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.. */ #if __MICROSPLAT__ namespace JBooth.MicroSplat.VertexPainter { public partial class VertexPainterWindow : EditorWindow { enum Tab { Paint = 0, #if __MICROSPLAT_STREAMS__ Wetness, Puddles, Streams, Lava, #endif Utility, } string[] tabNames = { "Paint", #if __MICROSPLAT_STREAMS__ "Wetness", "Puddles", "Streams", "Lava", #endif "Utility", }; Tab tab = Tab.Paint; 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 rolloutStates = new Dictionary(); 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 MicroSplatVertexMesh component on it"); return; } DrawChannelGUI(); tab = (Tab)GUILayout.Toolbar((int)tab, tabNames); if (tab != Tab.Utility) { scroll = EditorGUILayout.BeginScrollView(scroll); DrawPaintGUI(); } else { scroll = EditorGUILayout.BeginScrollView(scroll); DrawUtilityGUI(); } 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 (); } EditorGUILayout.BeginHorizontal (); 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 Vertex Stream")) { for (int i = 0; i < jobs.Length; ++i) { jobs [i].EnforceStream (); } } } brushVisualization = (BrushVisualization)EditorGUILayout.EnumPopup ("Brush Visualization", brushVisualization); EditorGUILayout.BeginHorizontal (); showVertexPoints = GUILayout.Toggle (showVertexPoints, "Show Brush Influence"); showVertexSize = EditorGUILayout.Slider (showVertexSize, 0.2f, 10); 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); } } } EditorGUILayout.Separator(); GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)}); EditorGUILayout.Separator(); } void DrawBrushSettingsGUI() { if (jobs == null || jobs.Length == 0 || jobs [0] == null || jobs [0].vertexMesh == null ) return; int maxTex = 27; Texture2DArray ta = null; if (jobs [0].vertexMesh.templateMaterial != null) { ta = jobs [0].vertexMesh.templateMaterial.GetTexture ("_Diffuse") as Texture2DArray; if (ta != null && ta.depth > 0) { maxTex = ta.depth - 1; } } if (tab == Tab.Paint) { if (ta != null) { channel = MicroSplatUtilities.DrawTextureSelector (channel, ta); } else { channel = EditorGUILayout.IntSlider ("Texture Index", channel, 0, maxTex); } } targetValue = EditorGUILayout.Slider ("Target Value", targetValue, 0.0f, 1.0f); brushSize = EditorGUILayout.Slider("Brush Size", brushSize, 0.01f, 90.0f); brushFlow = EditorGUILayout.Slider("Brush Flow", brushFlow, 0.1f, 128.0f); brushFalloff = EditorGUILayout.Slider("Brush Falloff", brushFalloff, 0.1f, 3.5f); EditorGUILayout.Separator(); GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)}); EditorGUILayout.Separator(); } void DrawPaintGUI() { GUILayout.Box("Brush Settings", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)}); DrawBrushSettingsGUI(); 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()); } EditorGUILayout.EndHorizontal(); } List utilities = new List(); 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(); } #if UNITY_2019_1_OR_NEWER SceneView.duringSceneGui -= this.OnSceneGUI; SceneView.duringSceneGui += this.OnSceneGUI; #else SceneView.onSceneGUIDelegate -= this.OnSceneGUI; SceneView.onSceneGUIDelegate += this.OnSceneGUI; #endif 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() { #if UNITY_2019_1_OR_NEWER SceneView.duringSceneGui -= this.OnSceneGUI; #else SceneView.onSceneGUIDelegate -= this.OnSceneGUI; #endif } } } #endif