private IEnumerator _CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo, MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) { MBVersionConcrete mbv = new MBVersionConcrete(); if (!MB3_TextureCombiner._RunCorutineWithoutPauseIsRunning && (mbv.GetMajorVersion() < 5 || (mbv.GetMajorVersion() == 5 && mbv.GetMinorVersion() < 3))) { Debug.LogError("Running the texture combiner as a coroutine only works in Unity 5.3 and higher"); coroutineResult.success = false; yield break; } this.OnCombinedTexturesCoroutineAtlasesAndRects = null; if (maxTimePerFrame <= 0f) { Debug.LogError("maxTimePerFrame must be a value greater than zero"); coroutineResult.isFinished = true; yield break; } MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust; if (!DoCombinedValidate(this, MB_ObjsToCombineTypes.dontCare, null, vl)) { coroutineResult.isFinished = true; yield break; } if (_doMultiMaterial && !_ValidateResultMaterials()) { coroutineResult.isFinished = true; yield break; } else if (resultType == MB2_TextureBakeResults.ResultType.textureArray) { //TODO validate texture arrays. } else if (!_doMultiMaterial) { if (_resultMaterial == null) { Debug.LogError("Combined Material is null please create and assign a result material."); coroutineResult.isFinished = true; yield break; } Shader targShader = _resultMaterial.shader; 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 && m.shader != targShader) { Debug.LogWarning("Game object " + objsToMesh[i] + " does not use shader " + targShader + " it may not have the required textures. If not small solid color textures will be generated."); } } } } MB3_TextureCombiner combiner = CreateAndConfigureTextureCombiner(); combiner.saveAtlasesAsAssets = saveAtlasesAsAssets; OnCombinedTexturesCoroutineAtlasesAndRects = null; if (resultType == MB2_TextureBakeResults.ResultType.textureArray) { yield return(_CreateAtlasesCoroutineTextureArray(combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame)); if (!coroutineResult.success) { yield break; } } else { yield return(_CreateAtlasesCoroutineAtlases(combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame)); if (!coroutineResult.success) { yield break; } } //set the texture bake resultAtlasesAndRects on the Mesh Baker component if it exists MB3_MeshBakerCommon[] mb = GetComponentsInChildren <MB3_MeshBakerCommon>(); for (int i = 0; i < mb.Length; i++) { mb[i].textureBakeResults = textureBakeResults; } coroutineResult.isFinished = true; }
public IEnumerator CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo, CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) { MBVersionConcrete mbv = new MBVersionConcrete(); if (!MB3_TextureCombiner._RunCorutineWithoutPauseIsRunning && (mbv.GetMajorVersion() < 5 || (mbv.GetMajorVersion() == 5 && mbv.GetMinorVersion() < 3))) { Debug.LogError("Running the texture combiner as a coroutine only works in Unity 5.3 and higher"); coroutineResult.success = false; yield break; } this.OnCombinedTexturesCoroutineAtlasesAndRects = null; if (maxTimePerFrame <= 0f) { Debug.LogError("maxTimePerFrame must be a value greater than zero"); coroutineResult.isFinished = true; yield break; } MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust; if (!DoCombinedValidate(this, MB_ObjsToCombineTypes.dontCare, null, vl)) { coroutineResult.isFinished = true; yield break; } if (_doMultiMaterial && !_ValidateResultMaterials()) { coroutineResult.isFinished = true; yield break; } else if (!_doMultiMaterial) { if (_resultMaterial == null) { Debug.LogError("Combined Material is null please create and assign a result material."); coroutineResult.isFinished = true; yield break; } Shader targShader = _resultMaterial.shader; 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 && m.shader != targShader) { Debug.LogWarning("Game object " + objsToMesh[i] + " does not use shader " + targShader + " it may not have the required textures. If not small solid color textures will be generated."); } } } } MB3_TextureCombiner combiner = CreateAndConfigureTextureCombiner(); combiner.saveAtlasesAsAssets = saveAtlasesAsAssets; //initialize structure to store results int numResults = 1; if (_doMultiMaterial) { numResults = resultMaterials.Length; } OnCombinedTexturesCoroutineAtlasesAndRects = new MB_AtlasesAndRects[numResults]; for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++) { OnCombinedTexturesCoroutineAtlasesAndRects[i] = new MB_AtlasesAndRects(); } //Do the material combining. for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++) { Material resMatToPass = null; List <Material> sourceMats = null; if (_doMultiMaterial) { sourceMats = resultMaterials[i].sourceMaterials; resMatToPass = resultMaterials[i].combinedMaterial; combiner.fixOutOfBoundsUVs = resultMaterials[i].considerMeshUVs; } else { resMatToPass = _resultMaterial; } MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult coroutineResult2 = new MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult(); yield return(combiner.CombineTexturesIntoAtlasesCoroutine(progressInfo, OnCombinedTexturesCoroutineAtlasesAndRects[i], resMatToPass, objsToMesh, sourceMats, editorMethods, coroutineResult2, maxTimePerFrame)); coroutineResult.success = coroutineResult2.success; if (!coroutineResult.success) { coroutineResult.isFinished = true; yield break; } } unpackMat2RectMap(textureBakeResults); //Save the results textureBakeResults.doMultiMaterial = _doMultiMaterial; //textureBakeResults.resultMaterial = _resultMaterial; if (_doMultiMaterial) { textureBakeResults.resultMaterials = resultMaterials; } else { MB_MultiMaterial[] resMats = new MB_MultiMaterial[1]; resMats[0] = new MB_MultiMaterial(); resMats[0].combinedMaterial = _resultMaterial; resMats[0].considerMeshUVs = _fixOutOfBoundsUVs; resMats[0].sourceMaterials = new List <Material>(); for (int i = 0; i < textureBakeResults.materialsAndUVRects.Length; i++) { resMats[0].sourceMaterials.Add(textureBakeResults.materialsAndUVRects[i].material); } textureBakeResults.resultMaterials = resMats; } //textureBakeResults.fixOutOfBoundsUVs = combiner.fixOutOfBoundsUVs; //set the texture bake resultAtlasesAndRects on the Mesh Baker component if it exists MB3_MeshBakerCommon[] mb = GetComponentsInChildren <MB3_MeshBakerCommon>(); for (int i = 0; i < mb.Length; i++) { mb[i].textureBakeResults = textureBakeResults; } if (LOG_LEVEL >= MB2_LogLevel.info) { Debug.Log("Created Atlases"); } coroutineResult.isFinished = true; if (coroutineResult.success && onBuiltAtlasesSuccess != null) { onBuiltAtlasesSuccess(); } if (!coroutineResult.success && onBuiltAtlasesFail != null) { onBuiltAtlasesFail(); } }
public IEnumerator CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo, CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f) { MBVersionConcrete mbv = new MBVersionConcrete(); if (!MB3_TextureCombiner._RunCorutineWithoutPauseIsRunning && (mbv.GetMajorVersion() < 5 || (mbv.GetMajorVersion() == 5 && mbv.GetMinorVersion() < 3))) { Debug.LogError("Running the texture combiner as a coroutine only works in Unity 5.3 and higher"); yield return(null); } this.OnCombinedTexturesCoroutineAtlasesAndRects = null; //if (!Application.isPlaying) //{ // Debug.LogError("CombineTexturesIntoAtlasesCoroutine should only be called when the game is running. Use CombineTexturesIntoAtlases in the editor."); // _CreateAtlasesCoroutineIsFinished = true; // yield break; //} if (maxTimePerFrame <= 0f) { Debug.LogError("maxTimePerFrame must be a value greater than zero"); coroutineResult.isFinished = true; yield break; } MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust; if (!DoCombinedValidate(this, MB_ObjsToCombineTypes.dontCare, null, vl)) { coroutineResult.isFinished = true; yield break; } if (_doMultiMaterial && !_ValidateResultMaterials()) { coroutineResult.isFinished = true; yield break; } else if (!_doMultiMaterial) { if (_resultMaterial == null) { Debug.LogError("Combined Material is null please create and assign a result material."); coroutineResult.isFinished = true; yield break; } Shader targShader = _resultMaterial.shader; 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 && m.shader != targShader) { Debug.LogWarning("Game object " + objsToMesh[i] + " does not use shader " + targShader + " it may not have the required textures. If not small solid color textures will be generated."); } } } } 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. Can't build atlases"); coroutineResult.isFinished = true; yield break; } } } MB3_TextureCombiner combiner = new MB3_TextureCombiner(); combiner.LOG_LEVEL = LOG_LEVEL; combiner.atlasPadding = _atlasPadding; combiner.maxAtlasSize = _maxAtlasSize; combiner.customShaderPropNames = _customShaderProperties; combiner.fixOutOfBoundsUVs = _fixOutOfBoundsUVs; combiner.maxTilingBakeSize = _maxTilingBakeSize; combiner.packingAlgorithm = _packingAlgorithm; combiner.meshBakerTexturePackerForcePowerOfTwo = _meshBakerTexturePackerForcePowerOfTwo; combiner.resizePowerOfTwoTextures = _resizePowerOfTwoTextures; combiner.saveAtlasesAsAssets = saveAtlasesAsAssets; combiner.considerNonTextureProperties = _considerNonTextureProperties; //initialize structure to store results int numResults = 1; if (_doMultiMaterial) { numResults = resultMaterials.Length; } OnCombinedTexturesCoroutineAtlasesAndRects = new MB_AtlasesAndRects[numResults]; for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++) { OnCombinedTexturesCoroutineAtlasesAndRects[i] = new MB_AtlasesAndRects(); } //Do the material combining. for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++) { Material resMatToPass = null; List <Material> sourceMats = null; if (_doMultiMaterial) { sourceMats = resultMaterials[i].sourceMaterials; resMatToPass = resultMaterials[i].combinedMaterial; } else { resMatToPass = _resultMaterial; } Debug.Log(string.Format("Creating atlases for result material {0} using shader {1}", resMatToPass, resMatToPass.shader)); MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult coroutineResult2 = new MB3_TextureCombiner.CombineTexturesIntoAtlasesCoroutineResult(); yield return(combiner.CombineTexturesIntoAtlasesCoroutine(progressInfo, OnCombinedTexturesCoroutineAtlasesAndRects[i], resMatToPass, objsToMesh, sourceMats, editorMethods, coroutineResult2, maxTimePerFrame)); coroutineResult.success = coroutineResult2.success; if (!coroutineResult.success) { coroutineResult.isFinished = true; yield break; } } //Save the results textureBakeResults.combinedMaterialInfo = OnCombinedTexturesCoroutineAtlasesAndRects; textureBakeResults.doMultiMaterial = _doMultiMaterial; textureBakeResults.resultMaterial = _resultMaterial; textureBakeResults.resultMaterials = resultMaterials; textureBakeResults.fixOutOfBoundsUVs = combiner.fixOutOfBoundsUVs; unpackMat2RectMap(textureBakeResults); //set the texture bake resultAtlasesAndRects on the Mesh Baker component if it exists MB3_MeshBakerCommon[] mb = GetComponentsInChildren <MB3_MeshBakerCommon>(); for (int i = 0; i < mb.Length; i++) { mb[i].textureBakeResults = textureBakeResults; } if (LOG_LEVEL >= MB2_LogLevel.info) { Debug.Log("Created Atlases"); } coroutineResult.isFinished = true; if (coroutineResult.success && onBuiltAtlasesSuccess != null) { onBuiltAtlasesSuccess(); } if (!coroutineResult.success && onBuiltAtlasesFail != null) { onBuiltAtlasesFail(); } }