Ejemplo n.º 1
0
        // This runs everything, and is set so that when the event is triggered, it cascades the wealth of commands it needs to
        public static GameObject GenerateTexturePrefab()
        {
            // Grab the Room Texture folder
            // Grab the CameraLocation folder
            //

            // Get the textures out of the texture folder and make materials out of them
            // Get the camera locations and generate projectors
            // Get the room mesh from wherever it is stored
            // Instantiate the room mesh and save it to the scene
            // Instantiate the projectors and save them to the scene
            // Make the projectors children of the mesh
            // Make the mesh and all its children a prefab - save this prefab
            // Save the scene and asset database

            // Alpha clip adjust and SAVE the textures
            foreach (string rawTexFile in Directory.GetFiles(Constants.Folders.RoomTextureFolderPath))
            {
                Texture2D rawRoomTex = LoadTexture.Load(rawTexFile);
                AlphaClipTexture.AlphaClip(rawRoomTex);
            }

            // Create an empty GameObject to house all of the Texture Projectors
            GameObject RoomTextureObject = new GameObject();

            RoomTextureObject.name = Constants.Names.TexturePrefabName;
            LayerSwitcher.SetLayer(RoomTextureObject, Constants.Names.LayerName);

            // Load up all alpha clipped textures to create materials
            foreach (string clippedTexFile in Directory.GetFiles(Constants.Folders.ClippedRoomTextureFolderPath))
            {
                string clippedRoomTexName = Path.GetFileNameWithoutExtension(clippedTexFile);

                // Generate the projector and its GameObject container
                // Attach the container onto the overall RoomTextureObject as a child
                GameObject ProjectorChild = new GameObject();
                ProjectorChild.transform.parent = RoomTextureObject.transform;
                Projector textureProjector = TextureProjector.GenerateProjector(
                    ProjectorChild,                                                                                                     // GameObject to house the projector
                    Constants.Folders.CameraLocationFolderPath + FileNameTranslator.ClippedTextureToCameraLocation(clippedRoomTexName), // Camera Location file path
                    clippedTexFile                                                                                                      // Clipped texture file path
                    );
                ProjectorChild.name = textureProjector.name;
            }

#if UNITY_EDITOR
            // Create a prefab of all the projectors
            GameObject prefab = PrefabUtility.CreatePrefab(Constants.Folders.PrefabFolderPath + RoomTextureObject.name, RoomTextureObject);
            SaveTexturePrefab.Save();
            AssetDatabase.Refresh();
            AssetDatabase.SaveAssets(); // ERROR TESTING - is this the correct order?
#else
            GameObject prefab = null;
#endif

            return(prefab);
        }
Ejemplo n.º 2
0
        public static void GetShaderArrays(out Texture2DArray texArray, out Matrix4x4[] worldToCameraMatrixArray, out Matrix4x4[] projectionMatrixArray)
        {
            string[]   clippedTexFiles = Directory.GetFiles(Constants.Folders.ClippedRoomTextureFolderPath);
            string[]   cameraLocFiles  = Directory.GetFiles(Constants.Folders.CameraLocationFolderPath);
            Resolution camRes          = Constants.Camera.CameraResolution();
            Resolution downgradedRes   = GetDowngradedResolution(camRes);

            int numLegitimateTextureFiles = 0;

            foreach (string texFile in clippedTexFiles)
            {
                string fileExtension = Path.GetExtension(texFile);
                if (!fileExtension.Equals(Constants.Suffixes.FileSuffix_PNG) &&
                    !fileExtension.Equals(Constants.Suffixes.FileSuffix_JPG))
                {
                    continue;
                }

                ++numLegitimateTextureFiles;
            }

            if (clippedTexFiles.Length > 0)
            {
                texArray = new Texture2DArray(downgradedRes.width, downgradedRes.height, numLegitimateTextureFiles, Constants.Camera.Format, false);
            }
            else
            {
                texArray = null;
            }
            worldToCameraMatrixArray = new Matrix4x4[cameraLocFiles.Length];
            projectionMatrixArray    = new Matrix4x4[cameraLocFiles.Length];

            int arrayIndex = 0;

            foreach (string texFile in clippedTexFiles)
            {
                string fileExtension = Path.GetExtension(texFile);
                if (!fileExtension.Equals(Constants.Suffixes.FileSuffix_PNG) &&
                    !fileExtension.Equals(Constants.Suffixes.FileSuffix_JPG))
                {
                    continue;
                }

                // ERROR TESTING REMOVE
                // Adjust the texture filepath to ready it for loading by Resources.Load, which requires a relative path with NO file extension
                //string correctFilepath = Constants.Folders.ClippedRoomTextureFolderPath_Load + Path.GetFileNameWithoutExtension(texFile);

                Texture2D tex           = LoadTexture.Load(texFile);
                Texture2D downgradedTex = DowngradeTexture(tex, downgradedRes);

                // copy texture into texture array
                texArray.SetPixels32(downgradedTex.GetPixels32(), arrayIndex);

                // ERROR TESTING REMOVE
                //Graphics.CopyTexture(downgradedTex, 0, 0, texArray, arrayIndex, 0);

                CameraLocation camLoc = CameraLocation.Load(Constants.Folders.CameraLocationFolderPath + FileNameTranslator.ClippedTextureToCameraLocation(Path.GetFileNameWithoutExtension(texFile)) + Constants.Suffixes.FileSuffix_CameraLocation);

                if (camLoc != null)
                {
                    worldToCameraMatrixArray[arrayIndex] = camLoc.WorldToCameraTransform;
                    projectionMatrixArray[arrayIndex]    = camLoc.ProjectionTransform;
                }

                ++arrayIndex;
            }
        }