[unity] Cleanup: merged common code of GetRepackedAttachments and GetRepackedSkin. See commit e3245ed.

This commit is contained in:
Harald Csaszar 2019-12-02 16:23:06 +01:00
parent e3245ed590
commit 1d5189db81

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