Beispiel #1
0
        // texPropertyNames 是 resultMaterial中纹理属性的列表
        // allowedMaterialsFilter 是材料列表。 没有这些材料的物体将被忽略。这由多种材质过滤器使用
        // textureEditorMethods 仅封装编辑器功能,例如保存资产和跟踪纹理资产谁的格式已更改。 如果在运行时使用,则为null。
        IEnumerator __CombineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo,
                                                 CombineTexturesIntoAtlasesCoroutineResult result,
                                                 AtlasesAndRects resultAtlasesAndRects,
                                                 TexturePipelineData data,
                                                 bool splitAtlasWhenPackingIfTooBig,
                                                 EditorMethodsInterface textureEditorMethods)
        {
            if (progressInfo != null)
            {
                progressInfo("Collecting textures ", .01f);
            }

            // --- 1、记录各合并物体的源材质的 Prop Texture 信息写入 Data.distinctMaterialTextures
            //每个图集(主图,凹凸等)都将有的 MaterialTextures.Count 个图像。
            //每个 distinctMaterialTextures 对应一个游戏物体的某个材质,记录一组纹理,分别材质的在每个Prop图集一个。
            List <GameObject> usedObjsToMesh = new List <GameObject>();

            yield return(TextureCombinerPipeline.__Step1_CollectDistinctMatTexturesAndUsedObjects(progressInfo, result, data, textureEditorMethods, usedObjsToMesh));

            if (!result.success)
            {
                yield break;
            }

            // --- 2、计算使每个材质属性中的多个材质的合理尺寸
            yield return(TextureCombinerPipeline._Step2_CalculateIdealSizesForTexturesInAtlasAndPadding(progressInfo, result, data, textureEditorMethods));

            if (!result.success)
            {
                yield break;
            }

            // --- 3、创建特定打包方式的打包器
            ITextureCombinerPacker texturePaker = TextureCombinerPipeline.CreatePacker(data.IsOnlyOneTextureInAtlasReuseTextures(), data._packingAlgorithm);

            yield return(texturePaker.ConvertTexturesToReadableFormats(progressInfo, result, data, this, textureEditorMethods));

            if (!result.success)
            {
                yield break;
            }

            // --- 4、计算各源材质在合并材质 Atlas 的排布
            AtlasPackingResult[] uvRects = texturePaker.CalculateAtlasRectangles(data, splitAtlasWhenPackingIfTooBig);

            // --- 5、创建 Atlas 并保存
            yield return(TextureCombinerPipeline.__Step3_BuildAndSaveAtlasesAndStoreResults(progressInfo,
                                                                                            result,
                                                                                            data,
                                                                                            this,
                                                                                            texturePaker,
                                                                                            uvRects[0],
                                                                                            textureEditorMethods,
                                                                                            resultAtlasesAndRects));
        }
        internal static AtlasPackingResult[] RunTexturePackerOnly(TexturePipelineData data,
                                                                  bool doSplitIntoMultiAtlasIfTooBig,
                                                                  ITextureCombinerPacker texturePacker)
        {
            AtlasPackingResult[] apr = texturePacker.CalculateAtlasRectangles(data, doSplitIntoMultiAtlasIfTooBig);
            //copy materials PackingResults
            for (int i = 0; i < apr.Length; i++)
            {
                List <MatsAndGOs> matsList = new List <MatsAndGOs>();
                apr[i].data = matsList;
                for (int j = 0; j < apr[i].srcImgIdxs.Length; j++)
                {
                    MaterialPropTexturesSet ts = data.distinctMaterialTextures[apr[i].srcImgIdxs[j]];
                    matsList.Add(ts.matsAndGOs);
                }
            }

            return(apr);
        }