uv3[idx] = o;
}
static void FlowUV3_ZW(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 o = s.uv3[idx];
Vector2 t = (Vector2)v;
o.z = Mathf.Lerp(o.z, t.x, r);
o.w = Mathf.Lerp(o.w, t.y, r);
s.uv3[idx] = o;
}
static void ColorRGBA(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
s.colors[idx] = Color.Lerp(s.colors[idx], (Color)v, r);
}
static void ColorRGBASaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Color.RGBToHSV(st.colors[idx], out h, out s, out b);
s = Mathf.Lerp(s, 1.0f, r);
Color res = Color.HSVToRGB(h, s, b);
st.colors[idx] = new Color(res.r, res.g, res.b, st.colors[idx].a);
}
static void ColorRGBADesaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Color.RGBToHSV(st.colors[idx], out h, out s, out b);
s = Mathf.Lerp(s, 0.0f, r);
Color res = Color.HSVToRGB(h, s, b);
st.colors[idx] = new Color(res.r, res.g, res.b, st.colors[idx].a);
}
static void ColorRGBALighten(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Color.RGBToHSV(st.colors[idx], out h, out s, out b);
b = Mathf.Lerp(b, 1.0f, r);
Color res = Color.HSVToRGB(h, s, b);
st.colors[idx] = new Color(res.r, res.g, res.b, st.colors[idx].a);
}
static void ColorRGBADarken(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Color.RGBToHSV(st.colors[idx], out h, out s, out b);
b = Mathf.Lerp(b, 0.0f, r);
Color res = Color.HSVToRGB(h, s, b);
st.colors[idx] = new Color(res.r, res.g, res.b, st.colors[idx].a);
}
static void ColorRGBAOverlay(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
Color c0 = st.colors[idx];
Color t = (Color)v;
c0.r = Mathf.Lerp(c0.r, c0.r < 0.5f ? (2.0f * c0.r * t.r) : (1.0f - 2.0f * (1.0f - c0.r) * (1.0f - t.r)), r);
c0.g = Mathf.Lerp(c0.g, c0.g < 0.5f ? (2.0f * c0.g * t.g) : (1.0f - 2.0f * (1.0f - c0.g) * (1.0f - t.g)), r);
c0.b = Mathf.Lerp(c0.b, c0.b < 0.5f ? (2.0f * c0.b * t.b) : (1.0f - 2.0f * (1.0f - c0.b) * (1.0f - t.b)), r);
st.colors[idx] = c0;
}
static void ColorR(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
s.colors[idx].r = Mathf.Lerp(s.colors[idx].r, (float)v, r);
}
static void ColorG(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
s.colors[idx].g = Mathf.Lerp(s.colors[idx].g, (float)v, r);
}
static void ColorB(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
s.colors[idx].b = Mathf.Lerp(s.colors[idx].b, (float)v, r);
}
static void ColorA(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
s.colors[idx].a = Mathf.Lerp(s.colors[idx].a, (float)v, r);
}
static void UV0_X(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv0[idx];
vec.x = Mathf.Lerp(vec.x, (float)v, r);
s.uv0[idx] = vec;
}
static void UV0_Y(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv0[idx];
vec.y = Mathf.Lerp(vec.y, (float)v, r);
s.uv0[idx] = vec;
}
static void UV0_Z(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv0[idx];
vec.z = Mathf.Lerp(vec.z, (float)v, r);
s.uv0[idx] = vec;
}
static void UV0_W(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv0[idx];
vec.w = Mathf.Lerp(vec.w, (float)v, r);
s.uv0[idx] = vec;
}
static void UV1_X(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv1[idx];
vec.x = Mathf.Lerp(vec.x, (float)v, r);
s.uv1[idx] = vec;
}
static void UV1_Y(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv1[idx];
vec.y = Mathf.Lerp(vec.y, (float)v, r);
s.uv1[idx] = vec;
}
static void UV1_Z(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv1[idx];
vec.z = Mathf.Lerp(vec.z, (float)v, r);
s.uv1[idx] = vec;
}
static void UV1_W(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv1[idx];
vec.w = Mathf.Lerp(vec.w, (float)v, r);
s.uv1[idx] = vec;
}
static void UV2_X(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv2[idx];
vec.x = Mathf.Lerp(vec.x, (float)v, r);
s.uv2[idx] = vec;
}
static void UV2_Y(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv2[idx];
vec.y = Mathf.Lerp(vec.y, (float)v, r);
s.uv2[idx] = vec;
}
static void UV2_Z(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv2[idx];
vec.z = Mathf.Lerp(vec.z, (float)v, r);
s.uv2[idx] = vec;
}
static void UV2_W(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv2[idx];
vec.w = Mathf.Lerp(vec.w, (float)v, r);
s.uv2[idx] = vec;
}
static void UV3_X(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv3[idx];
vec.x = Mathf.Lerp(vec.x, (float)v, r);
s.uv3[idx] = vec;
}
static void UV3_Y(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv3[idx];
vec.y = Mathf.Lerp(vec.y, (float)v, r);
s.uv3[idx] = vec;
}
static void UV3_Z(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv3[idx];
vec.z = Mathf.Lerp(vec.z, (float)v, r);
s.uv3[idx] = vec;
}
static void UV3_W(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Vector4 vec = s.uv3[idx];
vec.w = Mathf.Lerp(vec.w, (float)v, r);
s.uv3[idx] = vec;
}
static void UV0_AsColor(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Color c = (Color)v;
Vector4 asVector = new Vector4(c.r, c.g, c.b, c.a);
s.uv0[idx] = Vector4.Lerp(s.uv0[idx], asVector, r);
}
static void UV1_AsColor(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Color c = (Color)v;
Vector4 asVector = new Vector4(c.r, c.g, c.b, c.a);
s.uv1[idx] = Vector4.Lerp(s.uv1[idx], asVector, r);
}
static void UV2_AsColor(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Color c = (Color)v;
Vector4 asVector = new Vector4(c.r, c.g, c.b, c.a);
s.uv2[idx] = Vector4.Lerp(s.uv2[idx], asVector, r);
}
static void UV3_AsColor(PaintJob j, int idx, ref object v, float r)
{
var s = j.stream;
Color c = (Color)v;
Vector4 asVector = new Vector4(c.r, c.g, c.b, c.a);
s.uv3[idx] = Vector4.Lerp(s.uv3[idx], asVector, r);
}
static void UV0_AsColorRGBASaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv0[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv0[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV0_AsColorRGBADesaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv0[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv0[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV0_AsColorRGBALighten(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv0[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv0[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV0_AsColorRGBADarken(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv0[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv0[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV0_AsColorRGBAOverlay(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
Vector4 vec = st.uv0[idx];
Color c0 = new Color(vec.x, vec.y, vec.z);
Color t = (Color)v;
c0.r = Mathf.Lerp(c0.r, c0.r < 0.5f ? (2.0f * c0.r * t.r) : (1.0f - 2.0f * (1.0f - c0.r) * (1.0f - t.r)), r);
c0.g = Mathf.Lerp(c0.g, c0.g < 0.5f ? (2.0f * c0.g * t.g) : (1.0f - 2.0f * (1.0f - c0.g) * (1.0f - t.g)), r);
c0.b = Mathf.Lerp(c0.b, c0.b < 0.5f ? (2.0f * c0.b * t.b) : (1.0f - 2.0f * (1.0f - c0.b) * (1.0f - t.b)), r);
st.uv0[idx] = new Vector4(c0.r, c0.g, c0.b, vec.w);
}
static void UV1_AsColorRGBASaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv1[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv1[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV1_AsColorRGBADesaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv1[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv1[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV1_AsColorRGBALighten(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv1[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv1[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV1_AsColorRGBADarken(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv1[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv1[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV1_AsColorRGBAOverlay(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
Vector4 vec = st.uv1[idx];
Color c0 = new Color(vec.x, vec.y, vec.z);
Color t = (Color)v;
c0.r = Mathf.Lerp(c0.r, c0.r < 0.5f ? (2.0f * c0.r * t.r) : (1.0f - 2.0f * (1.0f - c0.r) * (1.0f - t.r)), r);
c0.g = Mathf.Lerp(c0.g, c0.g < 0.5f ? (2.0f * c0.g * t.g) : (1.0f - 2.0f * (1.0f - c0.g) * (1.0f - t.g)), r);
c0.b = Mathf.Lerp(c0.b, c0.b < 0.5f ? (2.0f * c0.b * t.b) : (1.0f - 2.0f * (1.0f - c0.b) * (1.0f - t.b)), r);
st.uv1[idx] = new Vector4(c0.r, c0.g, c0.b, vec.w);
}
static void UV2_AsColorRGBASaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv2[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv2[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV2_AsColorRGBADesaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv2[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv2[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV2_AsColorRGBALighten(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv2[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv2[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV2_AsColorRGBADarken(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv2[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv2[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV2_AsColorRGBAOverlay(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
Vector4 vec = st.uv2[idx];
Color c0 = new Color(vec.x, vec.y, vec.z);
Color t = (Color)v;
c0.r = Mathf.Lerp(c0.r, c0.r < 0.5f ? (2.0f * c0.r * t.r) : (1.0f - 2.0f * (1.0f - c0.r) * (1.0f - t.r)), r);
c0.g = Mathf.Lerp(c0.g, c0.g < 0.5f ? (2.0f * c0.g * t.g) : (1.0f - 2.0f * (1.0f - c0.g) * (1.0f - t.g)), r);
c0.b = Mathf.Lerp(c0.b, c0.b < 0.5f ? (2.0f * c0.b * t.b) : (1.0f - 2.0f * (1.0f - c0.b) * (1.0f - t.b)), r);
st.uv2[idx] = new Vector4(c0.r, c0.g, c0.b, vec.w);
}
static void UV3_AsColorRGBASaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv3[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv3[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV3_AsColorRGBADesaturate(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv3[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
s = Mathf.Lerp(s, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv3[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV3_AsColorRGBALighten(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv3[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 1.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv3[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV3_AsColorRGBADarken(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
float h, s, b;
Vector4 vec = st.uv3[idx];
Color c = new Color(vec.x, vec.y, vec.z);
Color.RGBToHSV(c, out h, out s, out b);
b = Mathf.Lerp(b, 0.0f, r);
c = Color.HSVToRGB(h, s, b);
st.uv3[idx] = new Vector4(c.r, c.g, c.b, vec.w);
}
static void UV3_AsColorRGBAOverlay(PaintJob j, int idx, ref object v, float r)
{
var st = j.stream;
Vector4 vec = st.uv3[idx];
Color c0 = new Color(vec.x, vec.y, vec.z);
Color t = (Color)v;
c0.r = Mathf.Lerp(c0.r, c0.r < 0.5f ? (2.0f * c0.r * t.r) : (1.0f - 2.0f * (1.0f - c0.r) * (1.0f - t.r)), r);
c0.g = Mathf.Lerp(c0.g, c0.g < 0.5f ? (2.0f * c0.g * t.g) : (1.0f - 2.0f * (1.0f - c0.g) * (1.0f - t.g)), r);
c0.b = Mathf.Lerp(c0.b, c0.b < 0.5f ? (2.0f * c0.b * t.b) : (1.0f - 2.0f * (1.0f - c0.b) * (1.0f - t.b)), r);
st.uv3[idx] = new Vector4(c0.r, c0.g, c0.b, vec.w);
}
// I really wish I could Lerper[] and just return FlowLerpers[(int)flowTarget]..
public Lerper GetLerper()
{
if (tab == Tab.Custom)
{
if (customBrush != null)
{
return customBrush.GetLerper();
}
else
{
Debug.LogError("No Custom Brush selected");
return null;
}
}
if (tab == Tab.Flow)
{
switch (flowTarget)
{
case FlowTarget.ColorRG:
return FlowColorRG;
case FlowTarget.ColorBA:
return FlowColorBA;
case FlowTarget.UV0_XY:
return FlowUV0_XY;
case FlowTarget.UV0_ZW:
return FlowUV0_ZW;
case FlowTarget.UV1_XY:
return FlowUV1_XY;
case FlowTarget.UV1_ZW:
return FlowUV1_ZW;
case FlowTarget.UV2_XY:
return FlowUV2_XY;
case FlowTarget.UV2_ZW:
return FlowUV2_ZW;
case FlowTarget.UV3_XY:
return FlowUV3_XY;
case FlowTarget.UV3_ZW:
return FlowUV3_ZW;
}
return null;
}
switch (brushMode)
{
case BrushTarget.Color:
{
switch (brushColorMode)
{
case BrushColorMode.Normal:
return ColorRGBA;
case BrushColorMode.Overlay:
return ColorRGBAOverlay;
case BrushColorMode.Lighten:
return ColorRGBALighten;
case BrushColorMode.Darken:
return ColorRGBADarken;
case BrushColorMode.Saturate:
return ColorRGBASaturate;
case BrushColorMode.Desaturate:
return ColorRGBADesaturate;
}
}
return ColorRGBA;
case BrushTarget.ValueR:
return ColorR;
case BrushTarget.ValueG:
return ColorG;
case BrushTarget.ValueB:
return ColorB;
case BrushTarget.ValueA:
return ColorA;
case BrushTarget.UV0_X:
return UV0_X;
case BrushTarget.UV0_Y:
return UV0_Y;
case BrushTarget.UV0_Z:
return UV0_Z;
case BrushTarget.UV0_W:
return UV0_W;
case BrushTarget.UV1_X:
return UV1_X;
case BrushTarget.UV1_Y:
return UV1_Y;
case BrushTarget.UV1_Z:
return UV1_Z;
case BrushTarget.UV1_W:
return UV1_W;
case BrushTarget.UV2_X:
return UV2_X;
case BrushTarget.UV2_Y:
return UV2_Y;
case BrushTarget.UV2_Z:
return UV2_Z;
case BrushTarget.UV2_W:
return UV2_W;
case BrushTarget.UV3_X:
return UV3_X;
case BrushTarget.UV3_Y:
return UV3_Y;
case BrushTarget.UV3_Z:
return UV3_Z;
case BrushTarget.UV3_W:
return UV3_W;
case BrushTarget.UV0_AsColor:
{
switch (brushColorMode)
{
case BrushColorMode.Normal:
return UV0_AsColor;
case BrushColorMode.Overlay:
return UV0_AsColorRGBAOverlay;
case BrushColorMode.Lighten:
return UV0_AsColorRGBALighten;
case BrushColorMode.Darken:
return UV0_AsColorRGBADarken;
case BrushColorMode.Saturate:
return UV0_AsColorRGBASaturate;
case BrushColorMode.Desaturate:
return UV0_AsColorRGBADesaturate;
}
return UV0_AsColor;
}
case BrushTarget.UV1_AsColor:
{
switch (brushColorMode)
{
case BrushColorMode.Normal:
return UV1_AsColor;
case BrushColorMode.Overlay:
return UV1_AsColorRGBAOverlay;
case BrushColorMode.Lighten:
return UV1_AsColorRGBALighten;
case BrushColorMode.Darken:
return UV1_AsColorRGBADarken;
case BrushColorMode.Saturate:
return UV1_AsColorRGBASaturate;
case BrushColorMode.Desaturate:
return UV1_AsColorRGBADesaturate;
}
}
return UV1_AsColor;
case BrushTarget.UV2_AsColor:
{
switch (brushColorMode)
{
case BrushColorMode.Normal:
return UV2_AsColor;
case BrushColorMode.Overlay:
return UV2_AsColorRGBAOverlay;
case BrushColorMode.Lighten:
return UV2_AsColorRGBALighten;
case BrushColorMode.Darken:
return UV2_AsColorRGBADarken;
case BrushColorMode.Saturate:
return UV2_AsColorRGBASaturate;
case BrushColorMode.Desaturate:
return UV2_AsColorRGBADesaturate;
}
}
return UV2_AsColor;
case BrushTarget.UV3_AsColor:
{
switch (brushColorMode)
{
case BrushColorMode.Normal:
return UV3_AsColor;
case BrushColorMode.Overlay:
return UV3_AsColorRGBAOverlay;
case BrushColorMode.Lighten:
return UV3_AsColorRGBALighten;
case BrushColorMode.Darken:
return UV3_AsColorRGBADarken;
case BrushColorMode.Saturate:
return UV3_AsColorRGBASaturate;
case BrushColorMode.Desaturate:
return UV3_AsColorRGBADesaturate;
}
}
return UV3_AsColor;
}
return null;
}
// only really used for AO, seems like a bit overkill, but it makes things easier..
public delegate void Multiplier(VertexInstanceStream s, int idx, ref object x);
public Multiplier GetMultiplier()
{
if (tab == Tab.Flow)
{
switch (flowTarget)
{
case FlowTarget.ColorRG:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector2 vv = (Vector2)v;
s.colors[idx].r *= vv.x;
s.colors[idx].g *= vv.y;
};
case FlowTarget.ColorBA:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector2 vv = (Vector2)v;
s.colors[idx].b *= vv.x;
s.colors[idx].a *= vv.y;
};
case FlowTarget.UV0_XY:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv0[idx];
Vector2 iv = (Vector2)v;
vec.x *= iv.x;
vec.y *= iv.y;
s.uv0[idx] = vec;
};
case FlowTarget.UV0_ZW:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv0[idx];
Vector2 iv = (Vector2)v;
vec.z *= iv.x;
vec.w *= iv.y;
s.uv0[idx] = vec;
};
case FlowTarget.UV1_XY:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv1[idx];
Vector2 iv = (Vector2)v;
vec.x *= iv.x;
vec.y *= iv.y;
s.uv1[idx] = vec;
};
case FlowTarget.UV1_ZW:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv1[idx];
Vector2 iv = (Vector2)v;
vec.z *= iv.x;
vec.w *= iv.y;
s.uv1[idx] = vec;
};
case FlowTarget.UV2_XY:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv2[idx];
Vector2 iv = (Vector2)v;
vec.x *= iv.x;
vec.y *= iv.y;
s.uv2[idx] = vec;
};
case FlowTarget.UV2_ZW:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv2[idx];
Vector2 iv = (Vector2)v;
vec.z *= iv.x;
vec.w *= iv.y;
s.uv2[idx] = vec;
};
case FlowTarget.UV3_XY:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv3[idx];
Vector2 iv = (Vector2)v;
vec.x *= iv.x;
vec.y *= iv.y;
s.uv3[idx] = vec;
};
case FlowTarget.UV3_ZW:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv3[idx];
Vector2 iv = (Vector2)v;
vec.z *= iv.x;
vec.w *= iv.y;
s.uv3[idx] = vec;
};
}
return null;
}
switch (brushMode)
{
case BrushTarget.Color:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
s.colors[idx] *= (Color)v;
};
case BrushTarget.ValueR:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
s.colors[idx].r *= (float)v;
};
case BrushTarget.ValueG:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
s.colors[idx].g *= (float)v;
};
case BrushTarget.ValueB:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
s.colors[idx].b *= (float)v;
};
case BrushTarget.ValueA:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
s.colors[idx].a *= (float)v;
};
case BrushTarget.UV0_X:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv0[idx];
vec.x *= (float)v;
s.uv0[idx] = vec;
};
case BrushTarget.UV0_Y:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv0[idx];
vec.y *= (float)v;
s.uv0[idx] = vec;
};
case BrushTarget.UV0_Z:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv0[idx];
vec.z *= (float)v;
s.uv0[idx] = vec;
};
case BrushTarget.UV0_W:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv0[idx];
vec.w *= (float)v;
s.uv0[idx] = vec;
};
case BrushTarget.UV1_X:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv1[idx];
vec.x *= (float)v;
s.uv1[idx] = vec;
};
case BrushTarget.UV1_Y:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv1[idx];
vec.y *= (float)v;
s.uv1[idx] = vec;
};
case BrushTarget.UV1_Z:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv1[idx];
vec.z *= (float)v;
s.uv1[idx] = vec;
};
case BrushTarget.UV1_W:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv1[idx];
vec.w *= (float)v;
s.uv1[idx] = vec;
};
case BrushTarget.UV2_X:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv2[idx];
vec.x *= (float)v;
s.uv2[idx] = vec;
};
case BrushTarget.UV2_Y:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv2[idx];
vec.y *= (float)v;
s.uv2[idx] = vec;
};
case BrushTarget.UV2_Z:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv2[idx];
vec.z *= (float)v;
s.uv2[idx] = vec;
};
case BrushTarget.UV2_W:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv2[idx];
vec.w *= (float)v;
s.uv2[idx] = vec;
};
case BrushTarget.UV3_X:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv3[idx];
vec.x *= (float)v;
s.uv3[idx] = vec;
};
case BrushTarget.UV3_Y:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv3[idx];
vec.y *= (float)v;
s.uv3[idx] = vec;
};
case BrushTarget.UV3_Z:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv3[idx];
vec.z *= (float)v;
s.uv3[idx] = vec;
};
case BrushTarget.UV3_W:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Vector4 vec = s.uv3[idx];
vec.w *= (float)v;
s.uv3[idx] = vec;
};
case BrushTarget.UV0_AsColor:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Color c = (Color)v;
Vector4 asV = new Vector4(c.r, c.g, c.b, c.a);
Vector4 uv = s.uv0[idx];
uv.x *= asV.x;
uv.y *= asV.y;
uv.z *= asV.z;
uv.w *= asV.w;
s.uv0[idx] = uv;
};
case BrushTarget.UV1_AsColor:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Color c = (Color)v;
Vector4 asV = new Vector4(c.r, c.g, c.b, c.a);
Vector4 uv = s.uv1[idx];
uv.x *= asV.x;
uv.y *= asV.y;
uv.z *= asV.z;
uv.w *= asV.w;
s.uv1[idx] = uv;
};
case BrushTarget.UV2_AsColor:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Color c = (Color)v;
Vector4 asV = new Vector4(c.r, c.g, c.b, c.a);
Vector4 uv = s.uv2[idx];
uv.x *= asV.x;
uv.y *= asV.y;
uv.z *= asV.z;
uv.w *= asV.w;
s.uv2[idx] = uv;
};
case BrushTarget.UV3_AsColor:
return delegate(VertexInstanceStream s, int idx, ref object v)
{
Color c = (Color)v;
Vector4 asV = new Vector4(c.r, c.g, c.b, c.a);
Vector4 uv = s.uv3[idx];
uv.x *= asV.x;
uv.y *= asV.y;
uv.z *= asV.z;
uv.w *= asV.w;
s.uv3[idx] = uv;
};
}
return null;
}
public object GetBrushValue()
{
if (tab == Tab.Custom)
{
if (customBrush != null)
return customBrush.GetBrushObject();
Debug.Log("Please assign a custom brush");
return null;
}
if (tab == Tab.Flow)
{
return strokeDir;
}
switch (brushMode)
{
case BrushTarget.Color:
return brushColor;
case BrushTarget.ValueR:
return brushValue / 255.0f;
case BrushTarget.ValueG:
return brushValue / 255.0f;
case BrushTarget.ValueB:
return brushValue / 255.0f;
case BrushTarget.ValueA:
return brushValue / 255.0f;
case BrushTarget.UV0_AsColor:
return brushColor;
case BrushTarget.UV1_AsColor:
return brushColor;
case BrushTarget.UV2_AsColor:
return brushColor;
case BrushTarget.UV3_AsColor:
return brushColor;
default:
return floatBrushValue;
}
}
public enum FlowTarget
{
ColorRG = 0,
ColorBA,
UV0_XY,
UV0_ZW,
UV1_XY,
UV1_ZW,
UV2_XY,
UV2_ZW,
UV3_XY,
UV3_ZW
}
public enum FlowBrushType
{
Direction = 0,
Soften
}
public enum FlowVisualization
{
Arrows = 0,
Water,
}
public enum BrushTarget
{
Color = 0,
ValueR,
ValueG,
ValueB,
ValueA,
UV0_X,
UV0_Y,
UV0_Z,
UV0_W,
UV1_X,
UV1_Y,
UV1_Z,
UV1_W,
UV2_X,
UV2_Y,
UV2_Z,
UV2_W,
UV3_X,
UV3_Y,
UV3_Z,
UV3_W,
UV0_AsColor,
UV1_AsColor,
UV2_AsColor,
UV3_AsColor
}
public enum BrushColorMode
{
Normal,
Overlay,
Lighten,
Darken,
Saturate,
Desaturate
}
public enum VertexMode
{
Adjust,
Smear,
Smooth,
HistoryEraser,
}
public enum VertexContraint
{
Camera,
Normal,
X,
Y,
Z,
}
public bool enabled;
public Vector3 oldpos = Vector3.zero;
public float brushSize = 1;
public float brushFlow = 8;
public float brushFalloff = 1; // linear
public Color brushColor = Color.red;
public int brushValue = 255;
public float floatBrushValue = 1.0f;
public Vector2 uvVisualizationRange = new Vector2(0, 1);
public BrushTarget brushMode = BrushTarget.Color;
public BrushColorMode brushColorMode = BrushColorMode.Normal;
public VertexMode vertexMode = VertexMode.Adjust;
public FlowTarget flowTarget = FlowTarget.ColorRG;
public FlowBrushType flowBrushType = FlowBrushType.Direction;
public FlowVisualization flowVisualization = FlowVisualization.Water;
public bool flowRemap01 = true;
public bool pull = false;
public VertexContraint vertexContraint = VertexContraint.Normal;
public bool showVertexShader = false;
public bool showVertexPoints = false;
public float showVertexSize = 1;
public Color showVertexColor = Color.white;
public bool showNormals = false;
public bool showTangents = false;
public VertexPainterCustomBrush customBrush;
public enum BrushVisualization
{
Sphere,
Disk
}
public BrushVisualization brushVisualization = BrushVisualization.Sphere;
public PaintJob[] jobs = new PaintJob[0];
// bool used to know if we've registered an undo with this object or not
public bool[] jobEdits = new bool[0];
public void RevertMat()
{
// revert old materials
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i].renderer != null && jobs[i].HasStream() && jobs[i].stream.originalMaterial != null && jobs[i].stream.originalMaterial.Length > 0)
{
var j = jobs[i];
if (j.renderer.sharedMaterials != null && j.stream.originalMaterial != null &&
j.renderer.sharedMaterials.Length == j.stream.originalMaterial.Length &&
j.stream.originalMaterial.Length > 1)
{
Material[] mats = new Material[j.stream.originalMaterial.Length];
for (int x = 0; x < jobs[i].renderer.sharedMaterials.Length; ++x)
{
mats[x] = j.stream.originalMaterial[x];
}
j.renderer.sharedMaterials = mats;
}
else
{
jobs[i].renderer.sharedMaterial = jobs[i].stream.originalMaterial[0];
}
}
SetWireframeDisplay(jobs[i].renderer, true);
}
}
void InitMeshes()
{
RevertMat();
List<PaintJob> pjs = new List<PaintJob>();
Object[] objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Editable | SelectionMode.OnlyUserModifiable | SelectionMode.Deep);
for (int i = 0; i < objs.Length; ++i)
{
GameObject go = objs[i] as GameObject;
if (go != null)
{
MeshFilter mf = go.GetComponent<MeshFilter>();
Renderer r = go.GetComponent<Renderer>();
if (mf != null && r != null && mf.sharedMesh != null && mf.sharedMesh.isReadable)
{
pjs.Add(new PaintJob(mf, r));
}
}
}
jobs = pjs.ToArray();
jobEdits = new bool[jobs.Length];
UpdateDisplayMode();
}
void SetWireframeDisplay(Renderer r, bool hidden)
{
#if UNITY_5_5_OR_NEWER
EditorUtility.SetSelectedRenderState(r, hidden ?
EditorSelectedRenderState.Hidden : EditorSelectedRenderState.Wireframe);
#else
EditorUtility.SetSelectedWireframeHidden(r, hidden);
#endif
}
void UpdateDisplayMode(bool endPainting = true)
{
if (painting && endPainting)
{
EndStroke();
}
if (VertexInstanceStream.vertexShaderMat == null)
{
VertexInstanceStream.vertexShaderMat = new Material(Shader.Find("Hidden/VertexPainterPro_Preview"));
VertexInstanceStream.vertexShaderMat.hideFlags = HideFlags.HideAndDontSave;
}
for (int i = 0; i < jobs.Length; ++i)
{
var job = jobs[i];
SetWireframeDisplay(job.renderer, hideMeshWireframe);
if (job.renderer != null && job.HasStream())
{
if (!showVertexShader || !enabled)
{
// restore..
if (job.stream.originalMaterial != null && job.stream.originalMaterial.Length > 0 &&
job.renderer.sharedMaterial == VertexInstanceStream.vertexShaderMat)
{
if (job.renderer.sharedMaterials != null && job.renderer.sharedMaterials.Length > 1 &&
job.renderer.sharedMaterials.Length == job.stream.originalMaterial.Length)
{
Material[] mats = new Material[jobs[i].renderer.sharedMaterials.Length];
for (int x = 0; x < job.renderer.sharedMaterials.Length; ++x)
{
mats[x] = job.stream.originalMaterial[x];
}
job.renderer.sharedMaterials = mats;
}
else
{
job.renderer.sharedMaterial = job.stream.originalMaterial[0];
}
}
else if (job.renderer.sharedMaterial != VertexInstanceStream.vertexShaderMat)
{
job.CaptureMat();
}
}
else if (showVertexShader)
{
if (job.renderer.sharedMaterial != VertexInstanceStream.vertexShaderMat)
{
job.CaptureMat();
}
if (job.stream.originalMaterial != null && job.stream.originalMaterial.Length > 0)
{
if (job.renderer.sharedMaterials != null && job.renderer.sharedMaterials.Length > 1)
{
Material[] mats = new Material[job.renderer.sharedMaterials.Length];
for (int x = 0; x < job.renderer.sharedMaterials.Length; ++x)
{
mats[x] = VertexInstanceStream.vertexShaderMat;
}
job.renderer.sharedMaterials = mats;
}
else
{
job.renderer.sharedMaterial = VertexInstanceStream.vertexShaderMat;
}
VertexInstanceStream.vertexShaderMat.SetInt("_flowVisualization", (int)flowVisualization);
VertexInstanceStream.vertexShaderMat.SetInt("_tab", (int)tab);
VertexInstanceStream.vertexShaderMat.SetInt("_flowTarget", (int)flowTarget);
VertexInstanceStream.vertexShaderMat.SetInt("_channel", (int)brushMode);
VertexInstanceStream.vertexShaderMat.SetVector("_uvRange", uvVisualizationRange);
}
}
}
}
}
void OnUndo()
{
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i].stream != null)
{
jobs[i].stream.Apply(false);
}
}
}
public void FillMesh(PaintJob job)
{
PrepBrushMode(job);
var lerper = GetLerper();
var val = GetBrushValue();
for (int i = 0; i < job.verts.Length; ++i)
{
lerper.Invoke(job, i, ref val, 1);
}
job.stream.Apply();
if (OnStokeModified != null)
{
OnStokeModified(job, true);
}
}
void RandomMesh(PaintJob job)
{
Color oldColor = brushColor;
int oldVal = brushValue;
float oldFloat = floatBrushValue;
PrepBrushMode(job);
var lerper = GetLerper();
for (int i = 0; i < job.verts.Length; ++i)
{
brushColor = new Color(UnityEngine.Random.Range(0.0f, 1.0f),
UnityEngine.Random.Range(0.0f, 1.0f),
UnityEngine.Random.Range(0.0f, 1.0f),
UnityEngine.Random.Range(0.0f, 1.0f));
brushValue = UnityEngine.Random.Range(0, 255);
floatBrushValue = UnityEngine.Random.Range(uvVisualizationRange.x, uvVisualizationRange.y);
object v = GetBrushValue();
lerper(job, i, ref v, 1);
}
job.stream.Apply();
brushColor = oldColor;
brushValue = oldVal;
floatBrushValue = oldFloat;
}
public void InitColors(PaintJob j)
{
Color[] colors = j.stream.colors;
if (colors == null || colors.Length != j.verts.Length)
{
Color[] orig = j.meshFilter.sharedMesh.colors;
if (j.meshFilter.sharedMesh.colors != null && j.meshFilter.sharedMesh.colors.Length > 0)
{
j.stream.colors = orig;
}
else
{
j.stream.SetColor(Color.white, j.verts.Length);
}
}
}
public void InitUV0(PaintJob j)
{
List<Vector4> uvs = j.stream.uv0;
if (uvs == null || uvs.Count != j.verts.Length)
{
if (j.meshFilter.sharedMesh.uv != null && j.meshFilter.sharedMesh.uv.Length == j.verts.Length)
{
List<Vector4> nuv = new List<Vector4>(j.meshFilter.sharedMesh.vertices.Length);
j.meshFilter.sharedMesh.GetUVs(0, nuv);
j.stream.uv0 = nuv;
}
else
{
j.stream.SetUV0(Vector4.zero, j.verts.Length);
}
}
}
public void InitUV1(PaintJob j)
{
var uvs = j.stream.uv1;
if (uvs == null || uvs.Count != j.verts.Length)
{
if (j.meshFilter.sharedMesh.uv2 != null && j.meshFilter.sharedMesh.uv2.Length == j.verts.Length)
{
List<Vector4> nuv = new List<Vector4>(j.meshFilter.sharedMesh.vertices.Length);
j.meshFilter.sharedMesh.GetUVs(1, nuv);
j.stream.uv1 = nuv;
}
else
{
j.stream.SetUV1(Vector2.zero, j.verts.Length);
}
}
}
public void InitUV2(PaintJob j)
{
var uvs = j.stream.uv2;
if (uvs == null || uvs.Count != j.verts.Length)
{
if (j.meshFilter.sharedMesh.uv3 != null && j.meshFilter.sharedMesh.uv3.Length == j.verts.Length)
{
List<Vector4> nuv = new List<Vector4>(j.meshFilter.sharedMesh.vertices.Length);
j.meshFilter.sharedMesh.GetUVs(2, nuv);
j.stream.uv2 = nuv;
}
else
{
j.stream.SetUV2(Vector2.zero, j.verts.Length);
}
}
}
public void InitUV3(PaintJob j)
{
var uvs = j.stream.uv3;
if (uvs == null || uvs.Count != j.verts.Length)
{
if (j.meshFilter.sharedMesh.uv4 != null && j.meshFilter.sharedMesh.uv4.Length == j.verts.Length)
{
List<Vector4> nuv = new List<Vector4>(j.meshFilter.sharedMesh.vertices.Length);
j.meshFilter.sharedMesh.GetUVs(3, nuv);
j.stream.uv3 = nuv;
}
else
{
j.stream.SetUV3(Vector2.zero, j.verts.Length);
}
}
}
public void InitPositions(PaintJob j)
{
Vector3[] pos = j.stream.positions;
if (pos == null || pos.Length != j.verts.Length)
{
int vc = j.meshFilter.sharedMesh.vertexCount;
if (j.stream.positions == null || j.stream.positions.Length != vc)
{
j.stream.positions = new Vector3[j.meshFilter.sharedMesh.vertices.Length];
j.meshFilter.sharedMesh.vertices.CopyTo(j.stream.positions, 0);
}
}
return;
}
public void InitNormalTangent(PaintJob j)
{
Vector3[] norms = j.stream.normals;
if (norms == null || norms.Length != j.verts.Length)
{
int vc = j.meshFilter.sharedMesh.vertexCount;
if (j.stream.normals == null || j.stream.normals.Length != vc)
{
j.stream.normals = new Vector3[j.meshFilter.sharedMesh.vertices.Length];
j.meshFilter.sharedMesh.normals.CopyTo(j.stream.normals, 0);
}
if (j.stream.tangents == null || j.stream.tangents.Length != vc)
{
j.stream.tangents = new Vector4[j.meshFilter.sharedMesh.vertices.Length];
j.meshFilter.sharedMesh.tangents.CopyTo(j.stream.tangents, 0);
}
}
return;
}
public void PrepBrushMode(PaintJob j)
{
if (tab == Tab.Custom)
{
if (customBrush == null)
{
Debug.Log("Custom Brush not set");
return;
}
var channels = customBrush.GetChannels();
if ((channels & VertexPainterCustomBrush.Channels.Colors) != 0)
{
InitColors(j);
}
if ((channels & VertexPainterCustomBrush.Channels.UV0) != 0)
{
InitUV0(j);
}
if ((channels & VertexPainterCustomBrush.Channels.UV1) != 0)
{
InitUV1(j);
}
if ((channels & VertexPainterCustomBrush.Channels.UV2) != 0)
{
InitUV2(j);
}
if ((channels & VertexPainterCustomBrush.Channels.UV3) != 0)
{
InitUV3(j);
}
if ((channels & VertexPainterCustomBrush.Channels.Positions) != 0)
{
InitPositions(j);
}
if ((channels & VertexPainterCustomBrush.Channels.Normals) != 0)
{
InitNormalTangent(j);
}
}
else if (tab == Tab.Deform)
{
InitPositions(j);
InitNormalTangent(j);
UpdateDisplayMode(false);
return;
}
if (tab == Tab.Flow)
{
switch (flowTarget)
{
case FlowTarget.ColorRG:
goto case FlowTarget.ColorBA;
case FlowTarget.ColorBA:
{
InitColors(j);
break;
}
case FlowTarget.UV0_XY:
{
InitUV0(j);
break;
}
case FlowTarget.UV1_XY:
{
InitUV1(j);
break;
}
case FlowTarget.UV2_XY:
{
InitUV2(j);
break;
}
case FlowTarget.UV3_XY:
{
InitUV3(j);
break;
}
}
UpdateDisplayMode(false);
return;
}
// make sure the instance data is initialized
switch (brushMode)
{
case BrushTarget.Color:
goto case BrushTarget.ValueA;
case BrushTarget.ValueR:
goto case BrushTarget.ValueA;
case BrushTarget.ValueG:
goto case BrushTarget.ValueA;
case BrushTarget.ValueB:
goto case BrushTarget.ValueA;
case BrushTarget.ValueA:
{
InitColors(j);
break;
}
case BrushTarget.UV0_X:
goto case BrushTarget.UV0_W;
case BrushTarget.UV0_Y:
goto case BrushTarget.UV0_W;
case BrushTarget.UV0_Z:
goto case BrushTarget.UV0_W;
case BrushTarget.UV0_W:
{
InitUV0(j);
break;
}
case BrushTarget.UV1_X:
goto case BrushTarget.UV1_W;
case BrushTarget.UV1_Y:
goto case BrushTarget.UV1_W;
case BrushTarget.UV1_Z:
goto case BrushTarget.UV1_W;
case BrushTarget.UV1_W:
{
InitUV1(j);
break;
}
case BrushTarget.UV2_X:
goto case BrushTarget.UV2_W;
case BrushTarget.UV2_Y:
goto case BrushTarget.UV2_W;
case BrushTarget.UV2_Z:
goto case BrushTarget.UV2_W;
case BrushTarget.UV2_W:
{
InitUV2(j);
break;
}
case BrushTarget.UV3_X:
goto case BrushTarget.UV3_W;
case BrushTarget.UV3_Y:
goto case BrushTarget.UV3_W;
case BrushTarget.UV3_Z:
goto case BrushTarget.UV3_W;
case BrushTarget.UV3_W:
{
InitUV3(j);
break;
}
case BrushTarget.UV0_AsColor:
{
InitUV0(j);
break;
}
case BrushTarget.UV1_AsColor:
{
InitUV1(j);
break;
}
case BrushTarget.UV2_AsColor:
{
InitUV2(j);
break;
}
case BrushTarget.UV3_AsColor:
{
InitUV3(j);
break;
}
}
UpdateDisplayMode(false);
}
void DrawVertexPoints(PaintJob j, Vector3 point)
{
if (j.HasStream() && j.HasData())
{
PrepBrushMode(j);
}
if (j.renderer == null)
{
return;
}
// convert point into local space, so we don't have to convert every point
var mtx = j.renderer.transform.localToWorldMatrix;
point = j.renderer.transform.worldToLocalMatrix.MultiplyPoint3x4(point);
// for some reason this doesn't handle scale, seems like it should
// we handle it poorly until I can find a better solution
float scale = 1.0f / Mathf.Abs(j.renderer.transform.lossyScale.x);
float bz = scale * brushSize;
bz *= bz;
for (int i = 0; i < j.verts.Length; ++i)
{
//float d = Vector3.Distance(point, j.verts[i]);
var p = j.verts[i];
float x = point.x - p.x;
float y = point.y - p.y;
float z = point.z - p.z;
float dist = x * x + y * y + z * z;
if (dist < bz)
{
Handles.color = showVertexColor;
Vector3 wp = mtx.MultiplyPoint(j.verts[i]);
Handles.SphereHandleCap(0, wp, Quaternion.identity, HandleUtility.GetHandleSize(wp) * 0.02f * showVertexSize, EventType.Repaint);
if (showNormals)
{
Handles.color = Color.blue;
Handles.DrawLine(wp, wp + mtx.MultiplyVector(j.stream.GetSafeNormal(i)));
}
if (showTangents)
{
Handles.color = Color.yellow;
var tang = j.stream.GetSafeTangent(i);
var t2 = new Vector3(tang.x, tang.y, tang.z);
t2 *= tang.w;
Handles.DrawLine(wp, wp + mtx.MultiplyVector(t2));
}
}
}
}
void PaintMesh(PaintJob j, Vector3 point, Lerper lerper, object value)
{
bool affected = false;
PrepBrushMode(j);
// convert point into local space, so we don't have to convert every point
point = j.renderer.transform.worldToLocalMatrix.MultiplyPoint3x4(point);
// for some reason this doesn't handle scale, seems like it should
// we handle it poorly until I can find a better solution
float scale = 1.0f / Mathf.Abs(j.renderer.transform.lossyScale.x);
float bz = scale * brushSize;
bz *= bz;
float pressure = Event.current.pressure > 0 ? Event.current.pressure : 1.0f;
bool modPos = !(j.stream.positions == null || j.stream.positions.Length == 0);
if (tab == Tab.Flow)
{
float strength = strokeDir.magnitude;
Vector3 sd = strokeDir.normalized;
Vector2 target = new Vector2(0.5f, 0.5f);
for (int i = 0; i < j.verts.Length; ++i)
{
Vector3 p = modPos ? j.stream.positions[i] : j.verts[i];
float x = point.x - p.x;
float y = point.y - p.y;
float z = point.z - p.z;
float dist = x * x + y * y + z * z;
//float d = Vector3.Distance(point, modPos ? j.stream.positions[i] : j.verts[i]);
if (dist < bz)
{
Vector3 n = j.normals[i];
Vector4 t = j.tangents[i];
if (j.stream.normals != null && j.stream.normals.Length == j.verts.Length)
{
n = j.stream.normals[i];
}
if (j.stream.tangents != null && j.stream.tangents.Length == j.verts.Length)
{
t = j.stream.tangents[i];
}
var mtx = j.meshFilter.transform.localToWorldMatrix;
n = mtx.MultiplyVector(n);
Vector3 tg = new Vector3(t.x, t.y, t.z);
tg = mtx.MultiplyVector(tg);
t.x = tg.x;
t.y = tg.y;
t.z = tg.z;
target.x = 0.5f;
target.y = 0.5f;
if (flowBrushType == FlowBrushType.Direction)
{
Vector3 b = Vector3.Cross(n, new Vector3(t.x, t.y, t.z) * t.w);
float dx = Vector3.Dot(t, sd);
float dy = Vector3.Dot(b, sd);
target = new Vector2(dx, dy);
target.Normalize();
if (flowTarget == FlowTarget.ColorBA || flowTarget == FlowTarget.ColorRG || flowRemap01)
{
target.x = target.x * 0.5f + 0.5f;
target.y = target.y * 0.5f + 0.5f;
}
}
float str = 1.0f - dist / bz;
str *= strength; // take brush speed into account..
str = Mathf.Pow(str, brushFalloff);
object obj = target;
float finalStr = str * (float)deltaTime * brushFlow * pressure;
if (finalStr > 0)
{
affected = true;
lerper.Invoke(j, i, ref obj, finalStr);
}
}
}
}
else if (tab == Tab.Deform)
{
for (int i = 0; i < j.verts.Length; ++i)
{
Vector3 p = modPos ? j.stream.positions[i] : j.verts[i];
float x = point.x - p.x;
float y = point.y - p.y;
float z = point.z - p.z;
float dist = x * x + y * y + z * z;
//float d = Vector3.Distance(point, j.verts[i]);
if (dist < bz)
{
float str = 1.0f - dist / bz;
str = Mathf.Pow(str, brushFalloff);
affected = true;
PaintVertPosition(j, i, str * (float)deltaTime * brushFlow * pressure);
}
}
}
else
{
for (int i = 0; i < j.verts.Length; ++i)
{
Vector3 p = modPos ? j.stream.positions[i] : j.verts[i];
float x = point.x - p.x;
float y = point.y - p.y;
float z = point.z - p.z;
float dist = x * x + y * y + z * z;
//float d = Vector3.Distance(point, j.verts[i]);
//float d = Vector3.Distance(point, j.verts[i]);
if (dist < bz)
{
float str = 1.0f - dist / bz;
str = Mathf.Pow(str, brushFalloff);
float finalStr = str * (float)deltaTime * brushFlow * pressure;
if (finalStr > 0)
{
affected = true;
lerper.Invoke(j, i, ref value, finalStr);
}
}
}
}
if (affected)
{
j.stream.Apply();
if (OnStokeModified != null)
{
OnStokeModified(j, false);
}
}
}
void EndStroke()
{
if (OnEndStroke != null)
{
OnEndStroke();
}
painting = false;
// could possibly make this faster by avoiding the double apply..
if (tab == Tab.Deform)
{
// This used to recalculate the normals, but this introduced tearing, since non-shared overlapping vertices
// would get slightly different normals with each stroke and slowly tear the mesh appart. For now, disable,
// until I have time to re-enable with some fast-spacial hash over the mesh..
/*
for (int i = 0; i < jobs.Length; ++i)
{
PaintJob j = jobs[i];
if (j.stream.positions != null && j.stream.normals != null && j.stream.tangents != null)
{
Mesh m = j.stream.Apply(false);
m.triangles = j.meshFilter.sharedMesh.triangles;
m.normals = j.stream.normals;
m.tangents = j.stream.tangents;
m.uv = j.meshFilter.sharedMesh.uv;
m.RecalculateNormals();
CalculateMeshTangents(m);
j.stream.normals = m.normals;
j.stream.tangents = m.tangents;
m.RecalculateBounds();
j.stream.Apply();
}
}
*/
}
for (int i = 0; i < jobs.Length; ++i)
{
PaintJob j = jobs[i];
if (j.HasStream())
{
EditorUtility.SetDirty(j.stream);
EditorUtility.SetDirty(j.stream.gameObject);
}
}
}
void CalculateMeshTangents(Mesh mesh)
{
//speed up math by copying the mesh arrays
int[] triangles = mesh.triangles;
Vector3[] vertices = mesh.vertices;
Vector2[] uv = mesh.uv;
Vector3[] normals = mesh.normals;
//variable definitions
int triangleCount = triangles.Length;
int vertexCount = vertices.Length;
Vector3[] tan1 = new Vector3[vertexCount];
Vector3[] tan2 = new Vector3[vertexCount];
Vector4[] tangents = new Vector4[vertexCount];
for (long a = 0; a < triangleCount; a += 3)
{
long i1 = triangles[a + 0];
long i2 = triangles[a + 1];
long i3 = triangles[a + 2];
Vector3 v1 = vertices[i1];
Vector3 v2 = vertices[i2];
Vector3 v3 = vertices[i3];
Vector2 w1 = uv[i1];
Vector2 w2 = uv[i2];
Vector2 w3 = uv[i3];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float div = s1 * t2 - s2 * t1;
float r = div == 0.0f ? 0.0f : 1.0f / div;
Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
tan1[i1] += sdir;
tan1[i2] += sdir;
tan1[i3] += sdir;
tan2[i1] += tdir;
tan2[i2] += tdir;
tan2[i3] += tdir;
}
for (long a = 0; a < vertexCount; ++a)
{
Vector3 n = normals[a];
Vector3 t = tan1[a];
//Vector3 tmp = (t - n * Vector3.Dot(n, t)).normalized;
//tangents[a] = new Vector4(tmp.x, tmp.y, tmp.z);
Vector3.OrthoNormalize(ref n, ref t);
tangents[a].x = t.x;
tangents[a].y = t.y;
tangents[a].z = t.z;
tangents[a].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[a]) < 0.0f) ? -1.0f : 1.0f;
}
mesh.tangents = tangents;
}
void ConstrainAxis(ref Vector3 cur, Vector3 orig)
{
if (vertexContraint == VertexContraint.X)
{
cur.y = orig.y;
cur.z = orig.z;
}
else if (vertexContraint == VertexContraint.Y)
{
cur.x = orig.x;
cur.z = orig.z;
}
else if (vertexContraint == VertexContraint.Z)
{
cur.x = orig.x;
cur.y = orig.y;
}
}
void PaintVertPosition(PaintJob j, int i, float strength)
{
switch (vertexMode)
{
case VertexMode.Adjust:
{
switch (vertexContraint)
{
case VertexContraint.Normal:
{
Vector3 cur = j.stream.positions[i];
Vector3 dir = j.stream.normals[i];
dir *= strength;
cur += pull ? dir : -dir;
j.stream.positions[i] = cur;
break;
}
case VertexContraint.Camera:
{
Vector3 cur = j.stream.positions[i];
Vector3 dir = strokeDir;
dir *= strength;
cur += pull ? dir : -dir;
j.stream.positions[i] = cur;
break;
}
case VertexContraint.X:
{
Vector3 cur = j.stream.positions[i];
Vector3 dir = new Vector3(1, 0, 0);
dir *= strength;
cur += pull ? dir : -dir;
j.stream.positions[i] = cur;
break;
}
case VertexContraint.Y:
{
Vector3 cur = j.stream.positions[i];
Vector3 dir = new Vector3(0, 1, 0);
dir *= strength;
cur += pull ? dir : -dir;
j.stream.positions[i] = cur;
break;
}
case VertexContraint.Z:
{
Vector3 cur = j.stream.positions[i];
Vector3 dir = new Vector3(0, 0, 1);
dir *= strength;
cur += pull ? dir : -dir;
j.stream.positions[i] = cur;
break;
}
}
break;
}
case VertexMode.Smooth:
{
Vector3 cur = j.stream.positions[i];
var con = j.vertexConnections[i];
for (int x = 0; x < con.Count; ++x)
{
cur += j.stream.positions[con[x]];
}
cur /= (con.Count + 1);
ConstrainAxis(ref cur, j.stream.positions[i]);
j.stream.positions[i] = Vector3.Lerp(j.stream.positions[i], cur, Mathf.Clamp01(strength));
break;
}
case VertexMode.Smear:
{
Vector3 cur = j.stream.positions[i];
Vector3 dir = strokeDir;
dir *= strength;
cur += pull ? dir : -dir;
j.stream.positions[i] = cur;
break;
}
case VertexMode.HistoryEraser:
{
Vector3 cur = j.stream.positions[i];
Vector3 orig = j.verts[i];
ConstrainAxis(ref orig, cur);
j.stream.positions[i] = Vector3.Lerp(cur, orig, Mathf.Clamp01(strength));
break;
}
}
}
double deltaTime = 0;
double lastTime = 0;
bool painting = false;
Vector3 oldMousePosition;
Vector3 strokeDir = Vector3.zero;
void DoShortcuts()
{
// wish I could make this global! but can't find a way...
if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape)
{
enabled = !enabled;
if (enabled)
{
InitMeshes();
UpdateDisplayMode();
Event.current.Use();
}
}
// brush adjustments
const float adjustSpeed = 0.3f;
if (Event.current.isKey && Event.current.type == EventType.KeyDown)
{
if (Event.current.keyCode == KeyCode.LeftBracket)
{
brushSize -= adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.RightBracket)
{
brushSize += adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Semicolon)
{
brushFlow -= adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Quote)
{
brushFlow += adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Period)
{
brushFalloff -= adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Slash)
{
brushFlow += adjustSpeed;
Repaint();
}
}
}
void OnSceneGUI(SceneView sceneView)
{
DoShortcuts();
deltaTime = EditorApplication.timeSinceStartup - lastTime;
lastTime = EditorApplication.timeSinceStartup;
if (jobs.Length == 0 && Selection.activeGameObject != null)
{
InitMeshes();
}
if (!enabled || jobs.Length == 0 || Selection.activeGameObject == null)
{
return;
}
if (tab == Tab.Utility)
{
return;
}
if (VertexInstanceStream.vertexShaderMat != null)
{
VertexInstanceStream.vertexShaderMat.SetFloat("_time", (float)EditorApplication.timeSinceStartup);
}
RaycastHit hit;
float distance = float.MaxValue;
Vector3 mousePosition = Event.current.mousePosition;
// So, in 5.4, Unity added this value, which is basically a scale to mouse coordinates for retna monitors.
// Not all monitors, just some of them.
// What I don't get is why the fuck they don't just pass me the correct fucking value instead. I spent hours
// finding this, and even the paid Unity support my company pays many thousands of dollars for had no idea
// after several weeks of back and forth. If your going to fake the coordinates for some reason, please do
// it everywhere to not just randomly break things everywhere you don't multiply some new value in.
float mult = EditorGUIUtility.pixelsPerPoint;
mousePosition.y = sceneView.camera.pixelHeight - mousePosition.y * mult;
mousePosition.x *= mult;
Vector3 fakeMP = mousePosition;
fakeMP.z = 20;
Vector3 point = sceneView.camera.ScreenToWorldPoint(fakeMP);
Vector3 normal = Vector3.forward;
Ray ray = sceneView.camera.ScreenPointToRay(mousePosition);
bool registerUndo = (Event.current.type == EventType.MouseDown && Event.current.button == 0 && Event.current.alt == false);
bool toggleWireframe = (Event.current.type == EventType.KeyUp && Event.current.control);
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i] == null || jobs[i].meshFilter == null)
continue;
// Early out if we're not in the area..
Bounds b = jobs[i].renderer.bounds;
b.Expand(brushSize*2);
if (!b.IntersectRay(ray))
{
continue;
}
if (registerUndo)
{
painting = true;
// clear job edits
for (int x = 0; x < jobEdits.Length; ++x)
{
jobEdits[x] = false;
}
if (OnBeginStroke != null)
{
OnBeginStroke(jobs);
}
}
if (toggleWireframe)
{
SetWireframeDisplay(jobs[i].renderer, hideMeshWireframe);
}
Matrix4x4 mtx = jobs[i].meshFilter.transform.localToWorldMatrix;
Mesh msh = jobs[i].meshFilter.sharedMesh;
if (jobs[i].HasStream())
{
msh = jobs[i].stream.GetModifierMesh();
}
if (msh == null)
{
msh = jobs[i].meshFilter.sharedMesh;
}
if (RXLookingGlass.IntersectRayMesh(ray, msh, mtx, out hit))
{
if (Event.current.shift == false)
{
if (hit.distance < distance)
{
distance = hit.distance;
point = hit.point;
oldpos = hit.point;
normal = hit.normal;
// if we don't have normal overrides, we have to recast against the shared mesh to get it's normal
// This could get a little strange if you modify the mesh, then delete the normal data, but in that
// case there's no real correct answer anyway without knowing the index of the vertex we're hitting.
if (normal.magnitude < 0.1f)
{
RXLookingGlass.IntersectRayMesh(ray, jobs[i].meshFilter.sharedMesh, mtx, out hit);
normal = hit.normal;
}
}
}
else
{
point = oldpos;
}
}
else
{
if (Event.current.shift == true)
{
point = oldpos;
}
}
}
if (Event.current.type == EventType.KeyUp && Event.current.control && Event.current.keyCode == KeyCode.V)
{
showVertexShader = !showVertexShader;
UpdateDisplayMode();
}
strokeDir = Vector3.zero;
if (tab == Tab.Flow || vertexMode == VertexMode.Smear)
{
if (Event.current.isMouse)
{
strokeDir = (point - oldMousePosition);
strokeDir.x *= Event.current.delta.magnitude;
strokeDir.y *= Event.current.delta.magnitude;
strokeDir.z *= Event.current.delta.magnitude;
oldMousePosition = point;
}
}
else if (vertexMode == VertexMode.Adjust)
{
strokeDir = -sceneView.camera.transform.forward;
}
if (Event.current.type == EventType.MouseMove && Event.current.shift)
{
brushSize += Event.current.delta.x * (float)deltaTime * 6.0f;
brushFalloff -= Event.current.delta.y * (float)deltaTime * 48.0f;
}
if (Event.current.rawType == EventType.MouseUp)
{
EndStroke();
}
if (Event.current.type == EventType.MouseMove && Event.current.alt)
{
brushSize += Event.current.delta.y * (float)deltaTime;
}
// set brush color
if (tab == Tab.Custom && customBrush != null)
{
Handles.color = customBrush.GetPreviewColor();
}
else if (brushMode == BrushTarget.Color || brushMode == BrushTarget.UV0_AsColor || brushMode == BrushTarget.UV1_AsColor
|| brushMode == BrushTarget.UV2_AsColor || brushMode == BrushTarget.UV3_AsColor)
{
Handles.color = new Color(brushColor.r, brushColor.g, brushColor.b, 0.4f);
}
else if (brushMode == BrushTarget.ValueR || brushMode == BrushTarget.ValueG ||
brushMode == BrushTarget.ValueB || brushMode == BrushTarget.ValueA)
{
float v = (float)brushValue / 255.0f;
Handles.color = new Color(v, v, v, 0.4f);
}
else
{
float v = (floatBrushValue - uvVisualizationRange.x) / Mathf.Max(0.00001f, uvVisualizationRange.y);
Handles.color = new Color(v, v, v, 0.4f);
}
if (brushVisualization == BrushVisualization.Sphere)
{
Handles.SphereHandleCap(0, point, Quaternion.identity, brushSize * 2, EventType.Repaint);
}
else
{
Handles.color = new Color(0.8f, 0, 0, 1.0f);
float r = Mathf.Pow(0.5f, brushFalloff);
Handles.DrawWireDisc(point, normal, brushSize * r);
Handles.color = new Color(0.9f, 0, 0, 0.8f);
Handles.DrawWireDisc(point, normal, brushSize);
}
// eat current event if mouse event and we're painting
if (Event.current.isMouse && painting)
{
Event.current.Use();
}
if (Event.current.type == EventType.Layout)
{
HandleUtility.AddDefaultControl(GUIUtility.GetControlID(GetHashCode(), FocusType.Passive));
}
// only paint once per frame
if (tab != Tab.Flow && Event.current.type != EventType.Repaint)
{
return;
}
if (jobs.Length > 0 && painting)
{
if (tab == Tab.Custom)
{
if (customBrush != null)
{
customBrush.BeginApplyStroke(ray);
}
}
var lerper = GetLerper();
var value = GetBrushValue();
for (int i = 0; i < jobs.Length; ++i)
{
Bounds b = jobs[i].renderer.bounds;
b.Expand(brushSize*2);
if (!b.IntersectRay(ray))
{
continue;
}
if (jobEdits[i] == false)
{
jobEdits[i] = true;
Undo.RegisterCompleteObjectUndo(jobs[i].stream, "Vertex Painter Stroke");
}
PaintMesh(jobs[i], point, lerper, value);
Undo.RecordObject(jobs[i].stream, "Vertex Painter Stroke");
}
}
if (jobs.Length > 0 && showVertexPoints)
{
for (int i = 0; i < jobs.Length; ++i)
{
DrawVertexPoints(jobs[i], point);
}
}
// update views
sceneView.Repaint();
HandleUtility.Repaint();
}
}
}