// Update
        //--------------------------------------
        public void Update(float tDelta)
        {
            if (_childMeshGroup == null)
            {
                return;
            }

            _childMeshGroup.UpdateRenderUnits(tDelta, false);
        }
Example #2
0
 // Update
 //--------------------------------------
 public void Update(float tDelta, bool isBoneIKMatrix, bool isBoneIKRigging)
 {
     if (_childMeshGroup == null)
     {
         return;
     }
     _childMeshGroup.SetBoneIKEnabled(isBoneIKMatrix, isBoneIKRigging);
     _childMeshGroup.UpdateRenderUnits(tDelta, false);
     _childMeshGroup.SetBoneIKEnabled(false, false);
 }
 /// <summary>
 /// [Editor] 모든 애니메이션 처리를 포함한 MeshGroup 업데이트를 한다.
 /// </summary>
 /// <param name="isForce"></param>
 /// <param name="tDelta"></param>
 /// <param name="isUpdateVertsAlways">단순 재생시에는 False, 작업시에는 True로 설정한다.</param>
 public void UpdateMeshGroup_Editor(bool isForce, float tDelta, bool isUpdateVertsAlways, bool isDepthChanged = false)
 {
     if (_targetMeshGroup == null)
     {
         //Debug.LogError("Update Failed : No Target Mesh Group");
         return;
     }
     if (isForce)
     {
         //_targetMeshGroup.SetAllRenderUnitForceUpdate();
         _targetMeshGroup.RefreshForce(isDepthChanged, tDelta);
     }
     else
     {
         _targetMeshGroup.UpdateRenderUnits(tDelta, isUpdateVertsAlways);
     }
 }
        // Functions
        //----------------------------------------------
        public Texture2D RenderToTexture(apMeshGroup meshGroup,
                                         int winPosX, int winPosY,
                                         int srcSizeWidth, int srcSizeHeight,
                                         int dstSizeWidth, int dstSizeHeight,
                                         Color clearColor)
        {
            if (_editor == null)
            {
                return(null);
            }

            //apGL의 Window Size를 바꾸어준다.
            int rtSizeWidth  = ((int)_editor.position.width);
            int rtSizeHeight = ((int)_editor.position.height);

            //winPosY -= 10;
            int guiOffsetX = apGL._posX_NotCalculated;
            int guiOffsetY = apGL._posY_NotCalculated;

            int clipPosX = winPosX - (srcSizeWidth / 2);
            int clipPosY = winPosY - (srcSizeHeight / 2);

            clipPosX += guiOffsetX;
            clipPosY += guiOffsetY + 15;

            int clipPosX_Right  = clipPosX + srcSizeWidth;
            int clipPosY_Bottom = clipPosY + srcSizeHeight;

            if (clipPosX < 0)
            {
                clipPosX = 0;
            }
            if (clipPosY < 0)
            {
                clipPosY = 0;
            }
            if (clipPosX_Right > rtSizeWidth)
            {
                clipPosX_Right = rtSizeWidth;
            }
            if (clipPosY_Bottom > rtSizeHeight)
            {
                clipPosY_Bottom = rtSizeHeight;
            }

            int clipWidth  = (clipPosX_Right - clipPosX);
            int clipHeight = (clipPosY_Bottom - clipPosY);

            if (clipWidth <= 0 || clipHeight <= 0)
            {
                Debug.LogError("RenderToTexture Failed : Clip Area is over Screen");
                return(null);
            }

            meshGroup.RefreshForce();
            meshGroup.UpdateRenderUnits(0.0f, true);



            //Pass-1. 일반 + MaskParent를 Alpha2White 렌더링. 이걸로 나중에 알파 채널용 텍스쳐를 만든다.
            //--------------------------------------------------------------------------------------------------------
            _renderTexture_GrayscaleAlpha = RenderTexture.GetTemporary(rtSizeWidth, rtSizeHeight, 8, RenderTextureFormat.ARGB32);
            _renderTexture_GrayscaleAlpha.antiAliasing = 1;
            _renderTexture_GrayscaleAlpha.wrapMode     = TextureWrapMode.Clamp;

            RenderTexture.active = null;
            RenderTexture.active = _renderTexture_GrayscaleAlpha;

            //기본
            Color maskClearColor = new Color(clearColor.a, clearColor.a, clearColor.a, 1.0f);

            GL.Clear(false, true, maskClearColor, 0.0f);                             //변경 : Mac에서도 작동 하려면..
            apGL.DrawBoxGL(Vector2.zero, 50000, 50000, maskClearColor, false, true); //<<이걸로 배경을 깔자
            GL.Flush();

            //System.Threading.Thread.Sleep(50);

            for (int iUnit = 0; iUnit < meshGroup._renderUnits_All.Count; iUnit++)
            {
                apRenderUnit renderUnit = meshGroup._renderUnits_All[iUnit];
                if (renderUnit._unitType == apRenderUnit.UNIT_TYPE.Mesh)
                {
                    if (renderUnit._meshTransform != null)
                    {
                        if (renderUnit._meshTransform._isClipping_Parent)
                        {
                            if (renderUnit._isVisible)
                            {
                                //RenderTexture.active = _renderTexture_GrayscaleAlpha;
                                apGL.DrawRenderUnit_Basic_Alpha2White(renderUnit);
                            }
                        }
                        else if (renderUnit._meshTransform._isClipping_Child)
                        {
                            //Pass
                            //Alpha 렌더링에서 Clipping Child는 제외한다. 어차피 Parent의 Alpha보다 많을 수 없으니..
                        }
                        else
                        {
                            if (renderUnit._isVisible)
                            {
                                //RenderTexture.active = _renderTexture_GrayscaleAlpha;
                                apGL.DrawRenderUnit_Basic_Alpha2White(renderUnit);
                            }
                        }
                    }
                }
            }

            System.Threading.Thread.Sleep(5);

            Texture2D resultTex_SrcSize_Alpha = new Texture2D(srcSizeWidth, srcSizeHeight, TextureFormat.ARGB32, false);

            resultTex_SrcSize_Alpha.ReadPixels(new Rect(clipPosX, clipPosY, clipWidth, clipHeight), 0, 0);
            resultTex_SrcSize_Alpha.Apply();


            //Pass-2. 기본 렌더링
            //--------------------------------------------------------------------------------------------------------
            //1. Clip Parent의 MaskTexture를 미리 구워서 Dictionary에 넣는다.
            Dictionary <apRenderUnit, Texture2D> bakedClipMaskTextures = new Dictionary <apRenderUnit, Texture2D>();

            //Debug.Log("-------------------------------------------------------------");
            //Debug.Log("RenderTextureSize : " + rtSizeWidth + " x " + rtSizeHeight);
            //Debug.Log("Capture Size : " + imageSizeWidth + " x " + imageSizeHeight);
            //Debug.Log("Capture Pos : " + winPosX + ", " + winPosY);
            //Debug.LogError("GL Size : " + apGL._totalEditorWidth + " x " + apGL._totalEditorHeight);

            for (int iUnit = 0; iUnit < meshGroup._renderUnits_All.Count; iUnit++)
            {
                apRenderUnit renderUnit = meshGroup._renderUnits_All[iUnit];
                if (renderUnit._unitType == apRenderUnit.UNIT_TYPE.Mesh)
                {
                    if (renderUnit._meshTransform != null)
                    {
                        if (renderUnit._meshTransform._isClipping_Parent)
                        {
                            if (renderUnit._isVisible)
                            {
                                Texture2D clipMaskTex = apGL.GetMaskTexture_ClippingParent(renderUnit);
                                if (clipMaskTex != null)
                                {
                                    bakedClipMaskTextures.Add(renderUnit, clipMaskTex);
                                }
                                else
                                {
                                    Debug.LogError("Clip Testure Bake Failed");
                                }
                            }
                        }
                    }
                }
            }

            System.Threading.Thread.Sleep(5);


            _renderTexture = RenderTexture.GetTemporary(rtSizeWidth, rtSizeHeight, 8, RenderTextureFormat.ARGB32);
            _renderTexture.antiAliasing = 1;
            _renderTexture.wrapMode     = TextureWrapMode.Clamp;

            RenderTexture.active = null;
            RenderTexture.active = _renderTexture;

            Color opaqueClearColor = new Color(clearColor.r * clearColor.a, clearColor.g * clearColor.a, clearColor.b * clearColor.a, 1.0f);

            //GL.Clear(true, true, clearColor, -100.0f);//이전
            GL.Clear(false, true, opaqueClearColor, 0.0f);                             //변경 : Mac에서도 작동 하려면..
            apGL.DrawBoxGL(Vector2.zero, 50000, 50000, opaqueClearColor, false, true); //<<이걸로 배경을 깔자
            GL.Flush();

            //System.Threading.Thread.Sleep(50);

            for (int iUnit = 0; iUnit < meshGroup._renderUnits_All.Count; iUnit++)
            {
                apRenderUnit renderUnit = meshGroup._renderUnits_All[iUnit];
                if (renderUnit._unitType == apRenderUnit.UNIT_TYPE.Mesh)
                {
                    if (renderUnit._meshTransform != null)
                    {
                        if (renderUnit._meshTransform._isClipping_Parent)
                        {
                            if (renderUnit._isVisible)
                            {
                                if (bakedClipMaskTextures.ContainsKey(renderUnit))
                                {
                                    apGL.DrawRenderUnit_ClippingParent_Renew_WithoutRTT(renderUnit,
                                                                                        renderUnit._meshTransform._clipChildMeshes,
                                                                                        bakedClipMaskTextures[renderUnit]);
                                }


                                ////RenderTexture.active = _renderTexture;//<<클리핑 뒤에는 다시 연결해줘야한다.
                            }
                        }
                        else if (renderUnit._meshTransform._isClipping_Child)
                        {
                            //Pass
                        }
                        else
                        {
                            if (renderUnit._isVisible)
                            {
                                RenderTexture.active = _renderTexture;
                                apGL.DrawRenderUnit_Basic(renderUnit);
                            }
                        }
                    }
                }
            }



            System.Threading.Thread.Sleep(5);



            Texture2D resultTex_SrcSize = new Texture2D(srcSizeWidth, srcSizeHeight, TextureFormat.ARGB32, false);

            resultTex_SrcSize.ReadPixels(new Rect(clipPosX, clipPosY, clipWidth, clipHeight), 0, 0);

            //Texture2D resultTex_SrcSize = new Texture2D(_renderTexture.width, _renderTexture.height, TextureFormat.ARGB32, false);
            //resultTex_SrcSize.ReadPixels(new Rect(0, 0, _renderTexture.width, _renderTexture.height), 0, 0);

            resultTex_SrcSize.Apply();



            //System.Threading.Thread.Sleep(50);

            RenderTexture.active = null;

            RenderTexture.ReleaseTemporary(_renderTexture_GrayscaleAlpha);
            RenderTexture.ReleaseTemporary(_renderTexture);            //<<
            //UnityEngine.Object.DestroyImmediate(_renderTexture);

            _renderTexture = null;
            _renderTexture_GrayscaleAlpha = null;


            Texture2D resultTex_DstSize = new Texture2D(dstSizeWidth, dstSizeHeight, TextureFormat.ARGB32, false);
            Color     color_RGB         = Color.black;
            Color     color_A           = Color.black;

            for (int iY = 0; iY < dstSizeHeight; iY++)
            {
                for (int iX = 0; iX < dstSizeWidth; iX++)
                {
                    float u = (float)iX / (float)dstSizeWidth;
                    float v = (float)iY / (float)dstSizeHeight;

                    color_RGB = resultTex_SrcSize.GetPixelBilinear(u, v);
                    color_A   = resultTex_SrcSize_Alpha.GetPixelBilinear(u, v);
                    resultTex_DstSize.SetPixel(iX, iY, new Color(color_RGB.r, color_RGB.g, color_RGB.b, color_A.r));
                    //resultTex_DstSize.SetPixel(iX, iY, new Color(color_A.r, color_A.g, color_A.b, 1));
                }
            }

            System.Threading.Thread.Sleep(5);
            //기존 크기의 이미지는 삭제
            UnityEngine.Object.DestroyImmediate(resultTex_SrcSize);
            UnityEngine.Object.DestroyImmediate(resultTex_SrcSize_Alpha);

            resultTex_DstSize.Apply();

            return(resultTex_DstSize);
        }
        /// <summary>
        /// GIF Animation을 만든다.
        /// </summary>
        /// <param name="filePath"></param>
        /// <param name="meshGroup"></param>
        /// <param name="animClip"></param>
        /// <param name="loopCount"></param>
        /// <param name="winPosX"></param>
        /// <param name="winPosY"></param>
        /// <param name="srcSizeWidth"></param>
        /// <param name="srcSizeHeight"></param>
        /// <param name="dstSizeWidth"></param>
        /// <param name="dstSizeHeight"></param>
        /// <param name="clearColor"></param>
        /// <param name="quality">1 ~ 256</param>
        /// <returns></returns>
        public bool MakeGIFAnimation(string filePath,
                                     apMeshGroup meshGroup,
                                     apAnimClip animClip,
                                     int loopCount,
                                     int winPosX, int winPosY,
                                     int srcSizeWidth, int srcSizeHeight,
                                     int dstSizeWidth, int dstSizeHeight,
                                     Color clearColor,
                                     int quality)
        {
            if (_editor == null || _editor._portrait == null || meshGroup == null || animClip == null)
            {
                return(false);
            }

            int startFrame = animClip.StartFrame;
            int endFrame   = animClip.EndFrame;

            if (endFrame < startFrame)
            {
                endFrame = startFrame;
            }
            if (loopCount < 1)
            {
                loopCount = 1;
            }

            //모든 AnimClip 정지
            for (int i = 0; i < _editor._portrait._animClips.Count; i++)
            {
                _editor._portrait._animClips[i].Stop_Editor();
            }
            _editor._portrait._animPlayManager.Stop_Editor();
            _editor._portrait._animPlayManager.SetAnimClip_Editor(animClip);
            meshGroup.RefreshForce();

            int  curFrame = startFrame;
            bool isLoop   = animClip.IsLoop;
            //Loop라면 마지막 프레임을 생략한다.
            int lastFrame = endFrame;

            if (isLoop)
            {
                lastFrame = endFrame - 1;
            }
            if (lastFrame < startFrame)
            {
                lastFrame = startFrame;
            }

            float secPerFrame = 1.0f / (float)animClip.FPS;


            FileStream fs = null;

            try
            {
                fs = new FileStream(filePath, FileMode.Create, FileAccess.Write);

                _ngif.WriteHeader(fs);
                _ngif.SetGIFSetting((int)((secPerFrame * 100.0f) + 0.5f), 0, dstSizeWidth, dstSizeHeight);

                //WriteString("GIF89a", fs); // header
                //_gifDelay = (int)((secPerFrame * 100.0f) + 0.5f);//Delay
                //_gifRepeatCount = 0;//반복
                //_gifWidth = dstSizeWidth;
                //_gifHeight = dstSizeHeight;
                //_gifPixels = null;
                //_gifIndexedPixels = null;
                //_gifColorDepth = 0;
                //_gifColorTab = null;
                //_gifPalSize = 7;

                //for (int i = 0; i < _gifUsedEntry.Length; i++)
                //{
                //	_gifUsedEntry[i] = false;
                //}

                bool isFirstFrame = true;



                //애니메이션을 돌면서 Bake를 한다.
                for (int iLoop = 0; iLoop < loopCount; iLoop++)
                {
                    curFrame = startFrame;


                    while (true)
                    {
                        animClip.SetFrame_Editor(curFrame);                        //메시가 자동으로 업데이트를 한다.
                        meshGroup.UpdateRenderUnits(secPerFrame, true);

                        Texture2D bakeImage = RenderToTexture(meshGroup, winPosX, winPosY, srcSizeWidth, srcSizeHeight, dstSizeWidth, dstSizeHeight, clearColor);

                        _ngif.AddFrame(bakeImage, fs, isFirstFrame, quality);
                        isFirstFrame = false;

                        UnityEngine.Object.DestroyImmediate(bakeImage);

                        curFrame++;
                        if (curFrame > lastFrame)
                        {
                            break;
                        }
                    }
                }

                _ngif.Finish(fs);

                fs.Close();
                fs = null;
                return(true);
            }
            catch (Exception ex)
            {
                Debug.LogError("GIF Exception : " + ex);
            }
            if (fs != null)
            {
                fs.Close();
                fs = null;
            }


            return(false);
        }