Files
Fishing2/Packages/com.jbooth.microsplat.mesh-workflow/Scripts/VertexPaint/Editor/VertexPainterWindow_Painting.cs
2025-06-04 09:09:39 +08:00

726 lines
24 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
#if __MICROSPLAT__
namespace JBooth.MicroSplat.VertexPainter
{
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 bool enabled;
public Vector3 oldpos = Vector3.zero;
public float brushSize = 1;
public float brushFlow = 8;
public float brushFalloff = 1; // linear
public int channel = 0;
public float targetValue = 1.0f;
public bool showVertexPoints = false;
public float showVertexSize = 1;
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];
void InitMeshes()
{
List<PaintJob> pjs = new List<PaintJob>();
Object[] objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Editable | 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>();
MicroSplatVertexMesh vmesh = go.GetComponent<MicroSplatVertexMesh> ();
if (mf != null && r != null && mf.sharedMesh != null && mf.sharedMesh.isReadable && vmesh != null)
{
pjs.Add(new PaintJob(mf, r, vmesh));
}
}
}
jobs = pjs.ToArray();
jobEdits = new bool[jobs.Length];
}
void SetWireframeDisplay(Renderer r, bool hidden)
{
EditorUtility.SetSelectedRenderState(r, hidden ?
EditorSelectedRenderState.Hidden : EditorSelectedRenderState.Highlight);
}
void OnUndo()
{
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i].stream != null)
{
jobs[i].stream.Apply(false);
}
}
}
public bool IsFXEnabled(PaintJob j)
{
return (j.vertexMesh.keywordSO.IsKeywordEnabled ("_STREAMS") ||
j.vertexMesh.keywordSO.IsKeywordEnabled ("_LAVA") ||
j.vertexMesh.keywordSO.IsKeywordEnabled ("_WETNESS") ||
j.vertexMesh.keywordSO.IsKeywordEnabled ("_PUDDLES"));
}
int GetChannel()
{
int c = channel;
#if __MICROSPLAT_STREAMS__
if (tab == Tab.Wetness)
{
c = 28;
}
else if (tab == Tab.Puddles)
{
c = 29;
}
else if (tab == Tab.Streams)
{
c = 30;
}
else if (tab == Tab.Lava)
{
c = 31;
}
#endif
return c;
}
public void FillMesh(PaintJob job)
{
PrepBrushMode(job);
int c = GetChannel ();
if (c >= 28)
{
for (int i = 0; i < job.verts.Length; ++i)
{
Color clr = job.stream.colors [i];
var uv1 = job.stream.uv1 [i];
var uv2 = job.stream.uv2 [i];
ToTemp (clr, uv1, uv2);
tempWeights [c] = targetValue;
FromTemp (ref clr, ref uv1, ref uv2);
job.stream.colors [i] = clr;
job.stream.uv1 [i] = uv1;
job.stream.uv2 [i] = uv2;
}
}
else
{
for (int i = 0; i < job.verts.Length; ++i)
{
Color clr = job.stream.colors [i];
var uv1 = job.stream.uv1 [i];
var uv2 = job.stream.uv2 [i];
ToTemp (clr, uv1, uv2);
for (int x = 0; x < 28; ++x)
{
tempWeights [x] = 0;
}
tempWeights [c] = 1;
FromTemp (ref clr, ref uv1, ref uv2);
job.stream.colors [i] = clr;
job.stream.uv1 [i] = uv1;
job.stream.uv2 [i] = uv2;
}
}
job.stream.Apply();
if (OnStokeModified != null)
{
OnStokeModified(job, true);
}
}
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 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 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 PrepBrushMode(PaintJob j)
{
InitColors (j);
InitUV1 (j);
InitUV2 (j);
}
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)
{
Vector3 wp = mtx.MultiplyPoint(j.verts[i]);
Handles.SphereHandleCap(0, point, Quaternion.identity, HandleUtility.GetHandleSize(wp) * 0.02f * showVertexSize, EventType.Repaint);
}
}
}
Color DecodeToColor (float v)
{
var vi = (uint)(v * (256.0f * 256.0f * 256.0f * 256.0f));
var ex = (int)(vi / (256 * 256 * 256) % 256);
var ey = (int)((vi / (256 * 256)) % 256);
var ez = (int)((vi / (256)) % 256);
var ew = (int)(vi % 256);
var e = new Color (ex / 255.0f, ey / 255.0f, ez / 255.0f, ew / 255.0f);
return e;
}
float EncodeToFloat (Color enc)
{
var ex = (uint)(enc.r * 255);
var ey = (uint)(enc.g * 255);
var ez = (uint)(enc.b * 255);
var ew = (uint)(enc.a * 255);
var v = (ex << 24) + (ey << 16) + (ez << 8) + ew;
return v / (256.0f * 256.0f * 256.0f * 256.0f);
}
float [] tempWeights = new float [32];
void ToTemp(Color c, Vector4 uv1, Vector4 uv2)
{
Color s0 = DecodeToColor (c.r);
Color s1 = DecodeToColor (c.g);
Color s2 = DecodeToColor (c.b);
Color s3 = DecodeToColor (c.a);
Color s4 = DecodeToColor (uv1.z);
Color s5 = DecodeToColor (uv1.w);
Color s6 = DecodeToColor (uv2.z);
Color s7 = DecodeToColor (uv2.w);
tempWeights [0] = s0.r;
tempWeights [1] = s0.g;
tempWeights [2] = s0.b;
tempWeights [3] = s0.a;
tempWeights [4] = s1.r;
tempWeights [5] = s1.g;
tempWeights [6] = s1.b;
tempWeights [7] = s1.a;
tempWeights [8] = s2.r;
tempWeights [9] = s2.g;
tempWeights [10] = s2.b;
tempWeights [11] = s2.a;
tempWeights [12] = s3.r;
tempWeights [13] = s3.g;
tempWeights [14] = s3.b;
tempWeights [15] = s3.a;
tempWeights [16] = s4.r;
tempWeights [17] = s4.g;
tempWeights [18] = s4.b;
tempWeights [19] = s4.a;
tempWeights [20] = s5.r;
tempWeights [21] = s5.g;
tempWeights [22] = s5.b;
tempWeights [23] = s5.a;
tempWeights [24] = s6.r;
tempWeights [25] = s6.g;
tempWeights [26] = s6.b;
tempWeights [27] = s6.a;
tempWeights [28] = s7.r;
tempWeights [29] = s7.g;
tempWeights [30] = s7.b;
tempWeights [31] = s7.a;
}
void FromTemp(ref Color c, ref Vector4 uv1, ref Vector4 uv2)
{
c.r = EncodeToFloat (new Color (tempWeights [0], tempWeights [1], tempWeights [2], tempWeights [3]));
c.g = EncodeToFloat (new Color (tempWeights [4], tempWeights [5], tempWeights [6], tempWeights [7]));
c.b = EncodeToFloat (new Color (tempWeights [8], tempWeights [9], tempWeights [10], tempWeights [11]));
c.a = EncodeToFloat (new Color (tempWeights [12], tempWeights [13], tempWeights [14], tempWeights [15]));
uv1.z = EncodeToFloat (new Color (tempWeights [16], tempWeights [17], tempWeights [18], tempWeights [19]));
uv1.w = EncodeToFloat (new Color (tempWeights [20], tempWeights [21], tempWeights [22], tempWeights [23]));
uv2.z = EncodeToFloat (new Color (tempWeights [24], tempWeights [25], tempWeights [26], tempWeights [27]));
uv2.w = EncodeToFloat (new Color (tempWeights [28], tempWeights [29], tempWeights [30], tempWeights [31]));
}
void NormalizeTempWeights(bool fx)
{
float total = 0;
for (int i = 0; i < 28; ++i)
{
total += tempWeights [i];
}
for (int i = 0; i < 28; ++i)
{
tempWeights [i] /= total;
}
}
void PaintMesh(PaintJob j, Vector3 point, float 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);
{
bool fx = IsFXEnabled (j);
int cnl = GetChannel ();
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;
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;
Color c = j.stream.colors [i];
var uv1 = j.stream.uv1 [i];
var uv2 = j.stream.uv2 [i];
ToTemp (c, uv1, uv2);
var twv = tempWeights [cnl];
var after = Mathf.Clamp01(Mathf.Lerp(twv, value, finalStr));
tempWeights [cnl] = after;
NormalizeTempWeights (fx);
FromTemp (ref c, ref uv1, ref uv2);
j.stream.colors [i] = c;
j.stream.uv1 [i] = uv1;
j.stream.uv2 [i] = uv2;
}
}
}
}
if (affected)
{
j.stream.Apply();
if (OnStokeModified != null)
{
OnStokeModified(j, false);
}
}
}
void EndStroke()
{
if (OnEndStroke != null)
{
OnEndStroke();
}
painting = false;
for (int i = 0; i < jobs.Length; ++i)
{
PaintJob j = jobs[i];
if (j.HasStream())
{
EditorUtility.SetDirty(j.stream);
EditorUtility.SetDirty(j.stream.gameObject);
}
}
}
double deltaTime = 0;
double lastTime = 0;
bool painting = false;
void DoShortcuts()
{
if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape)
{
enabled = !enabled;
if (enabled)
{
InitMeshes();
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;
}
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.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;
}
Handles.color = new Color(1, 0, 0, 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));
}
if (jobs.Length > 0 && painting)
{
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, targetValue);
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();
}
}
}
#endif