[unity] GetRepackedAttachments

This commit is contained in:
pharan 2017-10-16 21:42:39 +08:00
parent f14db028b0
commit ba02df87bd

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@ -129,7 +129,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary>
/// 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>
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps, Material materialPropertySource = null) {
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (shader == null) throw new System.ArgumentNullException("shader");
var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource);
@ -137,7 +137,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
return region.ToRegionAttachment(sprite.name, unitsPerPixel);
}
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) {
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps) {
return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
}
@ -210,7 +210,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
#endregion
}
public static class SpriteAtlasRegionExtensions {
public static class AtlasUtilities {
internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
internal const float DefaultMipmapBias = -0.5f;
internal const bool UseMipMaps = false;
@ -395,16 +395,98 @@ namespace Spine.Unity.Modules.AttachmentTools {
#region Runtime Repacking
/// <summary>
/// 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>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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) {
return GetRepackedSkin(o, newName, materialPropertySource.shader, out m, out t, maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource);
/// 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>
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") {
if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
// Use these to detect and use shared regions.
var existingRegions = new Dictionary<AtlasRegion, int>();
var regionIndexes = new List<int>();
var texturesToPack = new List<Texture2D>();
var originalRegions = new List<AtlasRegion>();
outputAttachments.Clear();
outputAttachments.AddRange(sourceAttachments);
int newRegionIndex = 0;
for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
var originalAttachment = sourceAttachments[i];
var newAttachment = originalAttachment.GetClone(true);
if (IsRenderable(newAttachment)) {
var region = newAttachment.GetAtlasRegion();
int existingIndex;
if (existingRegions.TryGetValue(region, out existingIndex)) {
regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
} else {
originalRegions.Add(region);
texturesToPack.Add(region.ToTexture()); // 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++;
}
outputAttachments[i] = newAttachment;
}
}
// Fill a new texture with the collected attachment textures.
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
newTexture.anisoLevel = texturesToPack[0].anisoLevel;
newTexture.name = newAssetName;
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
var newMaterial = new Material(shader);
if (materialPropertySource != null) {
newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
}
newMaterial.name = newAssetName;
newMaterial.mainTexture = newTexture;
var page = newMaterial.ToSpineAtlasPage();
page.name = newAssetName;
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.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
repackedRegions.Add(newRegion);
}
// Map the cloned attachments to the repacked atlas.
for (int i = 0, n = outputAttachments.Count; i < n; i++) {
var a = outputAttachments[i];
a.SetRegion(repackedRegions[regionIndexes[i]]);
}
// Clean up.
foreach (var ttp in texturesToPack)
UnityEngine.Object.Destroy(ttp);
outputTexture = newTexture;
outputMaterial = newMaterial;
}
/// <summary>
/// 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>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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) {
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) {
return GetRepackedSkin(o, newName, materialPropertySource.shader, out outputMaterial, out outputTexture, maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource);
}
/// <summary>
/// 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>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
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) {
var skinAttachments = o.Attachments;
var newSkin = new Skin(newName);
@ -441,7 +523,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
// Fill a new texture with the collected attachment textures.
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
newTexture.mipMapBias = SpriteAtlasRegionExtensions.DefaultMipmapBias;
newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
newTexture.anisoLevel = texturesToPack[0].anisoLevel;
newTexture.name = newName;
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
@ -471,12 +553,12 @@ namespace Spine.Unity.Modules.AttachmentTools {
a.SetRegion(repackedRegions[regionIndexes[i]]);
}
// // Clean up
// foreach (var ttp in texturesToPack)
// UnityEngine.Object.Destroy(ttp);
// Clean up.
foreach (var ttp in texturesToPack)
UnityEngine.Object.Destroy(ttp);
t = newTexture;
m = newMaterial;
outputTexture = newTexture;
outputMaterial = newMaterial;
return newSkin;
}
@ -679,7 +761,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
}
}
public static class SkinExtensions {
public static class SkinUtilities {
#region Skeleton Skin Extensions
/// <summary>