/// <summary> /// 运行时图片打包 /// </summary> /// <param name="result"></param> /// <param name="data"></param> /// <param name="splitAtlasWhenPackingIfTooBig"></param> /// <param name="textureEditorMethods"></param> /// <param name="packingResult"></param> /// <returns></returns> IEnumerator __RunTexturePackerOnly(CombineTexturesIntoAtlasesCoroutineResult result, TexturePipelineData data, bool splitAtlasWhenPackingIfTooBig, EditorMethodsInterface textureEditorMethods, List <AtlasPackingResult> packingResult) { Debug.Log("__RunTexturePacker texture properties in shader:" + data.texPropertyNames.Count + " objsToMesh:" + data.allObjsToMesh.Count + " _fixOutOfBoundsUVs:" + data._fixOutOfBoundsUVs); List <GameObject> usedObjsToMesh = new List <GameObject>(); yield return(TextureCombinerPipeline.__Step1_CollectDistinctMatTexturesAndUsedObjects(null, result, data, textureEditorMethods, usedObjsToMesh)); if (!result.success) { yield break; } data.allTexturesAreNullAndSameColor = new TextureCombinerPipeline.CreateAtlasForProperty[data.texPropertyNames.Count]; yield return(TextureCombinerPipeline._Step2_CalculateIdealSizesForTexturesInAtlasAndPadding(null, result, data, textureEditorMethods)); if (!result.success) { yield break; } ITextureCombinerPacker texturePaker = TextureCombinerPipeline.CreatePacker(data.IsOnlyOneTextureInAtlasReuseTextures(), data._packingAlgorithm); // run the texture packer only AtlasPackingResult[] aprs = TextureCombinerPipeline.RunTexturePackerOnly(data, splitAtlasWhenPackingIfTooBig, texturePaker); for (int i = 0; i < aprs.Length; i++) { packingResult.Add(aprs[i]); } }
// texPropertyNames 是 resultMaterial中纹理属性的列表 // allowedMaterialsFilter 是材料列表。 没有这些材料的物体将被忽略。这由多种材质过滤器使用 // textureEditorMethods 仅封装编辑器功能,例如保存资产和跟踪纹理资产谁的格式已更改。 如果在运行时使用,则为null。 IEnumerator __CombineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo, CombineTexturesIntoAtlasesCoroutineResult result, AtlasesAndRects resultAtlasesAndRects, TexturePipelineData data, bool splitAtlasWhenPackingIfTooBig, EditorMethodsInterface textureEditorMethods) { if (progressInfo != null) { progressInfo("Collecting textures ", .01f); } // --- 1、记录各合并物体的源材质的 Prop Texture 信息写入 Data.distinctMaterialTextures //每个图集(主图,凹凸等)都将有的 MaterialTextures.Count 个图像。 //每个 distinctMaterialTextures 对应一个游戏物体的某个材质,记录一组纹理,分别材质的在每个Prop图集一个。 List <GameObject> usedObjsToMesh = new List <GameObject>(); yield return(TextureCombinerPipeline.__Step1_CollectDistinctMatTexturesAndUsedObjects(progressInfo, result, data, textureEditorMethods, usedObjsToMesh)); if (!result.success) { yield break; } // --- 2、计算使每个材质属性中的多个材质的合理尺寸 yield return(TextureCombinerPipeline._Step2_CalculateIdealSizesForTexturesInAtlasAndPadding(progressInfo, result, data, textureEditorMethods)); if (!result.success) { yield break; } // --- 3、创建特定打包方式的打包器 ITextureCombinerPacker texturePaker = TextureCombinerPipeline.CreatePacker(data.IsOnlyOneTextureInAtlasReuseTextures(), data._packingAlgorithm); yield return(texturePaker.ConvertTexturesToReadableFormats(progressInfo, result, data, this, textureEditorMethods)); if (!result.success) { yield break; } // --- 4、计算各源材质在合并材质 Atlas 的排布 AtlasPackingResult[] uvRects = texturePaker.CalculateAtlasRectangles(data, splitAtlasWhenPackingIfTooBig); // --- 5、创建 Atlas 并保存 yield return(TextureCombinerPipeline.__Step3_BuildAndSaveAtlasesAndStoreResults(progressInfo, result, data, this, texturePaker, uvRects[0], textureEditorMethods, resultAtlasesAndRects)); }