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[unity] GetRepackedAttachments
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@ -129,7 +129,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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/// <summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary>
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps, Material materialPropertySource = null) {
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (shader == null) throw new System.ArgumentNullException("shader");
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var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource);
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@ -137,7 +137,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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return region.ToRegionAttachment(sprite.name, unitsPerPixel);
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}
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) {
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps) {
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return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
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}
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@ -210,7 +210,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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#endregion
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}
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public static class SpriteAtlasRegionExtensions {
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public static class AtlasUtilities {
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internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
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internal const float DefaultMipmapBias = -0.5f;
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internal const bool UseMipMaps = false;
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@ -395,16 +395,98 @@ namespace Spine.Unity.Modules.AttachmentTools {
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#region Runtime Repacking
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/// <summary>
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
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/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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public static Skin GetRepackedSkin (this Skin o, string newName, Material materialPropertySource, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
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return GetRepackedSkin(o, newName, materialPropertySource.shader, out m, out t, maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource);
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/// 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>
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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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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, string newAssetName = "Repacked Attachments") {
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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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// 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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var texturesToPack = new List<Texture2D>();
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var originalRegions = new List<AtlasRegion>();
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outputAttachments.Clear();
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outputAttachments.AddRange(sourceAttachments);
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int newRegionIndex = 0;
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for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
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var originalAttachment = sourceAttachments[i];
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var newAttachment = originalAttachment.GetClone(true);
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if (IsRenderable(newAttachment)) {
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var region = newAttachment.GetAtlasRegion();
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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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texturesToPack.Add(region.ToTexture()); // Add the texture to the PackTextures argument
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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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outputAttachments[i] = newAttachment;
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}
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}
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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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newTexture.anisoLevel = texturesToPack[0].anisoLevel;
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newTexture.name = newAssetName;
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var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
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// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
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Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
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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 = newAssetName;
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newMaterial.mainTexture = newTexture;
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var page = newMaterial.ToSpineAtlasPage();
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page.name = newAssetName;
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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.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
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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 = outputAttachments.Count; i < n; i++) {
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var a = outputAttachments[i];
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a.SetRegion(repackedRegions[regionIndexes[i]]);
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}
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// Clean up.
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foreach (var ttp in texturesToPack)
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UnityEngine.Object.Destroy(ttp);
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outputTexture = newTexture;
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outputMaterial = newMaterial;
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}
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/// <summary>
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
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/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
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public static Skin GetRepackedSkin (this Skin o, string newName, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
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return GetRepackedSkin(o, newName, materialPropertySource.shader, out outputMaterial, out outputTexture, maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource);
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}
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/// <summary>
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/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
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/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
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var skinAttachments = o.Attachments;
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var newSkin = new Skin(newName);
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@ -441,7 +523,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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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 = SpriteAtlasRegionExtensions.DefaultMipmapBias;
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newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
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newTexture.anisoLevel = texturesToPack[0].anisoLevel;
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newTexture.name = newName;
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var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
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@ -471,12 +553,12 @@ namespace Spine.Unity.Modules.AttachmentTools {
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a.SetRegion(repackedRegions[regionIndexes[i]]);
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}
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// // Clean up
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// foreach (var ttp in texturesToPack)
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// UnityEngine.Object.Destroy(ttp);
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// Clean up.
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foreach (var ttp in texturesToPack)
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UnityEngine.Object.Destroy(ttp);
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t = newTexture;
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m = newMaterial;
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outputTexture = newTexture;
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outputMaterial = newMaterial;
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return newSkin;
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}
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@ -679,7 +761,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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}
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}
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public static class SkinExtensions {
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public static class SkinUtilities {
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#region Skeleton Skin Extensions
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/// <summary>
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