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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Cleanup: merged common code of GetRepackedAttachments and GetRepackedSkin. See commit e3245ed.
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e3245ed590
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@ -219,6 +219,19 @@ namespace Spine.Unity.AttachmentTools {
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}
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#region Runtime Repacking
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/// <summary>
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/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
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/// but mapped to a new single texture using the same material.</summary>
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/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
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/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
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/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
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/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
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/// default parameters using the provided <c>shader</c> will be created.</param>
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/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
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/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
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/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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/// this array will be filled with the resulting repacked texture for every property,
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/// just as the main repacked texture is assigned to <c>outputTexture</c>.</param>
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public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource,
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out Material outputMaterial, out Texture2D outputTexture,
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int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
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@ -236,9 +249,10 @@ namespace Spine.Unity.AttachmentTools {
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/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
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/// but mapped to a new single texture using the same material.</summary>
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/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
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/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
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///
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/// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
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/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
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/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
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/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
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/// default parameters using the provided <c>shader</c> will be created.</param>
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/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
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/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
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/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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@ -268,8 +282,10 @@ namespace Spine.Unity.AttachmentTools {
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}
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var originalRegions = new List<AtlasRegion>();
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if (!object.ReferenceEquals(sourceAttachments, outputAttachments)) {
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outputAttachments.Clear();
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outputAttachments.AddRange(sourceAttachments);
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}
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int newRegionIndex = 0;
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for (int attachmentIndex = 0, n = sourceAttachments.Count; attachmentIndex < n; attachmentIndex++) {
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@ -398,102 +414,20 @@ namespace Spine.Unity.AttachmentTools {
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newSkin.bones.AddRange(o.bones);
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newSkin.constraints.AddRange(o.constraints);
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// Use these to detect and use shared regions.
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var existingRegions = new Dictionary<AtlasRegion, int>();
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var regionIndexes = new List<int>();
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// Collect all textures from the attachments of the original skin.
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var repackedAttachments = new List<Attachment>();
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int numTextureParamsToRepack = 1 + (additionalTexturePropertyIDsToCopy == null ? 0 : additionalTexturePropertyIDsToCopy.Length);
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additionalOutputTextures = (additionalTexturePropertyIDsToCopy == null ? null : new Texture2D[additionalTexturePropertyIDsToCopy.Length]);
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List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[numTextureParamsToRepack];
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for (int i = 0; i < numTextureParamsToRepack; ++i) {
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texturesToPackAtParam[i] = new List<Texture2D>();
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var originalAttachments = o.Attachments;
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int attachmentCount = originalAttachments.Count;
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List<Attachment> inoutAttachments = new List<Attachment>(attachmentCount);
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foreach (var entry in o.Attachments) {
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inoutAttachments.Add(entry.attachment);
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}
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var originalRegions = new List<AtlasRegion>();
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int newRegionIndex = 0;
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foreach (var originalSkinEntry in skinAttachments) {
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var originalAttachment = originalSkinEntry.Attachment;
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if (originalAttachment is IHasRendererObject) {
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var originalMeshAttachment = originalAttachment as MeshAttachment;
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Attachment newAttachment = (originalMeshAttachment != null) ? originalMeshAttachment.NewLinkedMesh() : originalAttachment.Copy();
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var region = ((IHasRendererObject)newAttachment).RendererObject as AtlasRegion;
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int existingIndex;
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if (existingRegions.TryGetValue(region, out existingIndex)) {
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regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
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} else {
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originalRegions.Add(region);
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for (int i = 0; i < numTextureParamsToRepack; ++i) {
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Texture2D regionTexture = (i == 0 ? region.ToTexture() : region.ToTexture(texturePropertyId : additionalTexturePropertyIDsToCopy[i - 1]));
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texturesToPackAtParam[i].Add(regionTexture); // Add the texture to the PackTextures argument
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}
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existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
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regionIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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newRegionIndex++;
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}
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repackedAttachments.Add(newAttachment);
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GetRepackedAttachments(inoutAttachments, inoutAttachments, materialPropertySource, out outputMaterial, out outputTexture,
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maxAtlasSize, padding, textureFormat, mipmaps, newName, clearCache, useOriginalNonrenderables,
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additionalTexturePropertyIDsToCopy, additionalOutputTextures);
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int i = 0;
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foreach (var originalSkinEntry in o.Attachments) {
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var newAttachment = inoutAttachments[i++];
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newSkin.SetAttachment(originalSkinEntry.SlotIndex, originalSkinEntry.Name, newAttachment);
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} else {
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newSkin.SetAttachment(originalSkinEntry.SlotIndex, originalSkinEntry.Name, useOriginalNonrenderables ? originalAttachment : originalAttachment.Copy());
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}
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}
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// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
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var newMaterial = new Material(shader);
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if (materialPropertySource != null) {
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newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
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newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
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}
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newMaterial.name = newName;
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Rect[] rects = null;
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for (int i = 0; i < numTextureParamsToRepack; ++i) {
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// Fill a new texture with the collected attachment textures.
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var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
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newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
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var texturesToPack = texturesToPackAtParam[i];
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if (texturesToPack.Count > 0) {
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var sourceTexture = texturesToPack[0];
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newTexture.CopyTextureAttributesFrom(sourceTexture);
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}
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newTexture.name = newName;
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var rectsForTexParam = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
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if (i == 0) {
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rects = rectsForTexParam;
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newMaterial.mainTexture = newTexture;
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outputTexture = newTexture;
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}
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else {
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newMaterial.SetTexture(additionalTexturePropertyIDsToCopy[i - 1], newTexture);
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additionalOutputTextures[i - 1] = newTexture;
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}
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}
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var page = newMaterial.ToSpineAtlasPage();
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page.name = newName;
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var repackedRegions = new List<AtlasRegion>();
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for (int i = 0, n = originalRegions.Count; i < n; i++) {
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var oldRegion = originalRegions[i];
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var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
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repackedRegions.Add(newRegion);
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}
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// Map the cloned attachments to the repacked atlas.
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for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
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var a = repackedAttachments[i];
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if (a is IHasRendererObject)
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a.SetRegion(repackedRegions[regionIndexes[i]]);
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}
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// Clean up.
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if (clearCache)
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AtlasUtilities.ClearCache();
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outputMaterial = newMaterial;
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return newSkin;
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}
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