Esempio n. 1
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        private void mainProgressLoop(ProgressBar progress, Texture2D[] packedTextures, AtlasUvs channelMapping)
        {
            progress.Begin(5, "", "", () => {
                foreach (var channel in MeshUtil.allUvChannels)
                {
                    progress.Begin(1, "", channel + ": ", () => {
                        doPerChannelPack(progress, channel, packedTextures, channelMapping);
                    });
                }

                finalizeTextures(progress, packedTextures);
            });
        }
Esempio n. 2
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        private void doPerChannelPack(ProgressBar progress, UVChannelFlags channel, Texture2D[] packedTextures, AtlasUvs channelMapping)
        {
            var mainTextureFeature = _features.Query().FirstOrDefault(f => f.channel == channel);

            if (mainTextureFeature == null)
            {
                return;
            }

            Texture2D defaultTexture, packedTexture;

            Texture2D[] rawTextureArray, processedTextureArray;

            progress.Step("Prepare " + channel);
            prepareForPacking(mainTextureFeature, out defaultTexture,
                              out packedTexture,
                              out rawTextureArray,
                              out processedTextureArray);

            progress.Step("Pack " + channel);
            var packedRects = packedTexture.PackTextures(processedTextureArray,
                                                         _padding,
                                                         _maxAtlasSize,
                                                         makeNoLongerReadable: false);

            packedTexture.Apply(updateMipmaps: true, makeNoLongerReadable: true);
            packedTextures[_features.IndexOf(mainTextureFeature)] = packedTexture;

            packSecondaryTextures(progress, channel, mainTextureFeature, packedTexture, packedRects, packedTextures);

            //Correct uvs to account for the added border
            for (int i = 0; i < packedRects.Length; i++)
            {
                float dx = 1.0f / packedTexture.width;
                float dy = 1.0f / packedTexture.height;
                Rect  r  = packedRects[i];

                if (processedTextureArray[i] != defaultTexture)
                {
                    dx *= _border;
                    dy *= _border;
                }

                r.x           += dx;
                r.y           += dy;
                r.width       -= dx * 2;
                r.height      -= dy * 2;
                packedRects[i] = r;
            }

            for (int i = 0; i < rawTextureArray.Length; i++)
            {
                channelMapping.SetRect(channel.Index(), rawTextureArray[i], packedRects[i]);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Actually perform the build for the atlas.  This method outputs the atlas textures, and the atlas
        /// uvs that map textures into the atlas.  This method takes in a progress bar so that the atlas
        /// process can be tracked visually, since it can take quite a bit of time when there are a lot of
        /// textures to pack.
        /// </summary>
        public void RebuildAtlas(ProgressBar progress, out Texture2D[] packedTextures, out AtlasUvs channelMapping)
        {
            if (!Utils.IsCompressible(_format))
            {
                Debug.LogWarning("Format " + _format + " is not compressible!  Using ARGB32 instead.");
                _format = TextureFormat.ARGB32;
            }

            _atlasHash = _currHash;

            packedTextures = new Texture2D[_features.Count];
            channelMapping = new AtlasUvs();

            mainProgressLoop(progress, packedTextures, channelMapping);

            //Clear cache
            foreach (var texture in _cachedProcessedTextures.Values)
            {
                UnityEngine.Object.DestroyImmediate(texture);
            }
            _cachedProcessedTextures.Clear();

            foreach (var texture in _cachedDefaultTextures.Values)
            {
                UnityEngine.Object.DestroyImmediate(texture);
            }
            _cachedDefaultTextures.Clear();
        }