コード例 #1
0
        /* tried to see if the MultiMaterialConfig could be done using the GroupBy filters. Saddly it didn't work  -_- */
        public static void ConfigureMutiMaterialsFromObjsToCombine2(TextureCombineEntrance mom, SerializedProperty resultMaterials, SerializedObject textureBaker)
        {
            if (mom.GetObjectsToCombine().Count == 0)
            {
                Debug.LogError("You need to add some objects to combine before building the multi material list.");
                return;
            }
            if (resultMaterials.arraySize > 0)
            {
                Debug.LogError("You already have some source to combined material mappings configured. You must remove these before doing this operation.");
                return;
            }
            if (mom.textureBakeResults == null)
            {
                Debug.LogError("Texture Bake Result asset must be set before using this operation.");
                return;
            }

            //validate that the objects to be combined are valid
            for (int i = 0; i < mom.GetObjectsToCombine().Count; i++)
            {
                GameObject go = mom.GetObjectsToCombine()[i];
                if (go == null)
                {
                    Debug.LogError("Null object in list of objects to combine at position " + i);
                    return;
                }
                Renderer r = go.GetComponent <Renderer>();
                if (r == null || (!(r is MeshRenderer) && !(r is SkinnedMeshRenderer)))
                {
                    Debug.LogError("GameObject at position " + i + " in list of objects to combine did not have a renderer");
                    return;
                }
                if (r.sharedMaterial == null)
                {
                    Debug.LogError("GameObject at position " + i + " in list of objects to combine has a null material");
                    return;
                }
            }

            IGroupByFilter[] filters = new IGroupByFilter[3];
            filters[0] = new GroupByOutOfBoundsUVs();
            filters[1] = new GroupByShader();
            filters[2] = new MB3_GroupByStandardShaderType();

            List <GameObjectFilterInfo> gameObjects = new List <GameObjectFilterInfo>();
            HashSet <GameObject>        objectsAlreadyIncludedInBakers = new HashSet <GameObject>();

            for (int i = 0; i < mom.GetObjectsToCombine().Count; i++)
            {
                GameObjectFilterInfo goaw = new GameObjectFilterInfo(mom.GetObjectsToCombine()[i], objectsAlreadyIncludedInBakers, filters);
                if (goaw.materials.Length > 0) //don't consider renderers with no materials
                {
                    gameObjects.Add(goaw);
                }
            }

            //analyse meshes
            Dictionary <int, MeshAnalysisResult> meshAnalysisResultCache = new Dictionary <int, MeshAnalysisResult>();
            int totalVerts = 0;

            for (int i = 0; i < gameObjects.Count; i++)
            {
                //string rpt = String.Format("Processing {0} [{1} of {2}]", gameObjects[i].go.name, i, gameObjects.Count);
                //EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " A", .6f);
                Mesh mm     = MeshBakerUtility.GetMesh(gameObjects[i].go);
                int  nVerts = 0;
                if (mm != null)
                {
                    nVerts += mm.vertexCount;
                    MeshAnalysisResult mar;
                    if (!meshAnalysisResultCache.TryGetValue(mm.GetInstanceID(), out mar))
                    {
                        //EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Check Out Of Bounds UVs", .6f);
                        MeshBakerUtility.hasOutOfBoundsUVs(mm, ref mar);
                        //Rect dummy = mar.uvRect;
                        MeshBakerUtility.doSubmeshesShareVertsOrTris(mm, ref mar);
                        meshAnalysisResultCache.Add(mm.GetInstanceID(), mar);
                    }
                    if (mar.hasOutOfBoundsUVs)
                    {
                        int w = (int)mar.uvRect.width;
                        int h = (int)mar.uvRect.height;
                        gameObjects[i].outOfBoundsUVs = true;
                        gameObjects[i].warning       += " [WARNING: has uvs outside the range (0,1) tex is tiled " + w + "x" + h + " times]";
                    }
                    if (mar.hasOverlappingSubmeshVerts)
                    {
                        gameObjects[i].submeshesOverlap = true;
                        gameObjects[i].warning         += " [WARNING: Submeshes share verts or triangles. 'Multiple Combined Materials' feature may not work.]";
                    }
                }
                totalVerts += nVerts;
                //EditorUtility.DisplayProgressBar("Analysing Scene", rpt + " Validate OBuvs Multi Material", .6f);
                Renderer mr = gameObjects[i].go.GetComponent <Renderer>();
                if (!MeshBakerUtility.AreAllSharedMaterialsDistinct(mr.sharedMaterials))
                {
                    gameObjects[i].warning += " [WARNING: Object uses same material on multiple submeshes. This may produce poor results when used with multiple materials or fix out of bounds uvs.]";
                }
            }

            List <GameObjectFilterInfo> objsNotAddedToBaker = new List <GameObjectFilterInfo>();

            Dictionary <GameObjectFilterInfo, List <List <GameObjectFilterInfo> > > gs2bakeGroupMap = null;//MB3_MeshBakerEditorWindow.sortIntoBakeGroups3(gameObjects, objsNotAddedToBaker, filters, false, mom.maxAtlasSize);

            mom.resultMaterials = new MultiMaterial[gs2bakeGroupMap.Keys.Count];
            string pth        = AssetDatabase.GetAssetPath(mom.textureBakeResults);
            string baseName   = Path.GetFileNameWithoutExtension(pth);
            string folderPath = pth.Substring(0, pth.Length - baseName.Length - 6);
            int    k          = 0;

            foreach (GameObjectFilterInfo m in gs2bakeGroupMap.Keys)
            {
                MultiMaterial mm = mom.resultMaterials[k] = new MultiMaterial();
                mm.sourceMaterials = new List <Material>();
                mm.sourceMaterials.Add(m.materials[0]);
                string   matName = folderPath + baseName + "-mat" + k + ".mat";
                Material newMat  = new Material(Shader.Find("Diffuse"));
                TextureCombineEntrance.ConfigureNewMaterialToMatchOld(newMat, m.materials[0]);
                AssetDatabase.CreateAsset(newMat, matName);
                mm.combinedMaterial = (Material)AssetDatabase.LoadAssetAtPath(matName, typeof(Material));
                k++;
            }
            SceneBakerUtilityInEditor.UpdateIfDirtyOrScript(textureBaker);
        }
コード例 #2
0
        /// <summary>
        /// 第一步:
        /// 写入 TexturePipelineData 的 MaterialPropTexturesSet 列表,和 usedObjsToMesh 列表
        /// 每个TexSet在 Atlas 中都是一个矩形。
        /// 如果 allowedMaterialsFilter (过滤器)为空,则将收集 allObjsToMesh 上的所有材质,usedObjsToMesh 将与allObjsToMesh相同
        /// 否则,将仅包括 allowedMaterialsFilter 中的材质,usedObjsToMesh将是使用这些材料的objs。
        /// </summary>
        internal static void Step1_CollectDistinctMatTexturesAndUsedObjects(TextureCombinePipelineData data,
                                                                            EditorMethodsInterface textureEditorMethods,
                                                                            List <GameObject> usedObjsToMesh)
        {
            // 收集UsedObjects上不同的材质纹理
            bool outOfBoundsUVs = false;
            Dictionary <int, MeshAnalysisResult[]> meshAnalysisResultsCache = new Dictionary <int, MeshAnalysisResult[]>(); //cache results

            for (int i = 0; i < data.allObjsToMesh.Count; i++)
            {
                GameObject obj = data.allObjsToMesh[i];

                if (obj == null)
                {
                    Debug.LogError("合并游戏物体列表中包含空物体");
                    return;
                }

                Mesh sharedMesh = MeshBakerUtility.GetMesh(obj);
                if (sharedMesh == null)
                {
                    Debug.LogError("游戏物体 " + obj.name + " 网格为空");
                    return;
                }

                Material[] sharedMaterials = MeshBakerUtility.GetGOMaterials(obj);
                if (sharedMaterials.Length == 0)
                {
                    Debug.LogError("游戏物体 " + obj.name + " 材质为空.");
                    return;
                }

                //analyze mesh or grab cached result of previous analysis, stores one result for each submesh
                //处理网格数据
                MeshAnalysisResult[] meshAnalysisResults; //每个游戏物体的主网格子网格数据数组
                if (!meshAnalysisResultsCache.TryGetValue(sharedMesh.GetInstanceID(), out meshAnalysisResults))
                {                                         //获取参与合并物体的网格分析数据
                    meshAnalysisResults = new MeshAnalysisResult[sharedMesh.subMeshCount];
                    for (int j = 0; j < sharedMesh.subMeshCount; j++)
                    {
                        MeshBakerUtility.hasOutOfBoundsUVs(sharedMesh, ref meshAnalysisResults[j], j);
                        if (data.normalizeTexelDensity)
                        {
                            meshAnalysisResults[j].submeshArea = GetSubmeshArea(sharedMesh, j);
                        }

                        if (data.fixOutOfBoundsUVs && !meshAnalysisResults[j].hasUVs)
                        {
                            meshAnalysisResults[j].uvRect = new Rect(0, 0, 1, 1);
                            Debug.LogWarning("Mesh for object " + obj + " has no UV channel but 'consider UVs' is enabled." +
                                             " Assuming UVs will be generated filling 0,0,1,1 rectangle.");
                        }
                    }
                    meshAnalysisResultsCache.Add(sharedMesh.GetInstanceID(), meshAnalysisResults);
                }

                //处理材质数据
                for (int matIdx = 0; matIdx < sharedMaterials.Length; matIdx++)
                {
                    Material mat = sharedMaterials[matIdx];

                    // 材质过滤器
                    if (data.allowedMaterialsFilter != null &&
                        !data.allowedMaterialsFilter.Contains(mat))
                    {
                        continue;
                    }

                    outOfBoundsUVs = outOfBoundsUVs || meshAnalysisResults[matIdx].hasOutOfBoundsUVs;

                    if (mat.name.Contains("(Instance)"))
                    {
                        Debug.LogError("The sharedMaterial on object " + obj.name + " has been 'Instanced'." +
                                       " This was probably caused by a script accessing the meshRender.material property in the editor. " +
                                       " The material to UV Rectangle mapping will be incorrect. " +
                                       "To fix this recreate the object from its prefab or re-assign its material from the correct asset.");
                        return;
                    }

                    if (data.fixOutOfBoundsUVs)
                    {
                        if (!MeshBakerUtility.AreAllSharedMaterialsDistinct(sharedMaterials))
                        {
                            Debug.LogWarning("游戏物体 " + obj.name + " 使用相同的材质在多个子网格. " +
                                             "可能生成奇怪的 resultAtlasesAndRects,尤其是与 _fixOutOfBoundsUVs 为 true 时");
                        }
                    }

                    //材质属性 Texutre 信息
                    MaterialPropTexture[] mts = new MaterialPropTexture[data.texPropertyNames.Count];
                    for (int propIdx = 0; propIdx < data.texPropertyNames.Count; propIdx++)
                    {
                        Texture tx           = null;
                        Vector2 scale        = Vector2.one;
                        Vector2 offset       = Vector2.zero;
                        float   texelDensity = 0f;
                        if (mat.HasProperty(data.texPropertyNames[propIdx].name))
                        {
                            Texture txx = GetTextureConsideringStandardShaderKeywords(data.ResultMaterial.shader.name, mat, data.texPropertyNames[propIdx].name);
                            if (txx != null)
                            {
                                if (txx is Texture2D)
                                {
                                    //TextureFormat 验证
                                    tx = txx;
                                    TextureFormat f           = ((Texture2D)tx).format;
                                    bool          isNormalMap = false;
                                    if (!Application.isPlaying && textureEditorMethods != null)
                                    {
                                        isNormalMap = textureEditorMethods.IsNormalMap((Texture2D)tx);
                                    }
                                    if ((f == TextureFormat.ARGB32 ||
                                         f == TextureFormat.RGBA32 ||
                                         f == TextureFormat.BGRA32 ||
                                         f == TextureFormat.RGB24 ||
                                         f == TextureFormat.Alpha8) && !isNormalMap) //DXT5 does not work
                                    {
                                        //可使用
                                    }
                                    else
                                    {
                                        //TRIED to copy texture using tex2.SetPixels(tex1.GetPixels()) but bug in 3.5 means DTX1 and 5 compressed textures come out skewe
                                        //尝试使用tex2.SetPixels(tex1.GetPixels())复制纹理,但是3.5中的bug意味着DTX1和5压缩纹理出现扭曲
                                        if (Application.isPlaying && data.packingAlgorithm != PackingAlgorithmEnum.MeshBakerTexturePacker_Fast)
                                        {
                                            Debug.LogWarning("合并列表中,游戏物体 " + obj.name + " 所使用的 Texture " +
                                                             tx.name + " 使用的格式 " + f +
                                                             "不是: ARGB32, RGBA32, BGRA32, RGB24, Alpha8 或 DXT. " +
                                                             "无法在运行时重新设置尺寸" +
                                                             "If format says 'compressed' try changing it to 'truecolor'");
                                            return;
                                        }
                                        else
                                        {
                                            tx = (Texture2D)mat.GetTexture(data.texPropertyNames[propIdx].name);
                                        }
                                    }
                                }
                                else
                                {
                                    Debug.LogError("合并列表中,游戏物体 " + obj.name + " 渲染网格使用的 Texture 不是 Texture2D. ");
                                    return;
                                }
                            }
                            //像素密度
                            if (tx != null && data.normalizeTexelDensity)
                            {
                                //不考虑平铺和UV采样超出范围
                                if (meshAnalysisResults[propIdx].submeshArea == 0)
                                {
                                    texelDensity = 0f;
                                }
                                else
                                {
                                    texelDensity = (tx.width * tx.height) / (meshAnalysisResults[propIdx].submeshArea);
                                }
                            }
                            //规格,偏移
                            GetMaterialScaleAndOffset(mat, data.texPropertyNames[propIdx].name, out offset, out scale);
                        }

                        mts[propIdx] = new MaterialPropTexture(tx, offset, scale, texelDensity);
                    }

                    // 收集材质参数值的平均值
                    data.nonTexturePropertyBlender.CollectAverageValuesOfNonTextureProperties(data.ResultMaterial, mat);

                    Vector2 obUVscale  = new Vector2(meshAnalysisResults[matIdx].uvRect.width, meshAnalysisResults[matIdx].uvRect.height);
                    Vector2 obUVoffset = new Vector2(meshAnalysisResults[matIdx].uvRect.x, meshAnalysisResults[matIdx].uvRect.y);

                    //Add to distinct set of textures if not already there
                    TextureTilingTreatment tilingTreatment = TextureTilingTreatment.none;
                    if (data.fixOutOfBoundsUVs)
                    {
                        tilingTreatment = TextureTilingTreatment.considerUVs;
                    }

                    //合并信息 distinctMaterialTextures 数据设置

                    //材质各参数 Texture,及 UV 偏移数据映射
                    MaterialPropTexturesSet setOfTexs = new MaterialPropTexturesSet(mts, obUVoffset, obUVscale, tilingTreatment);  //one of these per submesh
                    //材质及各变化参数Rect 数据
                    MatAndTransformToMerged matt = new MatAndTransformToMerged(new DRect(obUVoffset, obUVscale), data.fixOutOfBoundsUVs, mat);

                    setOfTexs.matsAndGOs.mats.Add(matt);

                    MaterialPropTexturesSet setOfTexs2 = data.distinctMaterialTextures.Find(x => x.IsEqual(setOfTexs, data.fixOutOfBoundsUVs, data.nonTexturePropertyBlender));
                    if (setOfTexs2 != null)
                    {
                        setOfTexs = setOfTexs2;
                    }
                    else
                    {
                        data.distinctMaterialTextures.Add(setOfTexs);
                    }

                    if (!setOfTexs.matsAndGOs.mats.Contains(matt))
                    {
                        setOfTexs.matsAndGOs.mats.Add(matt);
                    }

                    if (!setOfTexs.matsAndGOs.gos.Contains(obj))
                    {
                        setOfTexs.matsAndGOs.gos.Add(obj);
                        //已使用 游戏物体
                        if (!usedObjsToMesh.Contains(obj))
                        {
                            usedObjsToMesh.Add(obj);
                        }
                    }
                }
            }

            Debug.Log(string.Format("第一阶段完成;" +
                                    "参与合并的游戏物体的不同材质,各自包含与shader属性对应的不同的纹理,收集到 {0} 组 textures,即 {0} 个不同的材质," +
                                    "fixOutOfBoundsUV:{1} " +
                                    "considerNonTextureProperties:{2}",
                                    data.distinctMaterialTextures.Count, data.fixOutOfBoundsUVs, data.considerNonTextureProperties));

            if (data.distinctMaterialTextures.Count == 0)
            {
                Debug.LogError("None of the source object materials matched any of the allowed materials for submesh with result material: " + data.ResultMaterial);
                return;
            }

            TextureCombinerMerging merger = new TextureCombinerMerging(data.considerNonTextureProperties,
                                                                       data.nonTexturePropertyBlender, data.fixOutOfBoundsUVs);

            merger.MergeOverlappingDistinctMaterialTexturesAndCalcMaterialSubrects(data.distinctMaterialTextures);
        }