コード例 #1
0
        internal static IEnumerator _CreateAtlasesCoroutineTextureArray(MB3_TextureBaker tb, MB3_TextureCombiner combiner, ProgressUpdateDelegate progressInfo, MB3_TextureBaker.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f)
        {
            MB_TextureArrayResultMaterial[] bakedMatsAndSlices = null;

            // Validate the formats
            if (tb.textureArrayOutputFormats == null || tb.textureArrayOutputFormats.Length == 0)
            {
                Debug.LogError("No Texture Array Output Formats. There must be at least one entry.");
                coroutineResult.isFinished = true;
                yield break;
            }

            for (int i = 0; i < tb.textureArrayOutputFormats.Length; i++)
            {
                if (!tb.textureArrayOutputFormats[i].ValidateTextureImporterFormatsExistsForTextureFormats(editorMethods, i))
                {
                    Debug.LogError("Could not map the selected texture format to a Texture Importer Format. Safest options are ARGB32, or RGB24.");
                    coroutineResult.isFinished = true;
                    yield break;
                }
            }

            for (int resMatIdx = 0; resMatIdx < tb.resultMaterialsTexArray.Length; resMatIdx++)
            {
                MB_MultiMaterialTexArray textureArraySliceConfig = tb.resultMaterialsTexArray[resMatIdx];
                if (textureArraySliceConfig.combinedMaterial == null)
                {
                    Debug.LogError("Material is null for Texture Array Slice Configuration: " + resMatIdx + ".");
                    coroutineResult.isFinished = true;
                    yield break;
                }


                List <MB_TexArraySlice> slices = textureArraySliceConfig.slices;
                for (int sliceIdx = 0; sliceIdx < slices.Count; sliceIdx++)
                {
                    for (int srcMatIdx = 0; srcMatIdx < slices[sliceIdx].sourceMaterials.Count; srcMatIdx++)
                    {
                        MB_TexArraySliceRendererMatPair sourceMat = slices[sliceIdx].sourceMaterials[srcMatIdx];
                        if (sourceMat.sourceMaterial == null)
                        {
                            Debug.LogError("Source material is null for Texture Array Slice Configuration: " + resMatIdx + " slice: " + sliceIdx);
                            coroutineResult.isFinished = true;
                            yield break;
                        }

                        if (slices[sliceIdx].considerMeshUVs)
                        {
                            if (sourceMat.renderer == null)
                            {
                                Debug.LogError("Renderer is null for Texture Array Slice Configuration: " + resMatIdx + " slice: " + sliceIdx + ". If considerUVs is enabled then a renderer must be supplied for each source material. The same source material can be used multiple times.");
                                coroutineResult.isFinished = true;
                                yield break;
                            }
                        }
                        else
                        {
                            // TODO check for duplicate source mats.
                        }
                    }
                }
            }

            for (int resMatIdx = 0; resMatIdx < tb.resultMaterialsTexArray.Length; resMatIdx++)
            {
                MB_MultiMaterialTexArray textureArraySliceConfig = tb.resultMaterialsTexArray[resMatIdx];
            }

            // initialize structure to store results. For texture arrays the structure is two layers deep.
            // First layer is resultMaterial / submesh (each result material can use a different shader)
            // Second layer is a set of TextureArrays for the TextureProperties on that result material.
            int numResultMats = tb.resultMaterialsTexArray.Length;

            bakedMatsAndSlices = new MB_TextureArrayResultMaterial[numResultMats];
            for (int resMatIdx = 0; resMatIdx < bakedMatsAndSlices.Length; resMatIdx++)
            {
                bakedMatsAndSlices[resMatIdx] = new MB_TextureArrayResultMaterial();
                int numSlices = tb.resultMaterialsTexArray[resMatIdx].slices.Count;
                MB_AtlasesAndRects[] slices = bakedMatsAndSlices[resMatIdx].slices = new MB_AtlasesAndRects[numSlices];
                for (int j = 0; j < numSlices; j++)
                {
                    slices[j] = new MB_AtlasesAndRects();
                }
            }

            // Some of the slices will be atlases (more than one atlas per slice).
            // Do the material combining for these. First loop over the result materials (1 per submeshes).
            for (int resMatIdx = 0; resMatIdx < bakedMatsAndSlices.Length; resMatIdx++)
            {
                yield return(_CreateAtlasesCoroutineSingleResultMaterial(resMatIdx, bakedMatsAndSlices[resMatIdx], tb.resultMaterialsTexArray[resMatIdx],
                                                                         tb, combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame));

                if (!coroutineResult.success)
                {
                    yield break;
                }
            }

            if (coroutineResult.success)
            {
                // Save the results into the TextureBakeResults.
                tb.unpackMat2RectMap(bakedMatsAndSlices);
                tb.textureBakeResults.resultType              = MB2_TextureBakeResults.ResultType.textureArray;
                tb.textureBakeResults.resultMaterials         = new MB_MultiMaterial[0];
                tb.textureBakeResults.resultMaterialsTexArray = tb.resultMaterialsTexArray;
                if (tb.LOG_LEVEL >= MB2_LogLevel.info)
                {
                    Debug.Log("Created Texture2DArrays");
                }
            }
            else
            {
                if (tb.LOG_LEVEL >= MB2_LogLevel.info)
                {
                    Debug.Log("Failed to create Texture2DArrays");
                }
            }
        }
コード例 #2
0
        private static IEnumerator _CreateAtlasesCoroutineSingleResultMaterial(int resMatIdx, MB_TextureArrayResultMaterial bakedMatsAndSlicesResMat, MB_MultiMaterialTexArray resMatConfig, MB3_TextureBaker tb, MB3_TextureCombiner combiner, ProgressUpdateDelegate progressInfo, MB3_TextureBaker.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f)
        {
            MB2_LogLevel LOG_LEVEL = tb.LOG_LEVEL;

            MB_TextureArrayFormatSet[]   textureArrayOutputFormats = tb.textureArrayOutputFormats;
            MB_MultiMaterialTexArray[]   resultMaterialsTexArray   = tb.resultMaterialsTexArray;
            List <ShaderTextureProperty> customShaderProperties    = tb.customShaderProperties;


            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(tb.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, tb.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, tb.maxAtlasSize, textureArrayFormatSet, bakedMatsAndSlicesResMat.slices, texPropertyData);

                    // Create textures we might need 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)
                                    {
                                        Texture2D sliceTex = new Texture2D(targetWidth, targetHeight, format, texPropertyData.doMips[propIdx]);
                                        Color     col      = textureBlender.GetColorForTemporaryTexture(resMatConfig.slices[sliceIdx].sourceMaterials[0].sourceMaterial, texPropertyNames[propIdx]);
                                        MB_Utility.setSolidColor(sliceTex, col);
                                        bakedMatsAndSlicesResMat.slices[sliceIdx].atlases[propIdx] = editorMethods.CreateTemporaryAssetCopy(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, 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();
            }
        }