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[unity] Fixed GetRepackedSkin partially ignoring textureFormat argument. Closes #1593. Also added optional TextureFormat array parameter for additional texture layers.
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@ -232,17 +232,23 @@ namespace Spine.Unity.AttachmentTools {
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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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/// <param name="additionalTextureFormats">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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/// this array will be used as <c>TextureFormat</c> at the Texture at the respective property.
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/// When <c>additionalTextureFormats</c> is <c>null</c> or when its array size is smaller,
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/// <c>textureFormat</c> is used where there exists no corresponding array item.</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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string newAssetName = "Repacked Attachments", bool clearCache = false, bool useOriginalNonrenderables = true,
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null) {
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null,
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TextureFormat[] additionalTextureFormats = null) {
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Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
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GetRepackedAttachments(sourceAttachments, outputAttachments, shader, out outputMaterial, out outputTexture,
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maxAtlasSize, padding, textureFormat, mipmaps, newAssetName,
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materialPropertySource, clearCache, useOriginalNonrenderables,
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additionalTexturePropertyIDsToCopy, additionalOutputTextures);
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additionalTexturePropertyIDsToCopy, additionalOutputTextures,
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additionalTextureFormats);
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}
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/// <summary>
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@ -258,12 +264,17 @@ namespace Spine.Unity.AttachmentTools {
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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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/// <param name="additionalTextureFormats">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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/// this array will be used as <c>TextureFormat</c> at the Texture at the respective property.
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/// When <c>additionalTextureFormats</c> is <c>null</c> or when its array size is smaller,
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/// <c>textureFormat</c> is used where there exists no corresponding array item.</param>
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public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Shader shader,
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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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string newAssetName = "Repacked Attachments",
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Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true,
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null) {
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null,
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TextureFormat[] additionalTextureFormats = null) {
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if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
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if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
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@ -303,8 +314,10 @@ namespace Spine.Unity.AttachmentTools {
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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 ?
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region.ToTexture(mipmaps : mipmaps) :
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region.ToTexture(mipmaps : mipmaps, texturePropertyId: additionalTexturePropertyIDsToCopy[i - 1]));
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region.ToTexture(textureFormat, mipmaps) :
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region.ToTexture((additionalTextureFormats != null && i - 1 < additionalTextureFormats.Length) ?
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additionalTextureFormats[i - 1] : textureFormat,
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mipmaps, additionalTexturePropertyIDsToCopy[i - 1]));
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texturesToPackAtParam[i].Add(regionTexture);
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}
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@ -332,7 +345,10 @@ namespace Spine.Unity.AttachmentTools {
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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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var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize,
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(additionalTextureFormats != null && i - 1 < additionalTextureFormats.Length) ?
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additionalTextureFormats[i - 1] : textureFormat,
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mipmaps);
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newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
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var texturesToPack = texturesToPackAtParam[i];
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@ -387,14 +403,20 @@ namespace Spine.Unity.AttachmentTools {
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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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/// <param name="additionalTextureFormats">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
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/// this array will be used as <c>TextureFormat</c> at the Texture at the respective property.
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/// When <c>additionalTextureFormats</c> is <c>null</c> or when its array size is smaller,
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/// <c>textureFormat</c> is used where there exists no corresponding array item.</param>
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public static Skin GetRepackedSkin (this Skin o, string newName, Material materialPropertySource, 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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bool useOriginalNonrenderables = true, bool clearCache = false,
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null) {
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null,
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TextureFormat[] additionalTextureFormats = null) {
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return GetRepackedSkin(o, newName, materialPropertySource.shader, out outputMaterial, out outputTexture,
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maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource,
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clearCache, useOriginalNonrenderables, additionalTexturePropertyIDsToCopy, additionalOutputTextures);
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clearCache, useOriginalNonrenderables, additionalTexturePropertyIDsToCopy, additionalOutputTextures,
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additionalTextureFormats);
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}
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/// <summary>
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@ -405,7 +427,8 @@ namespace Spine.Unity.AttachmentTools {
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, 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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Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true,
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null) {
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int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null,
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TextureFormat[] additionalTextureFormats = null) {
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outputTexture = null;
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@ -424,7 +447,7 @@ namespace Spine.Unity.AttachmentTools {
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}
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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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additionalTexturePropertyIDsToCopy, additionalOutputTextures, additionalTextureFormats);
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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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