let util_uv_uvmap: gpu_texture_t = null; let util_uv_uvmap_cached: bool = false; let util_uv_trianglemap: gpu_texture_t = null; let util_uv_trianglemap_cached: bool = false; let util_uv_dilatemap: gpu_texture_t = null; let util_uv_dilatemap_cached: bool = false; let util_uv_uvislandmap: gpu_texture_t = null; let util_uv_uvislandmap_cached: bool = false; let util_uv_dilate_bytes: buffer_t = null; let util_uv_pipe_dilate: gpu_pipeline_t = null; function util_uv_cache_uv_map() { if (util_uv_uvmap != null && (util_uv_uvmap.width != config_get_texture_res_x() || util_uv_uvmap.height != config_get_texture_res_y())) { gpu_delete_texture(util_uv_uvmap); util_uv_uvmap = null; util_uv_uvmap_cached = false; } if (util_uv_uvmap_cached) { return; } let res_x: i32 = config_get_texture_res_x(); let res_y: i32 = config_get_texture_res_y(); if (util_uv_uvmap == null) { util_uv_uvmap = gpu_create_render_target(res_x, res_y); } util_uv_uvmap_cached = true; let merged: mesh_object_t = context_raw.merged_object; let mesh: mesh_data_t = (context_raw.layer_filter == 0 && merged != null) ? merged.data : context_raw.paint_object.data; let texa: i16_array_t = mesh.vertex_arrays[2].values; let inda: u32_array_t = mesh.index_array; draw_begin(util_uv_uvmap, true, 0x00000000); draw_set_color(0xffffffff); let strength: f32 = res_x > 2048 ? 2.0 : 1.0; let f: f32 = (1 / 32767) * util_uv_uvmap.width; for (let i: i32 = 0; i < math_floor(inda.length / 3); ++i) { let x1: f32 = (texa[inda[i * 3 ] * 2 ]) * f; let x2: f32 = (texa[inda[i * 3 + 1] * 2 ]) * f; let x3: f32 = (texa[inda[i * 3 + 2] * 2 ]) * f; let y1: f32 = (texa[inda[i * 3 ] * 2 + 1]) * f; let y2: f32 = (texa[inda[i * 3 + 1] * 2 + 1]) * f; let y3: f32 = (texa[inda[i * 3 + 2] * 2 + 1]) * f; draw_line_aa(x1, y1, x2, y2, strength); draw_line_aa(x2, y2, x3, y3, strength); draw_line_aa(x3, y3, x1, y1, strength); } draw_end(); } function util_uv_cache_triangle_map() { if (util_uv_trianglemap != null && (util_uv_trianglemap.width != config_get_texture_res_x() || util_uv_trianglemap.height != config_get_texture_res_y())) { gpu_delete_texture(util_uv_trianglemap); util_uv_trianglemap = null; util_uv_trianglemap_cached = false; } if (util_uv_trianglemap_cached) { return; } if (util_uv_trianglemap == null) { util_uv_trianglemap = gpu_create_render_target(config_get_texture_res_x(), config_get_texture_res_y()); } util_uv_trianglemap_cached = true; let merged: mesh_data_t = context_raw.merged_object != null ? context_raw.merged_object.data : context_raw.paint_object.data; let mesh: mesh_data_t = merged; let texa: i16_array_t = mesh.vertex_arrays[2].values; let inda: u32_array_t = mesh.index_array; draw_begin(util_uv_trianglemap, true, 0xff000000); let f: f32 = (1 / 32767) * util_uv_trianglemap.width; let color: i32 = 0xff000001; for (let i: i32 = 0; i < math_floor(inda.length / 3); ++i) { if (color == 0xffffffff) color = 0xff000001; color++; draw_set_color(color); let x1: f32 = (texa[inda[i * 3 ] * 2 ]) * f; let x2: f32 = (texa[inda[i * 3 + 1] * 2 ]) * f; let x3: f32 = (texa[inda[i * 3 + 2] * 2 ]) * f; let y1: f32 = (texa[inda[i * 3 ] * 2 + 1]) * f; let y2: f32 = (texa[inda[i * 3 + 1] * 2 + 1]) * f; let y3: f32 = (texa[inda[i * 3 + 2] * 2 + 1]) * f; draw_filled_triangle(x1, y1, x2, y2, x3, y3); } draw_end(); } function util_uv_cache_dilate_map() { if (util_uv_dilatemap != null && (util_uv_dilatemap.width != config_get_texture_res_x() || util_uv_dilatemap.height != config_get_texture_res_y())) { gpu_delete_texture(util_uv_dilatemap); util_uv_dilatemap = null; util_uv_dilatemap_cached = false; } if (util_uv_dilatemap_cached) return; if (util_uv_dilatemap == null) { util_uv_dilatemap = gpu_create_render_target(config_get_texture_res_x(), config_get_texture_res_y(), tex_format_t.R8); } if (util_uv_pipe_dilate == null) { util_uv_pipe_dilate = gpu_create_pipeline(); util_uv_pipe_dilate.vertex_shader = sys_get_shader("dilate_map.vert"); util_uv_pipe_dilate.fragment_shader = sys_get_shader("dilate_map.frag"); let vs: gpu_vertex_structure_t = {}; gpu_vertex_struct_add(vs, "pos", vertex_data_t.I16_4X_NORM); gpu_vertex_struct_add(vs, "nor", vertex_data_t.I16_2X_NORM); gpu_vertex_struct_add(vs, "tex", vertex_data_t.I16_2X_NORM); util_uv_pipe_dilate.input_layout = vs; util_uv_pipe_dilate.depth_write = false; util_uv_pipe_dilate.depth_mode = compare_mode_t.ALWAYS; ARRAY_ACCESS(util_uv_pipe_dilate.color_attachment, 0) = tex_format_t.R8; gpu_pipeline_compile(util_uv_pipe_dilate); // dilate_tex_unpack = getConstantLocation(pipeDilate, "tex_unpack"); } let mask: i32 = context_object_mask_used() ? slot_layer_get_object_mask(context_raw.layer) : 0; if (context_layer_filter_used()) { mask = context_raw.layer_filter; } let geom: mesh_data_t = mask == 0 && context_raw.merged_object != null ? context_raw.merged_object.data : context_raw.paint_object.data; _gpu_begin(util_uv_dilatemap, null, null, clear_flag_t.COLOR, 0x00000000); gpu_set_pipeline(util_uv_pipe_dilate); gpu_set_vertex_buffer(geom._.vertex_buffer); gpu_set_index_buffer(geom._.index_buffer); gpu_draw(); gpu_end(); util_uv_dilatemap_cached = true; util_uv_dilate_bytes = null; } function _util_uv_check(cx: i32, cy: i32, w: i32, h: i32, r: i32, view: buffer_t, coords_x: i32[], coords_y: i32[]) { if (cx < 0 || cx >= w || cy < 0 || cy >= h) { return; } if (buffer_get_u8(view, cy * w + cx) == 255) { return; } if (buffer_get_u8(util_uv_dilate_bytes, cy * r * util_uv_dilatemap.width + cx * r) == 0) { return; } buffer_set_u8(view, cy * w + cx, 255); array_push(coords_x, cx + 1); array_push(coords_y, cy); array_push(coords_x, cx - 1); array_push(coords_y, cy); array_push(coords_x, cx); array_push(coords_y, cy + 1); array_push(coords_x, cx); array_push(coords_y, cy - 1); } function util_uv_cache_uv_island_map() { util_uv_cache_dilate_map(); if (util_uv_dilate_bytes == null) { util_uv_dilate_bytes = gpu_get_texture_pixels(util_uv_dilatemap); } util_render_pick_pos_nor_tex(); let w: i32 = 2048; // config_get_texture_res_x() let h: i32 = 2048; // config_get_texture_res_y() let x: i32 = math_floor(context_raw.uvx_picked * w); let y: i32 = math_floor(context_raw.uvy_picked * h); let bytes: buffer_t = buffer_create(w * h); let coords_x: i32[] = [x]; let coords_y: i32[] = [y]; let r: i32 = math_floor(util_uv_dilatemap.width / w); while (coords_x.length > 0) { let cx: i32 = i32_array_pop(coords_x); let cy: i32 = i32_array_pop(coords_y); _util_uv_check(cx, cy, w, h, r, bytes, coords_x, coords_y); } if (util_uv_uvislandmap != null) { gpu_delete_texture(util_uv_uvislandmap); } util_uv_uvislandmap = gpu_create_texture_from_bytes(bytes, w, h, tex_format_t.R8); util_uv_uvislandmap_cached = true; }