Merge branch '3.8' into 3.9-beta

This commit is contained in:
Harald Csaszar 2020-02-17 17:55:48 +01:00
commit 6fa46fbbae

View File

@ -101,8 +101,7 @@ namespace Spine.Unity.AttachmentTools {
material.CopyPropertiesFromMaterial(materialPropertySource);
material.shaderKeywords = materialPropertySource.shaderKeywords;
}
var newTexture = t.GetClone(textureFormat, mipmaps);
newTexture.ApplyPMA(true);
var newTexture = t.GetClone(textureFormat, mipmaps, applyPMA : true);
newTexture.name = t.name + "-pma-";
material.name = t.name + shader.name;
@ -163,9 +162,7 @@ namespace Spine.Unity.AttachmentTools {
material.shaderKeywords = materialPropertySource.shaderKeywords;
}
var tex = s.ToTexture(textureFormat, mipmaps);
tex.ApplyPMA(true);
var tex = s.ToTexture(textureFormat, mipmaps, applyPMA : true);
tex.name = s.name + "-pma-";
material.name = tex.name + shader.name;
@ -512,7 +509,7 @@ namespace Spine.Unity.AttachmentTools {
/// <summary>Creates a new Texture2D object based on an AtlasRegion.
/// If applyImmediately is true, Texture2D.Apply is called immediately after the Texture2D is filled with data.</summary>
public static Texture2D ToTexture (this AtlasRegion ar, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
int texturePropertyId = 0, bool linear = false) {
int texturePropertyId = 0, bool linear = false, bool applyPMA = false) {
Texture2D output;
@ -525,6 +522,9 @@ namespace Spine.Unity.AttachmentTools {
int height = (int)r.height;
output = new Texture2D(width, height, textureFormat, mipmaps, linear) { name = ar.name };
output.CopyTextureAttributesFrom(sourceTexture);
if (applyPMA)
AtlasUtilities.CopyTextureApplyPMA(sourceTexture, r, output);
else
AtlasUtilities.CopyTexture(sourceTexture, r, output);
CachedRegionTextures.Add(cacheKey, output);
CachedRegionTexturesList.Add(output);
@ -534,21 +534,27 @@ namespace Spine.Unity.AttachmentTools {
}
static Texture2D ToTexture (this Sprite s, TextureFormat textureFormat = SpineTextureFormat,
bool mipmaps = UseMipMaps, bool linear = false) {
bool mipmaps = UseMipMaps, bool linear = false, bool applyPMA = false) {
var spriteTexture = s.texture;
var r = s.textureRect;
var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps, linear);
newTexture.CopyTextureAttributesFrom(spriteTexture);
if (applyPMA)
AtlasUtilities.CopyTextureApplyPMA(spriteTexture, r, newTexture);
else
AtlasUtilities.CopyTexture(spriteTexture, r, newTexture);
return newTexture;
}
static Texture2D GetClone (this Texture2D t, TextureFormat textureFormat = SpineTextureFormat,
bool mipmaps = UseMipMaps, bool linear = false) {
bool mipmaps = UseMipMaps, bool linear = false, bool applyPMA = false) {
var newTexture = new Texture2D((int)t.width, (int)t.height, textureFormat, mipmaps, linear);
newTexture.CopyTextureAttributesFrom(t);
if (applyPMA)
AtlasUtilities.CopyTextureApplyPMA(t, new Rect(0, 0, t.width, t.height), newTexture);
else
AtlasUtilities.CopyTexture(t, new Rect(0, 0, t.width, t.height), newTexture);
return newTexture;
}
@ -564,6 +570,24 @@ namespace Spine.Unity.AttachmentTools {
}
}
static void CopyTextureApplyPMA (Texture2D source, Rect sourceRect, Texture2D destination) {
Color[] pixelBuffer = source.GetPixels((int)sourceRect.x, (int)sourceRect.y, (int)sourceRect.width, (int)sourceRect.height);
for (int i = 0, n = pixelBuffer.Length; i < n; i++) {
Color p = pixelBuffer[i];
float a = p.a;
p.r = p.r * a;
p.g = p.g * a;
p.b = p.b * a;
pixelBuffer[i] = p;
}
destination.SetPixels(pixelBuffer);
destination.Apply();
}
static bool IsRenderable (Attachment a) {
return a is IHasRendererObject;
}
/// <summary>
/// Get a rect with flipped Y so that a Spine atlas rect gets converted to a Unity Sprite rect and vice versa.</summary>
static Rect SpineUnityFlipRect (this Rect rect, int textureHeight) {
@ -689,21 +713,6 @@ namespace Spine.Unity.AttachmentTools {
destination.wrapModeV = source.wrapModeV;
destination.wrapModeW = source.wrapModeW;
}
static void ApplyPMA (this Texture2D texture, bool applyImmediately = true) {
var pixels = texture.GetPixels();
for (int i = 0, n = pixels.Length; i < n; i++) {
Color p = pixels[i];
float a = p.a;
p.r = p.r * a;
p.g = p.g * a;
p.b = p.b * a;
pixels[i] = p;
}
texture.SetPixels(pixels);
if (applyImmediately)
texture.Apply();
}
#endregion
static float InverseLerp (float a, float b, float value) {