Example #1
0
            /// <inheritdoc/>
            public override Task <ResultStatus> Execute(IExecuteContext executeContext, BuilderContext builderContext)
            {
                var steps = new List <BuildStep>();

                var urlRoot = originalSourcePath.GetParent();

                var fileStream = new FileStream(originalSourcePath.ToWindowsPath(), FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.ReadWrite);

                using (var recordedEffectCompile = new EffectLogStore(fileStream))
                {
                    recordedEffectCompile.LoadNewValues();

                    foreach (var entry in recordedEffectCompile.GetValues())
                    {
                        var effectCompileRequest = entry.Key;

                        var compilerParameters = new CompilerParameters();
                        effectCompileRequest.UsedParameters.CopyTo(compilerParameters);
                        compilerParameters.Platform = context.GetGraphicsPlatform();
                        compilerParameters.Profile  = context.GetGameSettingsAsset().DefaultGraphicsProfile;
                        steps.Add(new CommandBuildStep(new EffectCompileCommand(context, urlRoot, effectCompileRequest.EffectName, compilerParameters, package)));
                    }
                }

                Steps = steps;

                return(base.Execute(executeContext, builderContext));
            }
        public static BuildStep FromRequest(AssetCompilerContext context, Package package, UDirectory urlRoot, EffectCompileRequest effectCompileRequest)
        {
            var compilerParameters = new CompilerParameters(effectCompileRequest.UsedParameters);

            compilerParameters.EffectParameters.Platform = context.GetGraphicsPlatform(package);
            compilerParameters.EffectParameters.Profile  = context.GetGameSettingsAsset().Get <RenderingSettings>(context.Platform).DefaultGraphicsProfile;
            compilerParameters.EffectParameters.ApplyCompilationMode(context.GetCompilationMode());
            return(new CommandBuildStep(new EffectCompileCommand(context, urlRoot, effectCompileRequest.EffectName, compilerParameters, package)));
        }
Example #3
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (ModelAsset)assetItem.Asset;
            // Get absolute path of asset source on disk
            var assetDirectory = assetItem.FullPath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            var gameSettingsAsset         = context.GetGameSettingsAsset();
            var renderingSettings         = gameSettingsAsset.GetOrCreate <RenderingSettings>();
            var allow32BitIndex           = renderingSettings.DefaultGraphicsProfile >= GraphicsProfile.Level_9_2;
            var maxInputSlots             = renderingSettings.DefaultGraphicsProfile >= GraphicsProfile.Level_10_1 ? 32 : 16;
            var allowUnsignedBlendIndices = context.GetGraphicsPlatform(assetItem.Package) != GraphicsPlatform.OpenGLES;
            var extension = asset.Source.GetFileExtension();

            // Find skeleton asset, if any
            AssetItem skeleton = null;

            if (asset.Skeleton != null)
            {
                skeleton = assetItem.Package.FindAssetFromProxyObject(asset.Skeleton);
            }

            var importModelCommand = ImportModelCommand.Create(extension);

            if (importModelCommand == null)
            {
                result.Error($"No importer found for model extension '{extension}. The model '{assetSource}' can't be imported.");
                return;
            }

            importModelCommand.InputFilesGetter          = () => GetInputFiles(assetItem);
            importModelCommand.Mode                      = ImportModelCommand.ExportMode.Model;
            importModelCommand.SourcePath                = assetSource;
            importModelCommand.Location                  = targetUrlInStorage;
            importModelCommand.Allow32BitIndex           = allow32BitIndex;
            importModelCommand.MaxInputSlots             = maxInputSlots;
            importModelCommand.AllowUnsignedBlendIndices = allowUnsignedBlendIndices;
            importModelCommand.Materials                 = asset.Materials;
            importModelCommand.ScaleImport               = asset.ScaleImport;
            importModelCommand.PivotPosition             = asset.PivotPosition;
            importModelCommand.MergeMeshes               = asset.MergeMeshes;
            importModelCommand.DeduplicateMaterials      = asset.DeduplicateMaterials;
            importModelCommand.ModelModifiers            = asset.Modifiers;

            if (skeleton != null)
            {
                importModelCommand.SkeletonUrl = skeleton.Location;
                // Note: skeleton override values
                importModelCommand.ScaleImport   = ((SkeletonAsset)skeleton.Asset).ScaleImport;
                importModelCommand.PivotPosition = ((SkeletonAsset)skeleton.Asset).PivotPosition;
            }

            importModelCommand.Package = assetItem.Package;

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(importModelCommand);
        }
Example #4
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, ModelAsset asset, AssetCompilerResult result)
        {
            if (!EnsureSourceExists(result, asset, assetAbsolutePath))
            {
                return;
            }

            // Get absolute path of asset source on disk
            var assetDirectory = assetAbsolutePath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            var gameSettingsAsset         = context.GetGameSettingsAsset();
            var allow32BitIndex           = gameSettingsAsset.DefaultGraphicsProfile >= GraphicsProfile.Level_9_2;
            var allowUnsignedBlendIndices = context.GetGraphicsPlatform() != GraphicsPlatform.OpenGLES;
            var extension = asset.Source.GetFileExtension();

            if (ImportFbxCommand.IsSupportingExtensions(extension))
            {
                result.BuildSteps = new AssetBuildStep(AssetItem)
                {
                    new ImportFbxCommand
                    {
                        SourcePath                = assetSource,
                        Location                  = urlInStorage,
                        Allow32BitIndex           = allow32BitIndex,
                        AllowUnsignedBlendIndices = allowUnsignedBlendIndices,
                        Compact        = asset.Compact,
                        PreservedNodes = asset.PreservedNodes,
                        Materials      = asset.Materials,
                        ScaleImport    = asset.ScaleImport,
                    },
                };
            }
            else if (ImportAssimpCommand.IsSupportingExtensions(extension))
            {
                result.BuildSteps = new AssetBuildStep(AssetItem)
                {
                    new ImportAssimpCommand
                    {
                        SourcePath                = assetSource,
                        Location                  = urlInStorage,
                        Allow32BitIndex           = allow32BitIndex,
                        AllowUnsignedBlendIndices = allowUnsignedBlendIndices,
                        Compact        = asset.Compact,
                        PreservedNodes = asset.PreservedNodes,
                        Materials      = asset.Materials,
                        ScaleImport    = asset.ScaleImport,
                    },
                };
            }
            else
            {
                result.Error("No importer found for model extension '{0}. The model '{1}' can't be imported.", extension, assetSource);
            }
        }
Example #5
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, ModelAsset asset, AssetCompilerResult result)
        {
            if (!EnsureSourcesExist(result, asset, assetAbsolutePath))
            {
                return;
            }

            // Get absolute path of asset source on disk
            var assetDirectory = assetAbsolutePath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            var gameSettingsAsset         = context.GetGameSettingsAsset();
            var renderingSettings         = gameSettingsAsset.Get <RenderingSettings>();
            var allow32BitIndex           = renderingSettings.DefaultGraphicsProfile >= GraphicsProfile.Level_9_2;
            var allowUnsignedBlendIndices = context.GetGraphicsPlatform(AssetItem.Package) != GraphicsPlatform.OpenGLES;
            var extension = asset.Source.GetFileExtension();

            // Find skeleton asset, if any
            AssetItem skeleton = null;

            if (asset.Skeleton != null)
            {
                skeleton = AssetItem.Package.FindAssetFromAttachedReference(asset.Skeleton);
            }

            var importModelCommand = ImportModelCommand.Create(extension);

            if (importModelCommand == null)
            {
                result.Error("No importer found for model extension '{0}. The model '{1}' can't be imported.", extension, assetSource);
                return;
            }

            importModelCommand.Mode                      = ImportModelCommand.ExportMode.Model;
            importModelCommand.SourcePath                = assetSource;
            importModelCommand.Location                  = urlInStorage;
            importModelCommand.Allow32BitIndex           = allow32BitIndex;
            importModelCommand.AllowUnsignedBlendIndices = allowUnsignedBlendIndices;
            importModelCommand.Materials                 = asset.Materials;
            importModelCommand.ScaleImport               = asset.ScaleImport;
            importModelCommand.PivotPosition             = asset.PivotPosition;
            importModelCommand.SkeletonUrl               = skeleton?.Location;

            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                importModelCommand
            };
        }
        protected override void Compile(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset             = (SpriteStudioModelAsset)assetItem.Asset;
            var gameSettingsAsset = context.GetGameSettingsAsset();
            var renderingSettings = gameSettingsAsset.Get <RenderingSettings>(context.Platform);
            var colorSpace        = renderingSettings.ColorSpace;

            var cells  = new List <SpriteStudioCell>();
            var images = new List <UFile>();

            if (!SpriteStudioXmlImport.ParseCellMaps(asset.Source, images, cells))
            {
                throw new Exception("Failed to parse Sprite Studio cell textures.");
            }

            var texIndex = 0;

            asset.BuildTextures.Clear();
            foreach (var texture in images)
            {
                var textureAsset = new TextureAsset
                {
                    Id               = Guid.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                    Alpha            = AlphaFormat.Auto,
                    Format           = TextureFormat.Color32Bits,
                    GenerateMipmaps  = true,
                    PremultiplyAlpha = true,
                    ColorSpace       = TextureColorSpace.Auto,
                    Hint             = TextureHint.Color
                };

                result.BuildSteps.Add(
                    new TextureAssetCompiler.TextureConvertCommand(
                        targetUrlInStorage + texIndex,
                        new TextureConvertParameters(texture, textureAsset, context.Platform,
                                                     context.GetGraphicsPlatform(assetItem.Package), renderingSettings.DefaultGraphicsProfile,
                                                     gameSettingsAsset.Get <TextureSettings>().TextureQuality, colorSpace)));

                asset.BuildTextures.Add(targetUrlInStorage + texIndex);

                texIndex++;
            }

            result.BuildSteps.Add(new AssetBuildStep(assetItem)
            {
                new SpriteStudioModelAssetCommand(targetUrlInStorage, asset, colorSpace)
            });
        }
Example #7
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset             = (SpriteSheetAsset)assetItem.Asset;
            var gameSettingsAsset = context.GetGameSettingsAsset();
            var renderingSettings = gameSettingsAsset.GetOrCreate <RenderingSettings>(context.Platform);

            result.BuildSteps = new ListBuildStep();

            var prereqSteps = new Queue <BuildStep>();

            // create the registry containing the sprite assets texture index association
            var imageToTextureUrl = new Dictionary <SpriteInfo, string>();

            var colorSpace = context.GetColorSpace();

            // create and add import texture commands
            if (asset.Sprites != null && !asset.Packing.Enabled)
            {
                // sort sprites by referenced texture.
                var spriteByTextures = asset.Sprites.GroupBy(x => x.Source).ToArray();
                for (int i = 0; i < spriteByTextures.Length; i++)
                {
                    // skip the texture if the file is not valid.
                    var textureFile = spriteByTextures[i].Key;
                    if (!TextureFileIsValid(textureFile))
                    {
                        continue;
                    }

                    var textureUrl = SpriteSheetAsset.BuildTextureUrl(assetItem.Location, i);

                    var spriteAssetArray = spriteByTextures[i].ToArray();
                    foreach (var spriteAsset in spriteAssetArray)
                    {
                        imageToTextureUrl[spriteAsset] = textureUrl;
                    }

                    // create an texture asset.
                    var textureAsset = new TextureAsset
                    {
                        Id              = AssetId.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                        IsStreamable    = asset.IsStreamable && asset.Type != SpriteSheetType.UI,
                        IsCompressed    = asset.IsCompressed,
                        GenerateMipmaps = asset.GenerateMipmaps,
                        Type            = new ColorTextureType
                        {
                            Alpha            = asset.Alpha,
                            PremultiplyAlpha = asset.PremultiplyAlpha,
                            ColorKeyColor    = asset.ColorKeyColor,
                            ColorKeyEnabled  = asset.ColorKeyEnabled,
                            UseSRgbSampling  = true,
                        }
                    };

                    // Get absolute path of asset source on disk
                    var assetDirectory = assetItem.FullPath.GetParent();
                    var assetSource    = UPath.Combine(assetDirectory, spriteAssetArray[0].Source);

                    // add the texture build command.
                    var textureConvertParameters = new TextureConvertParameters(assetSource, textureAsset, context.Platform, context.GetGraphicsPlatform(assetItem.Package), renderingSettings.DefaultGraphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);
                    var textureConvertCommand    = new TextureAssetCompiler.TextureConvertCommand(textureUrl, textureConvertParameters, assetItem.Package);
                    var assetBuildStep           = new AssetBuildStep(new AssetItem(textureUrl, textureAsset));
                    assetBuildStep.Add(textureConvertCommand);
                    prereqSteps.Enqueue(assetBuildStep);
                    result.BuildSteps.Add(assetBuildStep);
                }
            }

            if (!result.HasErrors)
            {
                var parameters = new SpriteSheetParameters(asset, imageToTextureUrl, context.Platform, context.GetGraphicsPlatform(assetItem.Package), renderingSettings.DefaultGraphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);

                var assetBuildStep = new AssetBuildStep(assetItem);
                assetBuildStep.Add(new SpriteSheetCommand(targetUrlInStorage, parameters, assetItem.Package));
                result.BuildSteps.Add(assetBuildStep);

                while (prereqSteps.Count > 0)
                {
                    var prereq = prereqSteps.Dequeue();
                    BuildStep.LinkBuildSteps(prereq, assetBuildStep);
                }
            }
        }
Example #8
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, TextureAsset asset, AssetCompilerResult result)
        {
            if (asset.Source == null)
            {
                result.Error("Source cannot be null for Texture Asset [{0}]", asset);
                return;
            }

            // Get absolute path of asset source on disk
            var assetDirectory = assetAbsolutePath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            result.BuildSteps = new ListBuildStep {
                new TextureConvertCommand(urlInStorage,
                                          new TextureConvertParameters(assetSource, asset, context.Platform, context.GetGraphicsPlatform(), context.GetGraphicsProfile(), context.GetTextureQuality(), false))
            };
        }
Example #9
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, TextureAsset asset, AssetCompilerResult result)
        {
            if (!EnsureSourceExists(result, asset, assetAbsolutePath))
            {
                return;
            }

            // Get absolute path of asset source on disk
            var assetSource = GetAbsolutePath(assetAbsolutePath, asset.Source);

            var parameter = new TextureConvertParameters(assetSource, asset, context.Platform, context.GetGraphicsPlatform(), context.GetGraphicsProfile(), context.GetTextureQuality());

            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new TextureConvertCommand(urlInStorage, parameter)
            };
        }
Example #10
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset             = (SpriteStudioModelAsset)assetItem.Asset;
            var gameSettingsAsset = context.GetGameSettingsAsset();
            var renderingSettings = gameSettingsAsset.GetOrCreate <RenderingSettings>(context.Platform);
            var colorSpace        = renderingSettings.ColorSpace;

            var cells  = new List <SpriteStudioCell>();
            var images = new List <UFile>();

            if (!SpriteStudioXmlImport.ParseCellMaps(asset.Source, images, cells))
            {
                throw new Exception("Failed to parse SpriteStudio cell textures.");
            }

            var texIndex = 0;

            asset.BuildTextures.Clear();
            foreach (var texture in images)
            {
                var textureAsset = new TextureAsset
                {
                    Id              = AssetId.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                    IsStreamable    = false,
                    IsCompressed    = false,
                    GenerateMipmaps = true,
                    Type            = new ColorTextureType
                    {
                        Alpha            = AlphaFormat.Auto,
                        PremultiplyAlpha = true,
                        UseSRgbSampling  = true,
                    }
                };

                var textureConvertParameters = new TextureConvertParameters(texture, textureAsset, context.Platform, context.GetGraphicsPlatform(assetItem.Package), renderingSettings.DefaultGraphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);
                var textureConvertCommand    = new TextureAssetCompiler.TextureConvertCommand(targetUrlInStorage + texIndex, textureConvertParameters, assetItem.Package);
                result.BuildSteps.Add(textureConvertCommand);

                asset.BuildTextures.Add(targetUrlInStorage + texIndex);

                texIndex++;
            }

            var step = new AssetBuildStep(assetItem);

            step.Add(new SpriteStudioModelAssetCommand(targetUrlInStorage, asset, colorSpace, assetItem.Package));
            result.BuildSteps.Add(step);
        }
Example #11
0
        protected Dictionary <TImageInfo, int> CompileGroup(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, TGroupAsset asset, AssetCompilerResult result)
        {
            result.BuildSteps = new AssetBuildStep(AssetItem);

            // Evaluate if we need to use a separate the alpha texture
            SeparateAlphaTexture = TextureCommandHelper.ShouldSeparateAlpha(asset.Alpha, asset.Format, context.Platform, context.GetGraphicsProfile());

            // create the registry containing the sprite assets texture index association
            var imageToTextureIndex = new Dictionary <TImageInfo, int>();

            // create and add import texture commands
            if (asset.Images != null)
            {
                // sort sprites by referenced texture.
                var spriteByTextures = asset.Images.GroupBy(x => x.Source).ToArray();
                for (int i = 0; i < spriteByTextures.Length; i++)
                {
                    // skip the texture if the file is not valid.
                    var textureFile = spriteByTextures[i].Key;
                    if (!TextureFileIsValid(textureFile))
                    {
                        continue;
                    }

                    var spriteAssetArray = spriteByTextures[i].ToArray();
                    foreach (var spriteAsset in spriteAssetArray)
                    {
                        imageToTextureIndex[spriteAsset] = i;
                    }

                    // create an texture asset.
                    var textureAsset = new TextureAsset
                    {
                        Id               = Guid.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                        Alpha            = asset.Alpha,
                        Format           = asset.Format,
                        GenerateMipmaps  = asset.GenerateMipmaps,
                        PremultiplyAlpha = asset.PremultiplyAlpha,
                        ColorKeyColor    = asset.ColorKeyColor,
                        ColorKeyEnabled  = asset.ColorKeyEnabled,
                    };

                    // Get absolute path of asset source on disk
                    var assetDirectory = assetAbsolutePath.GetParent();
                    var assetSource    = UPath.Combine(assetDirectory, spriteAssetArray[0].Source);

                    // add the texture build command.
                    result.BuildSteps.Add(
                        new TextureAssetCompiler.TextureConvertCommand(
                            ImageGroupAsset.BuildTextureUrl(urlInStorage, i),
                            new TextureConvertParameters(assetSource, textureAsset, context.Platform, context.GetGraphicsPlatform(), context.GetGraphicsProfile(), context.GetTextureQuality(), SeparateAlphaTexture)));
                }

                result.BuildSteps.Add(new WaitBuildStep()); // wait the textures to be imported
            }
            return(imageToTextureIndex);
        }
Example #12
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, TextureAsset asset, AssetCompilerResult result)
        {
            if (!EnsureSourcesExist(result, asset, assetAbsolutePath))
            {
                return;
            }

            // Get absolute path of asset source on disk
            var assetSource = GetAbsolutePath(assetAbsolutePath, asset.Source);

            var gameSettingsAsset = context.GetGameSettingsAsset();
            var colorSpace        = context.GetColorSpace();

            var parameter = new TextureConvertParameters(assetSource, asset, context.Platform, context.GetGraphicsPlatform(AssetItem.Package), gameSettingsAsset.Get <RenderingSettings>(context.Platform).DefaultGraphicsProfile, gameSettingsAsset.Get <TextureSettings>().TextureQuality, colorSpace);

            result.BuildSteps = new AssetBuildStep(AssetItem)
            {
                new TextureConvertCommand(urlInStorage, parameter)
            };
        }
Example #13
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, SpriteSheetAsset asset, AssetCompilerResult result)
        {
            var gameSettingsAsset = context.GetGameSettingsAsset();

            result.BuildSteps = new AssetBuildStep(AssetItem);

            // create the registry containing the sprite assets texture index association
            var imageToTextureUrl = new Dictionary <SpriteInfo, string>();

            var colorSpace = context.GetColorSpace();

            // create and add import texture commands
            if (asset.Sprites != null && !asset.Packing.Enabled)
            {
                // sort sprites by referenced texture.
                var spriteByTextures = asset.Sprites.GroupBy(x => x.Source).ToArray();
                for (int i = 0; i < spriteByTextures.Length; i++)
                {
                    // skip the texture if the file is not valid.
                    var textureFile = spriteByTextures[i].Key;
                    if (!TextureFileIsValid(textureFile))
                    {
                        continue;
                    }

                    var spriteAssetArray = spriteByTextures[i].ToArray();
                    foreach (var spriteAsset in spriteAssetArray)
                    {
                        imageToTextureUrl[spriteAsset] = SpriteSheetAsset.BuildTextureUrl(urlInStorage, i);
                    }

                    // create an texture asset.
                    var textureAsset = new TextureAsset
                    {
                        Id               = Guid.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                        Alpha            = asset.Alpha,
                        Format           = asset.Format,
                        GenerateMipmaps  = asset.GenerateMipmaps,
                        PremultiplyAlpha = asset.PremultiplyAlpha,
                        ColorKeyColor    = asset.ColorKeyColor,
                        ColorKeyEnabled  = asset.ColorKeyEnabled,
                        ColorSpace       = asset.ColorSpace,
                        Hint             = TextureHint.Color
                    };

                    // Get absolute path of asset source on disk
                    var assetDirectory = assetAbsolutePath.GetParent();
                    var assetSource    = UPath.Combine(assetDirectory, spriteAssetArray[0].Source);

                    // add the texture build command.
                    result.BuildSteps.Add(
                        new TextureAssetCompiler.TextureConvertCommand(
                            SpriteSheetAsset.BuildTextureUrl(urlInStorage, i),
                            new TextureConvertParameters(assetSource, textureAsset, context.Platform, context.GetGraphicsPlatform(), gameSettingsAsset.DefaultGraphicsProfile, gameSettingsAsset.TextureQuality, colorSpace)));
                }

                result.BuildSteps.Add(new WaitBuildStep()); // wait the textures to be imported
            }

            if (!result.HasErrors)
            {
                var parameters = new SpriteSheetParameters(asset, imageToTextureUrl, context.Platform, context.GetGraphicsPlatform(), gameSettingsAsset.DefaultGraphicsProfile, gameSettingsAsset.TextureQuality, colorSpace);
                result.BuildSteps.Add(new SpriteSheetCommand(urlInStorage, parameters));
            }
        }
Example #14
0
        protected override void Prepare(AssetCompilerContext context, AssetItem assetItem, string targetUrlInStorage, AssetCompilerResult result)
        {
            var asset = (TextureAsset)assetItem.Asset;
            // Get absolute path of asset source on disk
            var assetSource = GetAbsolutePath(assetItem, asset.Source);

            var gameSettingsAsset = context.GetGameSettingsAsset();
            var colorSpace        = context.GetColorSpace();

            var parameter = new TextureConvertParameters(assetSource, asset, context.Platform, context.GetGraphicsPlatform(assetItem.Package), gameSettingsAsset.GetOrCreate <RenderingSettings>(context.Platform).DefaultGraphicsProfile, gameSettingsAsset.GetOrCreate <TextureSettings>().TextureQuality, colorSpace);

            result.BuildSteps = new AssetBuildStep(assetItem);
            result.BuildSteps.Add(new TextureConvertCommand(targetUrlInStorage, parameter, assetItem.Package));
        }
Example #15
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, ModelAsset asset, AssetCompilerResult result)
        {
            if (asset.Source == null)
            {
                result.Error("Source cannot be null for Texture Asset [{0}]", asset);
                return;
            }

            // Get absolute path of asset source on disk
            var assetDirectory = assetAbsolutePath.GetParent();
            var assetSource    = UPath.Combine(assetDirectory, asset.Source);

            var allow32BitIndex           = context.GetGraphicsProfile() >= GraphicsProfile.Level_9_2;
            var allowUnsignedBlendIndices = context.GetGraphicsPlatform() != GraphicsPlatform.OpenGLES;
            var extension = asset.Source.GetFileExtension();

            // compute material and lighting configuration dictionaries here because some null reference can occur
            var materials = new Dictionary <string, Tuple <Guid, string> >();
            var lightings = new Dictionary <string, Tuple <Guid, string> >();

            foreach (var meshParam in asset.MeshParameters)
            {
                if (meshParam.Value.Material != null)
                {
                    materials.Add(meshParam.Key, new Tuple <Guid, string>(meshParam.Value.Material.Id, meshParam.Value.Material.Location));
                }

                // Transform AssetReference to Tuple<Guid,UFile> as AssetReference or ContentReference is not serializable (to generate the command hash)
                // TODO: temporary while the LightingParameters is a Member of MeshMaterialParameter class
                // TODO: should be passed directly in the Parameters of the mesh - no extra case is required
                if (meshParam.Value.LightingParameters != null)
                {
                    lightings.Add(meshParam.Key, new Tuple <Guid, string>(meshParam.Value.LightingParameters.Id, meshParam.Value.LightingParameters.Location));
                }
            }

            if (ImportFbxCommand.IsSupportingExtensions(extension))
            {
                result.BuildSteps = new ListBuildStep
                {
                    new ImportFbxCommand
                    {
                        SourcePath                = assetSource,
                        Location                  = urlInStorage,
                        Allow32BitIndex           = allow32BitIndex,
                        AllowUnsignedBlendIndices = allowUnsignedBlendIndices,
                        Compact        = asset.Compact,
                        PreservedNodes = asset.PreservedNodes,
                        Materials      = materials,
                        Lightings      = lightings,    // TODO: remove when lighting parameters will be behind a key
                        Parameters     = asset.MeshParameters.ToDictionary(pair => pair.Key, pair => pair.Value.Parameters),
                        ViewDirectionForTransparentZSort = asset.ViewDirectionForTransparentZSort.HasValue ? asset.ViewDirectionForTransparentZSort.Value : -Vector3.UnitZ,
                    },
                    new WaitBuildStep(),
                };
            }
            else if (ImportAssimpCommand.IsSupportingExtensions(extension))
            {
                result.BuildSteps = new ListBuildStep
                {
                    new ImportAssimpCommand
                    {
                        SourcePath                = assetSource,
                        Location                  = urlInStorage,
                        Allow32BitIndex           = allow32BitIndex,
                        AllowUnsignedBlendIndices = allowUnsignedBlendIndices,
                        Compact        = asset.Compact,
                        PreservedNodes = asset.PreservedNodes,
                        Materials      = materials,
                        Lightings      = lightings,    // TODO: remove when lighting parameters will be behind a key
                        Parameters     = asset.MeshParameters.ToDictionary(pair => pair.Key, pair => pair.Value.Parameters),
                    },
                    new WaitBuildStep(),
                };
            }
            else
            {
                result.Error("No importer found for model extension '{0}. The model '{1}' can't be imported.", extension, assetSource);
            }
        }
Example #16
0
        protected override void Compile(AssetCompilerContext context, string urlInStorage, UFile assetAbsolutePath, TGroupAsset asset, AssetCompilerResult result)
        {
            result.BuildSteps = new ListBuildStep();

            // Evaluate if we need to use a separate the alpha texture
            SeparateAlphaTexture = context.Platform == PlatformType.Android && asset.Alpha != AlphaFormat.None && asset.Format == TextureFormat.Compressed;

            // create the registry containing the sprite assets texture index association
            SpriteToTextureIndex = new Dictionary <TImageInfo, int>();

            // create and add import texture commands
            if (asset.Images != null)
            {
                // return compilation error if one or more of the sprite does not have a valid texture
                var noSourceAsset = asset.Images.FirstOrDefault(x => !TextureFileIsValid(x.Source));
                if (noSourceAsset != null)
                {
                    result.Error("The texture of image '{0}' either does not exist or is invalid", noSourceAsset.Name);
                    return;
                }

                // sort sprites by referenced texture.
                var spriteByTextures = asset.Images.GroupBy(x => x.Source).ToArray();
                for (int i = 0; i < spriteByTextures.Length; i++)
                {
                    var spriteAssetArray = spriteByTextures[i].ToArray();
                    foreach (var spriteAsset in spriteAssetArray)
                    {
                        SpriteToTextureIndex[spriteAsset] = i;
                    }

                    // create an texture asset.
                    var textureAsset = new TextureAsset
                    {
                        Id               = Guid.Empty, // CAUTION: It is important to use an empty GUID here, as we don't want the command to be rebuilt (by default, a new asset is creating a new guid)
                        Alpha            = asset.Alpha,
                        Format           = asset.Format,
                        GenerateMipmaps  = asset.GenerateMipmaps,
                        PremultiplyAlpha = asset.PremultiplyAlpha,
                        ColorKeyColor    = asset.ColorKeyColor,
                        ColorKeyEnabled  = asset.ColorKeyEnabled,
                    };

                    // Get absolute path of asset source on disk
                    var assetDirectory = assetAbsolutePath.GetParent();
                    var assetSource    = UPath.Combine(assetDirectory, spriteAssetArray[0].Source);

                    // add the texture build command.
                    result.BuildSteps.Add(
                        new TextureAssetCompiler.TextureConvertCommand(
                            ImageGroupAsset.BuildTextureUrl(urlInStorage, i),
                            new TextureConvertParameters(assetSource, textureAsset, context.Platform, context.GetGraphicsPlatform(), context.GetGraphicsProfile(), context.GetTextureQuality(), SeparateAlphaTexture)));
                }

                result.BuildSteps.Add(new WaitBuildStep()); // wait the textures to be imported
            }
        }