[unity] Features and fixes to AttachmentTools.

This commit is contained in:
John 2017-03-31 02:06:26 +08:00 committed by GitHub
parent 7131074535
commit bcffbcb725

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@ -1,4 +1,4 @@
/******************************************************************************
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
@ -129,10 +129,10 @@ 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) {
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (shader == null) throw new System.ArgumentNullException("shader");
var region = sprite.ToAtlasRegionPMAClone(shader);
var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps);
var unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel);
}
@ -201,6 +201,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
}
public static class SpriteAtlasRegionExtensions {
internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
internal const bool UseMipMaps = false;
/// <summary>
/// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary>
public static AtlasPage ToSpineAtlasPage (this Material m) {
@ -237,9 +240,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader) {
public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
var material = new Material(shader);
var tex = s.ToTexture(false);
var tex = s.ToTexture(false, textureFormat, mipmaps);
tex.ApplyPMA(true);
tex.name = s.name + "-pma-";
@ -298,40 +301,71 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <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) {
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) {
var skinAttachments = o.Attachments;
var newSkin = new Skin(newName);
// 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>();
var texturesToPack = new List<Texture2D>();
var originalRegions = new List<AtlasRegion>();
int newRegionIndex = 0;
foreach (var kvp in skinAttachments) {
var newAttachment = kvp.Value.GetClone(true);
if (IsRenderable(newAttachment)) {
texturesToPack.Add(newAttachment.GetAtlasRegion().ToTexture());
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++;
}
repackedAttachments.Add(newAttachment);
}
var key = kvp.Key;
newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
}
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
// Fill a new texture with the collected attachment textures.
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
newTexture.anisoLevel = texturesToPack[0].anisoLevel;
newTexture.name = newName;
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
var newMaterial = new Material(shader);
newMaterial.name = newName;
newMaterial.mainTexture = 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.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
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];
var r = rects[i];
var oldRegion = a.GetAtlasRegion();
var newRegion = UVRectToAtlasRegion(r, oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
a.SetRegion(newRegion);
a.SetRegion(repackedRegions[regionIndexes[i]]);
}
// Clean up
foreach (var ttp in texturesToPack)
UnityEngine.Object.Destroy(ttp);
t = newTexture;
m = newMaterial;
return newSkin;
@ -343,12 +377,14 @@ namespace Spine.Unity.Modules.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, bool applyImmediately = true) {
public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
Texture2D sourceTexture = ar.GetMainTexture();
Rect r = ar.GetUnityRect(sourceTexture.height);
Texture2D output = new Texture2D((int)r.width, (int)r.height);
int width = (int)r.width;
int height = (int)r.height;
Texture2D output = new Texture2D(width, height, textureFormat, mipmaps);
output.name = ar.name;
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, width, height);
output.SetPixels(pixelBuffer);
if (applyImmediately)
@ -357,11 +393,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
return output;
}
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
var spriteTexture = s.texture;
var r = s.textureRect;
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
var newTexture = new Texture2D((int)r.width, (int)r.height);
var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
newTexture.SetPixels(spritePixels);
if (applyImmediately)
@ -428,7 +464,17 @@ namespace Spine.Unity.Modules.AttachmentTools {
static AtlasRegion UVRectToAtlasRegion (Rect uvRect, string name, AtlasPage page, float offsetX, float offsetY, bool rotate) {
var tr = UVRectToTextureRect(uvRect, page.width, page.height);
var rr = tr.SpineUnityFlipRect(page.height);
int w = (int)rr.width, h = (int)rr.height, x = (int)rr.x, y = (int)rr.y;
int x = (int)rr.x, y = (int)rr.y;
int w, h;
if (rotate) {
w = (int)rr.height;
h = (int)rr.width;
} else {
w = (int)rr.width;
h = (int)rr.height;
}
return new AtlasRegion {
page = page,
name = name,
@ -659,9 +705,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
};
// Linked mesh
if (o.parentMesh != null) {
if (o.ParentMesh != null) {
// bones, vertices, worldVerticesLength, regionUVs, triangles, HullLength, Edges, Width, Height
ma.ParentMesh = o.parentMesh;
ma.ParentMesh = o.ParentMesh;
} else {
CloneVertexAttachment(o, ma); // bones, vertices, worldVerticesLength
ma.regionUVs = o.regionUVs.Clone() as float[];
@ -669,7 +715,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
ma.hulllength = o.hulllength;
// Nonessential.
ma.Edges = o.Edges.Clone() as int[];
ma.Edges = (o.Edges == null) ? null : o.Edges.Clone() as int[]; // Allow absence of Edges array when nonessential data is not exported.
ma.Width = o.Width;
ma.Height = o.Height;
}
@ -706,8 +752,8 @@ namespace Spine.Unity.Modules.AttachmentTools {
if (region == null) throw new System.ArgumentNullException("region");
// If parentMesh is a linked mesh, create a link to its parent. Preserves Deform animations.
if (o.parentMesh != null)
o = o.parentMesh;
if (o.ParentMesh != null)
o = o.ParentMesh;
// 1. NewMeshAttachment (AtlasAttachmentLoader.cs)
var mesh = new MeshAttachment(newLinkedMeshName);