Exemple #1
0
        IEnumerator _CombineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo, CombineTexturesIntoAtlasesCoroutineResult result, MB_AtlasesAndRects resultAtlasesAndRects, Material resultMaterial, List <GameObject> objsToMesh, List <Material> allowedMaterialsFilter, MB2_EditorMethodsInterface textureEditorMethods, List <AtlasPackingResult> atlasPackingResult, bool onlyPackRects, bool splitAtlasWhenPackingIfTooBig)
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
            sw.Start();
            try
            {
                _temporaryTextures.Clear();
                MeshBakerMaterialTexture.readyToBuildAtlases = false;

                if (textureEditorMethods != null)
                {
                    textureEditorMethods.Clear();
                    textureEditorMethods.OnPreTextureBake();
                }

                if (objsToMesh == null || objsToMesh.Count == 0)
                {
                    Debug.LogError("No meshes to combine. Please assign some meshes to combine.");
                    result.success = false;
                    yield break;
                }

                if (_atlasPadding < 0)
                {
                    Debug.LogError("Atlas padding must be zero or greater.");
                    result.success = false;
                    yield break;
                }

                if (_maxTilingBakeSize < 2 || _maxTilingBakeSize > 4096)
                {
                    Debug.LogError("Invalid value for max tiling bake size.");
                    result.success = false;
                    yield break;
                }

                for (int i = 0; i < objsToMesh.Count; i++)
                {
                    Material[] ms = MB_Utility.GetGOMaterials(objsToMesh[i]);
                    for (int j = 0; j < ms.Length; j++)
                    {
                        Material m = ms[j];
                        if (m == null)
                        {
                            Debug.LogError("Game object " + objsToMesh[i] + " has a null material");
                            result.success = false;
                            yield break;
                        }
                    }
                }

                if (progressInfo != null)
                {
                    progressInfo("Collecting textures for " + objsToMesh.Count + " meshes.", .01f);
                }

                MB3_TextureCombinerPipeline.TexturePipelineData data = LoadPipelineData(resultMaterial, new List <ShaderTextureProperty>(), objsToMesh, allowedMaterialsFilter, new List <MB_TexSet>());
                if (!MB3_TextureCombinerPipeline._CollectPropertyNames(data, LOG_LEVEL))
                {
                    result.success = false;
                    yield break;
                }

                if (_fixOutOfBoundsUVs && (_packingAlgorithm == MB2_PackingAlgorithmEnum.MeshBakerTexturePacker_Horizontal ||
                                           _packingAlgorithm == MB2_PackingAlgorithmEnum.MeshBakerTexturePacker_Vertical))
                {
                    if (LOG_LEVEL >= MB2_LogLevel.info)
                    {
                        Debug.LogWarning("'Consider Mesh UVs' is enabled but packing algorithm is MeshBakerTexturePacker_Horizontal or MeshBakerTexturePacker_Vertical. It is recommended to use these packers without using 'Consider Mesh UVs'");
                    }
                }

                data.nonTexturePropertyBlender.LoadTextureBlendersIfNeeded(data.resultMaterial);

                if (onlyPackRects)
                {
                    yield return(__RunTexturePackerOnly(result, data, splitAtlasWhenPackingIfTooBig, textureEditorMethods, atlasPackingResult));
                }
                else
                {
                    yield return(__CombineTexturesIntoAtlases(progressInfo, result, resultAtlasesAndRects, data, splitAtlasWhenPackingIfTooBig, textureEditorMethods));
                }

                /*
                 *      } catch (MissingReferenceException mrex){
                 *              Debug.LogError("Creating atlases failed a MissingReferenceException was thrown. This is normally only happens when trying to create very large atlases and Unity is running out of Memory. Try changing the 'Texture Packer' to a different option, it may work with an alternate packer. This error is sometimes intermittant. Try baking again.");
                 *              Debug.LogError(mrex);
                 *      } catch (Exception ex){
                 *              Debug.LogError(ex);*/
            }
            finally
            {
                _destroyAllTemporaryTextures();
                _restoreProceduralMaterials();
                if (textureEditorMethods != null)
                {
                    textureEditorMethods.RestoreReadFlagsAndFormats(progressInfo);
                    textureEditorMethods.OnPostTextureBake();
                }
                if (LOG_LEVEL >= MB2_LogLevel.debug)
                {
                    Debug.Log("===== Done creating atlases for " + resultMaterial + " Total time to create atlases " + sw.Elapsed.ToString());
                }
            }
            //result.success = success;
        }
		bool _combineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo, MB_AtlasesAndRects resultAtlasesAndRects, Material resultMaterial, List<GameObject> objsToMesh, List<Material> allowedMaterialsFilter, MB2_EditorMethodsInterface textureEditorMethods){
			bool success = false;
			try{
				_temporaryTextures.Clear();
				
				if (textureEditorMethods != null) textureEditorMethods.Clear();

				if (objsToMesh == null || objsToMesh.Count == 0){
					Debug.LogError("No meshes to combine. Please assign some meshes to combine.");
					return false;
				}
				if (atlasPadding < 0){
					Debug.LogError("Atlas padding must be zero or greater.");
					return false;
				}
				if (maxTilingBakeSize < 2 || maxTilingBakeSize > 4096){
					Debug.LogError("Invalid value for max tiling bake size.");
					return false;			
				}
				
				if (progressInfo != null)
					progressInfo("Collecting textures for " + objsToMesh.Count + " meshes.", .01f);
				
				List<string> texPropertyNames = new List<string>();	
				if (!_collectPropertyNames(resultMaterial, texPropertyNames)){
					return false;
				}
				success = __combineTexturesIntoAtlases(progressInfo,resultAtlasesAndRects, resultMaterial, texPropertyNames, objsToMesh,allowedMaterialsFilter, textureEditorMethods);
			} catch (MissingReferenceException mrex){
				Debug.LogError("Creating atlases failed a MissingReferenceException was thrown. This is normally only happens when trying to create very large atlases and Unity is running out of Memory. Try changing the 'Texture Packer' to a different option, it may work with an alternate packer. This error is sometimes intermittant. Try baking again.");
				Debug.LogError(mrex);
			} catch (Exception ex){
				Debug.LogError(ex);
			} finally {
				_destroyTemporaryTextures();
				if (textureEditorMethods != null) textureEditorMethods.SetReadFlags(progressInfo);
			}
			return success;
		}
Exemple #3
0
        public static IEnumerator _CreateAtlasesCoroutineSingleResultMaterial(int resMatIdx,
                                                                              MB_TextureArrayResultMaterial bakedMatsAndSlicesResMat,
                                                                              MB_MultiMaterialTexArray resMatConfig,
                                                                              List <GameObject> objsToMesh,
                                                                              MB3_TextureCombiner combiner,
                                                                              MB_TextureArrayFormatSet[] textureArrayOutputFormats,
                                                                              MB_MultiMaterialTexArray[] resultMaterialsTexArray,
                                                                              List <ShaderTextureProperty> customShaderProperties,
                                                                              ProgressUpdateDelegate progressInfo,
                                                                              MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult,
                                                                              bool saveAtlasesAsAssets = false,
                                                                              MB2_EditorMethodsInterface editorMethods = null,
                                                                              float maxTimePerFrame = .01f)
        {
            MB2_LogLevel LOG_LEVEL = combiner.LOG_LEVEL;

            if (LOG_LEVEL >= MB2_LogLevel.debug)
            {
                Debug.Log("Baking atlases for result material " + resMatIdx + " num slices:" + resMatConfig.slices.Count);
            }
            // Each result material can be one set of slices per textureProperty. Each slice can be an atlas.
            // Create atlases for each slice.
            List <MB3_TextureCombiner.TemporaryTexture> generatedTemporaryAtlases = new List <MB3_TextureCombiner.TemporaryTexture>();

            {
                combiner.saveAtlasesAsAssets = false; // Don't want generated atlas slices to be assets
                List <MB_TexArraySlice> slicesConfig = resMatConfig.slices;
                for (int sliceIdx = 0; sliceIdx < slicesConfig.Count; sliceIdx++)
                {
                    Material resMatToPass = null;
                    List <MB_TexArraySliceRendererMatPair> srcMatAndObjPairs = slicesConfig[sliceIdx].sourceMaterials;

                    if (LOG_LEVEL >= MB2_LogLevel.trace)
                    {
                        Debug.Log(" Baking atlases for result material:" + resMatIdx + " slice:" + sliceIdx);
                    }
                    resMatToPass = resMatConfig.combinedMaterial;
                    combiner.fixOutOfBoundsUVs = slicesConfig[sliceIdx].considerMeshUVs;
                    MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult coroutineResult2 = new MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult();
                    MB_AtlasesAndRects sliceAtlasesAndRectOutput = bakedMatsAndSlicesResMat.slices[sliceIdx];
                    List <Material>    usedMats = new List <Material>();
                    slicesConfig[sliceIdx].GetAllUsedMaterials(usedMats);

                    yield return(combiner.CombineTexturesIntoAtlasesCoroutine(progressInfo, sliceAtlasesAndRectOutput, resMatToPass, slicesConfig[sliceIdx].GetAllUsedRenderers(objsToMesh), usedMats, editorMethods, coroutineResult2, maxTimePerFrame,
                                                                              onlyPackRects: false, splitAtlasWhenPackingIfTooBig: false));

                    coroutineResult.success = coroutineResult2.success;
                    if (!coroutineResult.success)
                    {
                        coroutineResult.isFinished = true;
                        yield break;
                    }

                    // Track which slices are new generated texture instances. Atlases could be original texture assets (one tex per atlas) or temporary texture instances in memory that will need to be destroyed.
                    {
                        for (int texPropIdx = 0; texPropIdx < sliceAtlasesAndRectOutput.atlases.Length; texPropIdx++)
                        {
                            Texture2D atlas = sliceAtlasesAndRectOutput.atlases[texPropIdx];
                            if (atlas != null)
                            {
                                bool atlasWasASourceTexture = false;
                                for (int srcMatIdx = 0; srcMatIdx < srcMatAndObjPairs.Count; srcMatIdx++)
                                {
                                    Material srcMat = srcMatAndObjPairs[srcMatIdx].sourceMaterial;
                                    if (srcMat.HasProperty(sliceAtlasesAndRectOutput.texPropertyNames[texPropIdx]) &&
                                        srcMat.GetTexture(sliceAtlasesAndRectOutput.texPropertyNames[texPropIdx]) == atlas)
                                    {
                                        atlasWasASourceTexture = true;
                                        break;
                                    }
                                }

                                if (!atlasWasASourceTexture)
                                {
                                    generatedTemporaryAtlases.Add(new MB3_TextureCombiner.TemporaryTexture(sliceAtlasesAndRectOutput.texPropertyNames[texPropIdx], atlas));
                                }
                            }
                        }
                    } // end visit slices

                    Debug.Assert(combiner._getNumTemporaryTextures() == 0, "Combiner should have no temporary textures.");
                }

                combiner.saveAtlasesAsAssets = saveAtlasesAsAssets; // Restore original setting.
            }

            // Generated atlas textures are temporary for texture arrays. They exist only in memory. Need to be cleaned up after we create slices.
            for (int i = 0; i < generatedTemporaryAtlases.Count; i++)
            {
                combiner.AddTemporaryTexture(generatedTemporaryAtlases[i]);
            }

            List <ShaderTextureProperty> texPropertyNames = new List <ShaderTextureProperty>();

            MB3_TextureCombinerPipeline._CollectPropertyNames(texPropertyNames, customShaderProperties, resMatConfig.combinedMaterial, LOG_LEVEL);

            // The slices are built from different source-material-lists. Each slice can have different sets of texture properties missing (nulls).
            // Build a master list of texture properties.
            bool[] hasTexForProperty = MB_TextureArrays.DetermineWhichPropertiesHaveTextures(bakedMatsAndSlicesResMat.slices);

            List <Texture2D> temporaryTextureAssets = new List <Texture2D>();

            try
            {
                MB_MultiMaterialTexArray resMaterial = resMatConfig;
                Dictionary <string, MB_TexArrayForProperty> resTexArraysByProperty = new Dictionary <string, MB_TexArrayForProperty>();
                {
                    // Initialize so I don't need to check if properties exist later.
                    for (int propIdx = 0; propIdx < texPropertyNames.Count; propIdx++)
                    {
                        if (hasTexForProperty[propIdx])
                        {
                            resTexArraysByProperty[texPropertyNames[propIdx].name] =
                                new MB_TexArrayForProperty(texPropertyNames[propIdx].name, new MB_TextureArrayReference[textureArrayOutputFormats.Length]);
                        }
                    }
                }


                MB3_TextureCombinerNonTextureProperties textureBlender = null;
                textureBlender = new MB3_TextureCombinerNonTextureProperties(LOG_LEVEL, combiner.considerNonTextureProperties);
                textureBlender.LoadTextureBlendersIfNeeded(resMatConfig.combinedMaterial);
                textureBlender.AdjustNonTextureProperties(resMatConfig.combinedMaterial, texPropertyNames, editorMethods);

                // Vist each TextureFormatSet
                for (int texFormatSetIdx = 0; texFormatSetIdx < textureArrayOutputFormats.Length; texFormatSetIdx++)
                {
                    MB_TextureArrayFormatSet textureArrayFormatSet = textureArrayOutputFormats[texFormatSetIdx];
                    editorMethods.Clear();

                    MB_TextureArrays.TexturePropertyData texPropertyData = new MB_TextureArrays.TexturePropertyData();
                    MB_TextureArrays.FindBestSizeAndMipCountAndFormatForTextureArrays(texPropertyNames, combiner.maxAtlasSize, textureArrayFormatSet, bakedMatsAndSlicesResMat.slices, texPropertyData);

                    // Create textures we might need to create if they don't exist.
                    {
                        for (int propIdx = 0; propIdx < hasTexForProperty.Length; propIdx++)
                        {
                            if (hasTexForProperty[propIdx])
                            {
                                TextureFormat format       = texPropertyData.formats[propIdx];
                                int           numSlices    = bakedMatsAndSlicesResMat.slices.Length;
                                int           targetWidth  = (int)texPropertyData.sizes[propIdx].x;
                                int           targetHeight = (int)texPropertyData.sizes[propIdx].y;
                                for (int sliceIdx = 0; sliceIdx < numSlices; sliceIdx++)
                                {
                                    if (bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx] == null)
                                    {
                                        // Can only setSolidColor on truecolor textures. First create a texture in trucolor format
                                        Texture2D sliceTex = new Texture2D(targetWidth, targetHeight, TextureFormat.ARGB32, texPropertyData.doMips[propIdx]);
                                        Color     col      = textureBlender.GetColorForTemporaryTexture(resMatConfig.slices[sliceIdx].sourceMaterials[0].sourceMaterial, texPropertyNames[propIdx]);
                                        MB_Utility.setSolidColor(sliceTex, col);
                                        // Now create a copy of this texture in target format.
                                        bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx] = editorMethods.CreateTemporaryAssetCopy(texPropertyNames[propIdx], sliceTex, targetWidth, targetHeight, format, LOG_LEVEL);
                                        temporaryTextureAssets.Add(bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx]);
                                        MB_Utility.Destroy(sliceTex);
                                    }
                                }
                            }
                        }
                    }


                    if (LOG_LEVEL >= MB2_LogLevel.debug)
                    {
                        Debug.Log("Converting source textures to readable formats.");
                    }
                    if (MB_TextureArrays.ConvertTexturesToReadableFormat(texPropertyData, bakedMatsAndSlicesResMat.slices, hasTexForProperty, texPropertyNames, combiner, LOG_LEVEL, temporaryTextureAssets, editorMethods))
                    {
                        // We now have a set of slices (one per textureProperty). Build these into Texture2DArray's.
                        if (LOG_LEVEL >= MB2_LogLevel.debug)
                        {
                            Debug.Log("Creating texture arrays");
                        }
                        if (LOG_LEVEL >= MB2_LogLevel.info)
                        {
                            Debug.Log("THERE MAY BE ERRORS IN THE CONSOLE ABOUT 'Rebuilding mipmaps ... not supported'. THESE ARE PROBABLY FALSE POSITIVES AND CAN BE IGNORED.");
                        }
                        Texture2DArray[] textureArrays = MB_TextureArrays.CreateTextureArraysForResultMaterial(texPropertyData, texPropertyNames, bakedMatsAndSlicesResMat.slices, hasTexForProperty, combiner, LOG_LEVEL);


                        // Now have texture arrays for a result material, for all props. Save it.
                        for (int propIdx = 0; propIdx < textureArrays.Length; propIdx++)
                        {
                            if (hasTexForProperty[propIdx])
                            {
                                MB_TextureArrayReference texRef = new MB_TextureArrayReference(textureArrayFormatSet.name, textureArrays[propIdx]);
                                resTexArraysByProperty[texPropertyNames[propIdx].name].formats[texFormatSetIdx] = texRef;
                                if (saveAtlasesAsAssets)
                                {
                                    editorMethods.SaveTextureArrayToAssetDatabase(textureArrays[propIdx],
                                                                                  textureArrayFormatSet.GetFormatForProperty(texPropertyNames[propIdx].name),
                                                                                  bakedMatsAndSlicesResMat.slices[0].texPropertyNames[propIdx],
                                                                                  propIdx, resMaterial.combinedMaterial);
                                }
                            }
                        }
                    }
                } // end vist format set

                resMaterial.textureProperties = new List <MB_TexArrayForProperty>();
                foreach (MB_TexArrayForProperty val in resTexArraysByProperty.Values)
                {
                    resMaterial.textureProperties.Add(val);
                }
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message + "\n" + e.StackTrace.ToString());
                coroutineResult.isFinished = true;
                coroutineResult.success    = false;
            }
            finally
            {
                editorMethods.RestoreReadFlagsAndFormats(progressInfo);
                combiner._destroyAllTemporaryTextures();
                for (int i = 0; i < temporaryTextureAssets.Count; i++)
                {
                    editorMethods.DestroyAsset(temporaryTextureAssets[i]);
                }
                temporaryTextureAssets.Clear();
            }
        }