private TextureFormat ParseTextureFormat(SupportedAlphaTextureFormats format) { switch (format) { default: case SupportedAlphaTextureFormats.RGBA32: return(TextureFormat.RGBA32); case SupportedAlphaTextureFormats.ARGB32: return(TextureFormat.ARGB32); case SupportedAlphaTextureFormats.ARGB444: return(TextureFormat.ARGB4444); case SupportedAlphaTextureFormats.RGBA444: return(TextureFormat.RGBA4444); } }
/// <summary> /// TEMP: Creates super-atlas populated with all archives in array. /// Currently does not support animated textures, normal map, or emission map. /// TODO: Integrate this feature fully with material system. /// </summary> /// <param name="archives">Archive array.</param> /// <param name="borderSize">Number of pixels border to add around image.</param> /// <param name="dilate">Blend texture into surrounding empty pixels. Requires border.</param> /// <param name="maxAtlasSize">Maximum atlas size.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>TextureAtlasBuilder.</returns> public TextureAtlasBuilder CreateTextureAtlasBuilder( int[] archives, int borderSize = 0, bool dilate = false, int maxAtlasSize = 2048, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { // Iterate archives TextureFile textureFile = new TextureFile(); TextureAtlasBuilder builder = new TextureAtlasBuilder(); GetTextureSettings settings = TextureReader.CreateTextureSettings(0, 0, 0, 0, borderSize, dilate, maxAtlasSize); settings.stayReadable = true; for (int i = 0; i < archives.Length; i++) { // Load texture file settings.archive = archives[i]; textureFile.Load(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); // Add all records for this archive - single frame only for (int record = 0; record < textureFile.RecordCount; record++) { settings.record = record; GetTextureResults results = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat); DFSize size = textureFile.GetSize(record); DFSize scale = textureFile.GetScale(record); builder.AddTextureItem( results.albedoMap, settings.archive, settings.record, 0, 1, new Vector2(size.Width, size.Height), new Vector2(scale.Width, scale.Height)); } } // Apply the builder builder.Rebuild(borderSize); return(builder); }
/// <summary> /// Gets terrain normal map texture array containing each terrain tile in a seperate array slice. /// </summary> /// <param name="archive">Archive index.</param> /// <param name="stayReadable">Texture should stay readable.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>Texture2DArray or null</returns> public Texture2DArray GetTerrainNormalMapTextureArray( int archive, bool stayReadable = false, SupportedAlphaTextureFormats alphaFormat = SupportedAlphaTextureFormats.RGBA32) { // Load texture file and check count matches terrain tiles TextureFile textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(archive)), FileUsage.UseMemory, true); int numSlices = 0; if (textureFile.RecordCount == 56) { numSlices = textureFile.RecordCount; } else { return(null); } Texture2DArray textureArray; int width; int height; // try to import first replacement texture for tile archive to determine width and height of replacement texture set (must be the same for all replacement textures for Texture2DArray) if (TextureReplacement.CustomNormalExist(archive, 0, 0)) { Texture2D normalMap = TextureReplacement.LoadCustomNormal(archive, 0, 0); width = normalMap.width; height = normalMap.height; } else { return(null); } textureArray = new Texture2DArray(width, height, numSlices, TextureFormat.ARGB32, MipMaps); // Rollout tiles into texture array for (int record = 0; record < textureFile.RecordCount; record++) { Texture2D normalMap; // Import custom texture(s) if (TextureReplacement.CustomNormalExist(archive, record, 0)) { normalMap = TextureReplacement.LoadCustomNormal(archive, record, 0); } else // if current texture does not exist { Debug.LogErrorFormat("Terrain: imported archive {0} does not contain normal for record {1}.", archive, record); return(null); } // enforce that all custom normal map textures have the same dimension (requirement of Texture2DArray) if ((normalMap.width != width) || (normalMap.height != height)) { Debug.LogErrorFormat("Terrain: failed to inject normal maps for archive {0}, incorrect size at record {1}.", archive, record); return(null); } // Insert into texture array textureArray.SetPixels32(normalMap.GetPixels32(), record, 0); } textureArray.Apply(true, !stayReadable); // Change settings for these textures textureArray.wrapMode = TextureWrapMode.Clamp; textureArray.anisoLevel = 8; return(textureArray); }
/// <summary> /// Gets Texture2D atlas from Daggerfall texture archive. /// Every record and frame in the archive will be added to atlas. /// An array of rects will be returned with sub-texture rect for each record index and frame. /// Currently supports one archive per atlas. Super-atlas packing (multiple archives) is in the works. /// </summary> /// <param name="settings">Get texture settings.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>GetTextureResults.</returns> public GetTextureResults GetTexture2DAtlas( GetTextureSettings settings, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { GetTextureResults results = new GetTextureResults(); // Individual textures must remain readable to pack into atlas bool stayReadable = settings.stayReadable; settings.stayReadable = true; // Assign texture file TextureFile textureFile; if (settings.textureFile == null) { textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); settings.textureFile = textureFile; } else { textureFile = settings.textureFile; } // Create lists results.atlasSizes = new List <Vector2>(textureFile.RecordCount); results.atlasScales = new List <Vector2>(textureFile.RecordCount); results.atlasOffsets = new List <Vector2>(textureFile.RecordCount); results.atlasFrameCounts = new List <int>(textureFile.RecordCount); // Read every texture in archive bool hasNormalMaps = false; bool hasEmissionMaps = false; bool hasAnimation = false; bool allowImport = (settings.atlasMaxSize == 4096); List <Texture2D> albedoTextures = new List <Texture2D>(); List <Texture2D> normalTextures = new List <Texture2D>(); List <Texture2D> emissionTextures = new List <Texture2D>(); List <RecordIndex> indices = new List <RecordIndex>(); for (int record = 0; record < textureFile.RecordCount; record++) { // Get record index and frame count settings.record = record; int frames = textureFile.GetFrameCount(record); if (frames > 1) { hasAnimation = true; } // Get record information DFSize size = textureFile.GetSize(record); DFSize scale = textureFile.GetScale(record); DFPosition offset = textureFile.GetOffset(record); RecordIndex ri = new RecordIndex() { startIndex = albedoTextures.Count, frameCount = frames, width = size.Width, height = size.Height, }; indices.Add(ri); for (int frame = 0; frame < frames; frame++) { settings.frame = frame; GetTextureResults nextTextureResults = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat, allowImport); albedoTextures.Add(nextTextureResults.albedoMap); if (nextTextureResults.normalMap != null) { normalTextures.Add(nextTextureResults.normalMap); hasNormalMaps = true; } if (nextTextureResults.emissionMap != null) { emissionTextures.Add(nextTextureResults.emissionMap); hasEmissionMaps = true; } } results.atlasSizes.Add(new Vector2(size.Width, size.Height)); results.atlasScales.Add(new Vector2(scale.Width, scale.Height)); results.atlasOffsets.Add(new Vector2(offset.X, offset.Y)); results.atlasFrameCounts.Add(frames); results.textureFile = textureFile; } // Pack albedo textures into atlas and get our rects Texture2D atlasAlbedoMap = new Texture2D(settings.atlasMaxSize, settings.atlasMaxSize, ParseTextureFormat(alphaTextureFormat), MipMaps); Rect[] rects = atlasAlbedoMap.PackTextures(albedoTextures.ToArray(), settings.atlasPadding, settings.atlasMaxSize, !stayReadable); // Pack normal textures into atlas Texture2D atlasNormalMap = null; if (hasNormalMaps) { // Normals must be ARGB32 atlasNormalMap = new Texture2D(settings.atlasMaxSize, settings.atlasMaxSize, TextureFormat.ARGB32, MipMaps); atlasNormalMap.PackTextures(normalTextures.ToArray(), settings.atlasPadding, settings.atlasMaxSize, !stayReadable); } // Pack emission textures into atlas // TODO: Change this as packing not consistent Texture2D atlasEmissionMap = null; if (hasEmissionMaps) { // Repacking to ensure correct mix of lit and unlit atlasEmissionMap = new Texture2D(settings.atlasMaxSize, settings.atlasMaxSize, ParseTextureFormat(alphaTextureFormat), MipMaps); atlasEmissionMap.PackTextures(emissionTextures.ToArray(), settings.atlasPadding, settings.atlasMaxSize, !stayReadable); } // Add to results if (results.atlasRects == null) { results.atlasRects = new List <Rect>(rects.Length); } if (results.atlasIndices == null) { results.atlasIndices = new List <RecordIndex>(indices.Count); } results.atlasRects.AddRange(rects); results.atlasIndices.AddRange(indices); // Shrink UV rect to compensate for internal border float ru = 1f / atlasAlbedoMap.width; float rv = 1f / atlasAlbedoMap.height; int finalBorder = settings.borderSize + settings.atlasShrinkUVs; for (int i = 0; i < results.atlasRects.Count; i++) { Rect rct = results.atlasRects[i]; rct.xMin += finalBorder * ru; rct.xMax -= finalBorder * ru; rct.yMin += finalBorder * rv; rct.yMax -= finalBorder * rv; results.atlasRects[i] = rct; } // Store results results.albedoMap = atlasAlbedoMap; results.normalMap = atlasNormalMap; results.emissionMap = atlasEmissionMap; results.isAtlasAnimated = hasAnimation; results.isEmissive = hasEmissionMaps; return(results); }
/// <summary> /// Gets Unity textures from Daggerfall texture with all options. /// Returns all supported texture maps for Standard shader in one call. /// </summary> /// <param name="settings">Get texture settings.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <param name="allowImport">Import texture from disk if present.</param> /// <returns>GetTextureResults.</returns> public GetTextureResults GetTexture2D( GetTextureSettings settings, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24, bool allowImport = true) { GetTextureResults results = new GetTextureResults(); // Check if window or auto-emissive bool isWindow = ClimateSwaps.IsExteriorWindow(settings.archive, settings.record); bool isEmissive = (settings.autoEmission) ? IsEmissive(settings.archive, settings.record) : false; // Override readable flag when user has set preference in material reader if (DaggerfallUnity.Instance.MaterialReader.ReadableTextures) { settings.stayReadable = true; } // Assign texture file TextureFile textureFile; if (settings.textureFile == null) { textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); } else { textureFile = settings.textureFile; } // Get starting DFBitmap and albedo Color32 array DFSize sz; DFBitmap srcBitmap = textureFile.GetDFBitmap(settings.record, settings.frame); Color32[] albedoColors = textureFile.GetColor32(srcBitmap, settings.alphaIndex, settings.borderSize, out sz); // Sharpen source image if (settings.sharpen) { albedoColors = ImageProcessing.Sharpen(ref albedoColors, sz.Width, sz.Height); } // Dilate edges if (settings.borderSize > 0 && settings.dilate && !settings.copyToOppositeBorder) { ImageProcessing.DilateColors(ref albedoColors, sz); } // Copy to opposite border if (settings.borderSize > 0 && settings.copyToOppositeBorder) { ImageProcessing.WrapBorder(ref albedoColors, sz, settings.borderSize); } // Set albedo texture Texture2D albedoMap = null; if (allowImport && TextureReplacement.CustomTextureExist(settings.archive, settings.record, settings.frame)) { // Import albedo texture albedoMap = TextureReplacement.LoadCustomTexture(settings.archive, settings.record, settings.frame); } else { // Create albedo texture if (settings.alphaIndex < 0) { albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(nonAlphaFormat), MipMaps); } else { albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); } albedoMap.SetPixels32(albedoColors); albedoMap.Apply(true, !settings.stayReadable); } // Set normal texture Texture2D normalMap = null; if (allowImport && TextureReplacement.CustomNormalExist(settings.archive, settings.record, settings.frame)) { // Always import normal if present on disk normalMap = TextureReplacement.LoadCustomNormal(settings.archive, settings.record, settings.frame); } else if (settings.createNormalMap && textureFile.SolidType == TextureFile.SolidTypes.None) { // Create normal texture - must be ARGB32 // Normal maps are bypassed for solid-colour textures Color32[] normalColors; normalColors = ImageProcessing.GetBumpMap(ref albedoColors, sz.Width, sz.Height); normalColors = ImageProcessing.ConvertBumpToNormals(ref normalColors, sz.Width, sz.Height, settings.normalStrength); normalMap = new Texture2D(sz.Width, sz.Height, TextureFormat.ARGB32, MipMaps); normalMap.SetPixels32(normalColors); normalMap.Apply(true, !settings.stayReadable); } // Import emission map or create basic emissive texture Texture2D emissionMap = null; bool resultEmissive = false; if (allowImport && TextureReplacement.CustomEmissionExist(settings.archive, settings.record, settings.frame)) { // Always import emission if present on disk emissionMap = TextureReplacement.LoadCustomEmission(settings.archive, settings.record, settings.frame); resultEmissive = true; } else { if (settings.createEmissionMap || (settings.autoEmission && isEmissive) && !isWindow) { // Just reuse albedo map for basic colour emission emissionMap = albedoMap; resultEmissive = true; } // Windows need special handling as only glass parts are emissive if ((settings.createEmissionMap || settings.autoEmissionForWindows) && isWindow) { // Create custom emission texture for glass area of windows Color32[] emissionColors = textureFile.GetWindowColors32(srcBitmap); emissionMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); emissionMap.SetPixels32(emissionColors); emissionMap.Apply(true, !settings.stayReadable); resultEmissive = true; } // Lights need special handling as this archive contains a mix of emissive and non-emissive flats // This can cause problems with atlas packing due to mismatch between albedo and emissive texture counts if ((settings.createEmissionMap || settings.autoEmission) && settings.archive == LightsTextureArchive) { // For the unlit flats we create a null-emissive black texture if (!isEmissive) { Color32[] emissionColors = new Color32[sz.Width * sz.Height]; emissionMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); emissionMap.SetPixels32(emissionColors); emissionMap.Apply(true, !settings.stayReadable); resultEmissive = true; } } } // Shrink UV rect to compensate for internal border float ru = 1f / sz.Width; float rv = 1f / sz.Height; results.singleRect = new Rect( settings.borderSize * ru, settings.borderSize * rv, (sz.Width - settings.borderSize * 2) * ru, (sz.Height - settings.borderSize * 2) * rv); // Store results results.albedoMap = albedoMap; results.normalMap = normalMap; results.emissionMap = emissionMap; results.isWindow = isWindow; results.isEmissive = resultEmissive; results.textureFile = textureFile; return(results); }
private TextureFormat ParseTextureFormat(SupportedAlphaTextureFormats format) { switch (format) { default: case SupportedAlphaTextureFormats.RGBA32: return TextureFormat.RGBA32; case SupportedAlphaTextureFormats.ARGB32: return TextureFormat.ARGB32; case SupportedAlphaTextureFormats.ARGB444: return TextureFormat.ARGB4444; case SupportedAlphaTextureFormats.RGBA444: return TextureFormat.RGBA4444; } }
/// <summary> /// Gets Texture2D atlas from Daggerfall texture archive. /// Every record and frame in the archive will be added to atlas. /// An array of rects will be returned with sub-texture rect for each record index and frame. /// Currently supports one archive per atlas. Super-atlas packing (multiple archives) is in the works. /// </summary> /// <param name="settings">Get texture settings.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>GetTextureResults.</returns> public GetTextureResults GetTexture2DAtlas( GetTextureSettings settings, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { GetTextureResults results = new GetTextureResults(); // Individual textures must remain readable to pack into atlas bool stayReadable = settings.stayReadable; settings.stayReadable = true; // Assign texture file TextureFile textureFile; if (settings.textureFile == null) { textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); settings.textureFile = textureFile; } else textureFile = settings.textureFile; // Create lists results.atlasSizes = new List<Vector2>(textureFile.RecordCount); results.atlasScales = new List<Vector2>(textureFile.RecordCount); results.atlasOffsets = new List<Vector2>(textureFile.RecordCount); results.atlasFrameCounts = new List<int>(textureFile.RecordCount); // Read every texture in archive bool hasNormalMaps = false; bool hasEmissionMaps = false; bool hasAnimation = false; List<Texture2D> albedoTextures = new List<Texture2D>(); List<Texture2D> normalTextures = new List<Texture2D>(); List<Texture2D> emissionTextures = new List<Texture2D>(); List<RecordIndex> indices = new List<RecordIndex>(); for (int record = 0; record < textureFile.RecordCount; record++) { // Get record index and frame count settings.record = record; int frames = textureFile.GetFrameCount(record); if (frames > 1) hasAnimation = true; // Get record information DFSize size = textureFile.GetSize(record); DFSize scale = textureFile.GetScale(record); DFPosition offset = textureFile.GetOffset(record); RecordIndex ri = new RecordIndex() { startIndex = albedoTextures.Count, frameCount = frames, width = size.Width, height = size.Height, }; indices.Add(ri); for (int frame = 0; frame < frames; frame++) { settings.frame = frame; GetTextureResults nextTextureResults = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat); albedoTextures.Add(nextTextureResults.albedoMap); if (nextTextureResults.normalMap != null) { normalTextures.Add(nextTextureResults.normalMap); hasNormalMaps = true; } if (nextTextureResults.emissionMap != null) { emissionTextures.Add(nextTextureResults.emissionMap); hasEmissionMaps = true; } } results.atlasSizes.Add(new Vector2(size.Width, size.Height)); results.atlasScales.Add(new Vector2(scale.Width, scale.Height)); results.atlasOffsets.Add(new Vector2(offset.X, offset.Y)); results.atlasFrameCounts.Add(frames); results.textureFile = textureFile; } // Pack albedo textures into atlas and get our rects Texture2D atlasAlbedoMap = new Texture2D(settings.atlasMaxSize, settings.atlasMaxSize, ParseTextureFormat(alphaTextureFormat), MipMaps); Rect[] rects = atlasAlbedoMap.PackTextures(albedoTextures.ToArray(), settings.atlasPadding, settings.atlasMaxSize, !stayReadable); // Pack normal textures into atlas Texture2D atlasNormalMap = null; if (hasNormalMaps) { // Normals must be ARGB32 atlasNormalMap = new Texture2D(settings.atlasMaxSize, settings.atlasMaxSize, TextureFormat.ARGB32, MipMaps); atlasNormalMap.PackTextures(normalTextures.ToArray(), settings.atlasPadding, settings.atlasMaxSize, !stayReadable); } // Pack emission textures into atlas // TODO: Change this as packing not consistent Texture2D atlasEmissionMap = null; if (hasEmissionMaps) { // Repacking to ensure correct mix of lit and unlit atlasEmissionMap = new Texture2D(settings.atlasMaxSize, settings.atlasMaxSize, ParseTextureFormat(alphaTextureFormat), MipMaps); atlasEmissionMap.PackTextures(emissionTextures.ToArray(), settings.atlasPadding, settings.atlasMaxSize, !stayReadable); } // Add to results if (results.atlasRects == null) results.atlasRects = new List<Rect>(rects.Length); if (results.atlasIndices == null) results.atlasIndices = new List<RecordIndex>(indices.Count); results.atlasRects.AddRange(rects); results.atlasIndices.AddRange(indices); // Shrink UV rect to compensate for internal border float ru = 1f / atlasAlbedoMap.width; float rv = 1f / atlasAlbedoMap.height; int finalBorder = settings.borderSize + settings.atlasShrinkUVs; for (int i = 0; i < results.atlasRects.Count; i++) { Rect rct = results.atlasRects[i]; rct.xMin += finalBorder * ru; rct.xMax -= finalBorder * ru; rct.yMin += finalBorder * rv; rct.yMax -= finalBorder * rv; results.atlasRects[i] = rct; } // Store results results.albedoMap = atlasAlbedoMap; results.normalMap = atlasNormalMap; results.emissionMap = atlasEmissionMap; results.isAtlasAnimated = hasAnimation; results.isEmissive = hasEmissionMaps; return results; }
/// <summary> /// Gets Unity textures from Daggerfall texture with all options. /// Returns all supported texture maps for Standard shader in one call. /// </summary> /// <param name="settings">Get texture settings.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>GetTextureResults.</returns> public GetTextureResults GetTexture2D( GetTextureSettings settings, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { GetTextureResults results = new GetTextureResults(); // Check if window or auto-emissive bool isWindow = ClimateSwaps.IsExteriorWindow(settings.archive, settings.record); bool isEmissive = (settings.autoEmission) ? IsEmissive(settings.archive, settings.record) : false; // Assign texture file TextureFile textureFile; if (settings.textureFile == null) textureFile = new TextureFile(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); else textureFile = settings.textureFile; // Get starting DFBitmap and albedo Color32 array DFSize sz; DFBitmap srcBitmap = textureFile.GetDFBitmap(settings.record, settings.frame); Color32[] albedoColors = textureFile.GetColor32(srcBitmap, settings.alphaIndex, settings.borderSize, out sz); // Sharpen source image if (settings.sharpen) albedoColors = ImageProcessing.Sharpen(ref albedoColors, sz.Width, sz.Height); // Dilate edges if (settings.borderSize > 0 && settings.dilate && !settings.copyToOppositeBorder) ImageProcessing.DilateColors(ref albedoColors, sz); // Copy to opposite border if (settings.borderSize > 0 && settings.copyToOppositeBorder) ImageProcessing.WrapBorder(ref albedoColors, sz, settings.borderSize); // Create albedo texture Texture2D albedoMap = null; if (settings.alphaIndex < 0) albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(nonAlphaFormat), MipMaps); else albedoMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); albedoMap.SetPixels32(albedoColors); albedoMap.Apply(true, !settings.stayReadable); // Create normal texture - must be ARGB32 // Normal maps are bypassed for solid-colour textures Texture2D normalMap = null; if (settings.createNormalMap && textureFile.SolidType == TextureFile.SolidTypes.None) { Color32[] normalColors; normalColors = ImageProcessing.GetBumpMap(ref albedoColors, sz.Width, sz.Height); normalColors = ImageProcessing.ConvertBumpToNormals(ref normalColors, sz.Width, sz.Height, settings.normalStrength); normalMap = new Texture2D(sz.Width, sz.Height, TextureFormat.ARGB32, MipMaps); normalMap.SetPixels32(normalColors); normalMap.Apply(true, !settings.stayReadable); } // Create basic emissive texture Texture2D emissionMap = null; bool resultEmissive = false; if (settings.createEmissionMap || (settings.autoEmission && isEmissive) && !isWindow) { // Just reuse albedo map for basic colour emission emissionMap = albedoMap; resultEmissive = true; } // Windows need special handling as only glass parts are emissive if ((settings.createEmissionMap || settings.autoEmissionForWindows) && isWindow) { // Create custom emission texture for glass area of windows Color32[] emissionColors = textureFile.GetWindowColors32(srcBitmap); emissionMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); emissionMap.SetPixels32(emissionColors); emissionMap.Apply(true, !settings.stayReadable); resultEmissive = true; } // Lights need special handling as this archive contains a mix of emissive and non-emissive flats // This can cause problems with atlas packing due to mismatch between albedo and emissive texture counts if ((settings.createEmissionMap || settings.autoEmission) && settings.archive == LightsTextureArchive) { // For the unlit flats we create a null-emissive black texture if (!isEmissive) { Color32[] emissionColors = new Color32[sz.Width * sz.Height]; emissionMap = new Texture2D(sz.Width, sz.Height, ParseTextureFormat(alphaTextureFormat), MipMaps); emissionMap.SetPixels32(emissionColors); emissionMap.Apply(true, !settings.stayReadable); resultEmissive = true; } } // Shrink UV rect to compensate for internal border float ru = 1f / sz.Width; float rv = 1f / sz.Height; results.singleRect = new Rect( settings.borderSize * ru, settings.borderSize * rv, (sz.Width - settings.borderSize * 2) * ru, (sz.Height - settings.borderSize * 2) * rv); // Store results results.albedoMap = albedoMap; results.normalMap = normalMap; results.emissionMap = emissionMap; results.isWindow = isWindow; results.isEmissive = resultEmissive; results.textureFile = textureFile; return results; }
/// <summary> /// TEMP: Creates super-atlas populated with all archives in array. /// Currently does not support animated textures, normal map, or emission map. /// TODO: Integrate this feature fully with material system. /// </summary> /// <param name="archives">Archive array.</param> /// <param name="borderSize">Number of pixels border to add around image.</param> /// <param name="dilate">Blend texture into surrounding empty pixels. Requires border.</param> /// <param name="maxAtlasSize">Maximum atlas size.</param> /// <param name="alphaTextureFormat">Alpha TextureFormat.</param> /// <param name="nonAlphaFormat">Non-alpha TextureFormat.</param> /// <returns>TextureAtlasBuilder.</returns> public TextureAtlasBuilder CreateTextureAtlasBuilder( int[] archives, int borderSize = 0, bool dilate = false, int maxAtlasSize = 2048, SupportedAlphaTextureFormats alphaTextureFormat = SupportedAlphaTextureFormats.RGBA32, SupportedNonAlphaTextureFormats nonAlphaFormat = SupportedNonAlphaTextureFormats.RGB24) { // Iterate archives TextureFile textureFile = new TextureFile(); TextureAtlasBuilder builder = new TextureAtlasBuilder(); GetTextureSettings settings = TextureReader.CreateTextureSettings(0, 0, 0, 0, borderSize, dilate, maxAtlasSize); settings.stayReadable = true; for (int i = 0; i < archives.Length; i++) { // Load texture file settings.archive = archives[i]; textureFile.Load(Path.Combine(Arena2Path, TextureFile.IndexToFileName(settings.archive)), FileUsage.UseMemory, true); // Add all records for this archive - single frame only for (int record = 0; record < textureFile.RecordCount; record++) { settings.record = record; GetTextureResults results = GetTexture2D(settings, alphaTextureFormat, nonAlphaFormat); DFSize size = textureFile.GetSize(record); DFSize scale = textureFile.GetScale(record); builder.AddTextureItem( results.albedoMap, settings.archive, settings.record, 0, 1, new Vector2(size.Width, size.Height), new Vector2(scale.Width, scale.Height)); } } // Apply the builder builder.Rebuild(borderSize); return builder; }