コード例 #1
0
 public void AddTexture(string name, Texture2D diffuse, Color diffuseColor, Texture2D normal, Texture2D gloss, Texture2D transtex, Texture2D shadowOffsetTex, float shininess, Vector2 scale, bool tileV, Vector2 uvTiling)
 {
     TextureAtlas.TextureNode textureNode = new TextureAtlas.TextureNode();
     textureNode.name                = name;
     textureNode.diffuseTexture      = diffuse;
     textureNode.diffuseColor        = diffuseColor;
     textureNode.normalTexture       = normal;
     textureNode.glossTexture        = gloss;
     textureNode.translucencyTexture = transtex;
     textureNode.shadowOffsetTexture = shadowOffsetTex;
     textureNode.shininess           = shininess;
     textureNode.scale               = scale;
     textureNode.tileV               = tileV;
     textureNode.uvTiling            = uvTiling;
     if (diffuse)
     {
         textureNode.sourceRect.width  = (float)diffuse.width;
         textureNode.sourceRect.height = (float)diffuse.height;
     }
     else
     {
         textureNode.sourceRect.width  = 64f;
         textureNode.sourceRect.height = 64f;
         textureNode.scale             = new Vector2(1f, 1f);
     }
     this.nodes.Add(textureNode);
 }
コード例 #2
0
		public void AddTexture(string name, Texture2D diffuse, Color diffuseColor, Texture2D normal, Texture2D gloss, Texture2D transtex, Texture2D shadowOffsetTex, float shininess, Vector2 scale, bool tileV, Vector2 uvTiling)
		{
			TextureAtlas.TextureNode textureNode = new TextureAtlas.TextureNode();
			textureNode.name = name;
			textureNode.diffuseTexture = diffuse;
			textureNode.diffuseColor = diffuseColor;
			textureNode.normalTexture = normal;
			textureNode.glossTexture = gloss;
			textureNode.translucencyTexture = transtex;
			textureNode.shadowOffsetTexture = shadowOffsetTex;
			textureNode.shininess = shininess;
			textureNode.scale = scale;
			textureNode.tileV = tileV;
			textureNode.uvTiling = uvTiling;
			if (diffuse)
			{
				textureNode.sourceRect.width = (float)diffuse.width;
				textureNode.sourceRect.height = (float)diffuse.height;
			}
			else
			{
				textureNode.sourceRect.width = 64f;
				textureNode.sourceRect.height = 64f;
				textureNode.scale = new Vector2(1f, 1f);
			}
			this.nodes.Add(textureNode);
		}
コード例 #3
0
 public static bool Overlap(TextureAtlas.TextureNode a, TextureAtlas.TextureNode b)
 {
     if (a.tileV || b.tileV)
     {
         return(a.packedRect.x <= b.packedRect.x + b.packedRect.width && a.packedRect.x + a.packedRect.width >= b.packedRect.x);
     }
     return(a.packedRect.x <= b.packedRect.x + b.packedRect.width && a.packedRect.x + a.packedRect.width >= b.packedRect.x && a.packedRect.y <= b.packedRect.y + b.packedRect.height && a.packedRect.y + a.packedRect.height >= b.packedRect.y);
 }
コード例 #4
0
 public int CompareTo(TextureAtlas.TextureNode b)
 {
     if (this.tileV && b.tileV)
     {
         return(-this.packedRect.width.CompareTo(b.packedRect.width));
     }
     if (this.tileV)
     {
         return(-1);
     }
     if (b.tileV)
     {
         return(1);
     }
     return(-this.packedRect.height.CompareTo(b.packedRect.height));
 }
コード例 #5
0
ファイル: TreeData.cs プロジェクト: zhkuang/UnityDecompiled
        private bool UpdateTextures(TextureAtlas atlas, List <TreeMaterial> materials)
        {
            if (!this.root.enableMaterialOptimize)
            {
                return(false);
            }
            bool flag = this.optimizedSolidMaterial.GetTexture("_MainTex") != null && this.optimizedSolidMaterial.GetTexture("_BumpSpecMap") != null && this.optimizedSolidMaterial.GetTexture("_TranslucencyMap") != null && this.optimizedCutoutMaterial.GetTexture("_MainTex") != null && this.optimizedCutoutMaterial.GetTexture("_ShadowTex") != null && this.optimizedCutoutMaterial.GetTexture("_BumpSpecMap") != null && this.optimizedCutoutMaterial.GetTexture("_TranslucencyMap");

            UnityEngine.Object[] array = new UnityEngine.Object[materials.Count];
            for (int i = 0; i < materials.Count; i++)
            {
                array[i] = materials[i].material;
            }
            string text = InternalEditorUtility.CalculateHashForObjectsAndDependencies(array);

            text += atlas.GetHashCode();
            if (this.materialHash == text && flag)
            {
                this.UpdateShadowTexture(this.optimizedCutoutMaterial.GetTexture("_ShadowTex") as Texture2D, atlas.atlasWidth, atlas.atlasHeight);
                return(false);
            }
            this.materialHash = text;
            int       atlasWidth   = atlas.atlasWidth;
            int       atlasHeight  = atlas.atlasHeight;
            int       atlasPadding = atlas.atlasPadding;
            Texture2D texture2D    = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            Texture2D texture2D2   = new Texture2D(atlasWidth, atlasHeight, TextureFormat.RGB24, true);
            Texture2D texture2D3   = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);
            Texture2D texture2D4   = new Texture2D(atlasWidth, atlasHeight, TextureFormat.ARGB32, true);

            texture2D.name  = "diffuse";
            texture2D2.name = "shadow";
            texture2D3.name = "normal_specular";
            texture2D4.name = "translucency_gloss";
            SavedRenderTargetState savedRenderTargetState = new SavedRenderTargetState();

            EditorUtility.SetTemporarilyAllowIndieRenderTexture(true);
            RenderTexture temporary  = RenderTexture.GetTemporary(atlasWidth, atlasHeight, 0, RenderTextureFormat.ARGB32);
            Color         white      = Color.white;
            Color         color      = new Color(0.03f, 0.5f, 0f, 0.5f);
            Color         color2     = new Color(0f, 0f, 0f, 0f);
            Texture2D     texture2D5 = new Texture2D(1, 1);

            texture2D5.SetPixel(0, 0, white);
            texture2D5.Apply();
            Texture2D texture2D6 = new Texture2D(1, 1);

            texture2D6.SetPixel(0, 0, white);
            texture2D6.Apply();
            Texture2D texture2D7 = new Texture2D(1, 1);

            texture2D7.SetPixel(0, 0, color);
            texture2D7.Apply();
            Texture2D texture2D8 = new Texture2D(1, 1);

            texture2D8.SetPixel(0, 0, color2);
            texture2D8.Apply();
            Texture2D texture2D9  = texture2D8;
            Texture2D texture2D10 = new Texture2D(1, 1);

            texture2D10.SetPixel(0, 0, Color.white);
            texture2D10.Apply();
            Material material = EditorGUIUtility.LoadRequired("Inspectors/TreeCreator/TreeTextureCombinerMaterial.mat") as Material;

            for (int j = 0; j < 4; j++)
            {
                RenderTexture.active = temporary;
                GL.LoadPixelMatrix(0f, (float)atlasWidth, 0f, (float)atlasHeight);
                material.SetVector("_TexSize", new Vector4((float)atlasWidth, (float)atlasHeight, 0f, 0f));
                switch (j)
                {
                case 0:
                    GL.Clear(false, true, color);
                    break;

                case 1:
                    GL.Clear(false, true, color2);
                    break;

                case 2:
                    GL.Clear(false, true, color2);
                    break;

                case 3:
                    GL.Clear(false, true, color2);
                    break;
                }
                for (int k = 0; k < atlas.nodes.Count; k++)
                {
                    TextureAtlas.TextureNode textureNode = atlas.nodes[k];
                    Rect    packedRect = textureNode.packedRect;
                    Texture texture    = null;
                    Texture texture2   = null;
                    Color   color3     = default(Color);
                    switch (j)
                    {
                    case 0:
                        texture  = textureNode.normalTexture;
                        texture2 = textureNode.shadowOffsetTexture;
                        color3   = new Color(textureNode.shininess, 0f, 0f, 0f);
                        if (texture == null)
                        {
                            texture = texture2D7;
                        }
                        if (texture2 == null)
                        {
                            texture2 = texture2D9;
                        }
                        break;

                    case 1:
                        texture = textureNode.diffuseTexture;
                        color3  = textureNode.diffuseColor;
                        if (texture == null)
                        {
                            texture = texture2D5;
                        }
                        break;

                    case 2:
                        texture  = textureNode.translucencyTexture;
                        texture2 = textureNode.glossTexture;
                        if (texture == null)
                        {
                            texture = texture2D10;
                        }
                        if (texture2 == null)
                        {
                            texture2 = texture2D8;
                        }
                        break;

                    case 3:
                        texture2 = textureNode.diffuseTexture;
                        if (texture2 == null)
                        {
                            texture2 = texture2D5;
                        }
                        break;
                    }
                    if (textureNode.tileV)
                    {
                        float x   = packedRect.x;
                        float num = (float)atlasPadding / 2f;
                        for (float num2 = num; num2 > 0f; num2 -= 1f)
                        {
                            Rect rect  = new Rect(packedRect);
                            Rect rect2 = new Rect(packedRect);
                            rect.x  = x - num2;
                            rect2.x = x + num2;
                            this.DrawTexture(rect, texture, texture2, material, color3, j);
                            this.DrawTexture(rect2, texture, texture2, material, color3, j);
                        }
                    }
                    this.DrawTexture(packedRect, texture, texture2, material, color3, j);
                }
                switch (j)
                {
                case 0:
                    texture2D3.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D3.Apply(true);
                    break;

                case 1:
                    texture2D.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D.Apply(true);
                    break;

                case 2:
                    texture2D4.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D4.Apply(true);
                    break;

                case 3:
                    texture2D2.ReadPixels(new Rect(0f, 0f, (float)atlasWidth, (float)atlasHeight), 0, 0);
                    texture2D2.Apply(true);
                    break;
                }
            }
            savedRenderTargetState.Restore();
            this.optimizedSolidMaterial.SetPass(0);
            RenderTexture.ReleaseTemporary(temporary);
            UnityEngine.Object.DestroyImmediate(texture2D5);
            UnityEngine.Object.DestroyImmediate(texture2D6);
            UnityEngine.Object.DestroyImmediate(texture2D10);
            UnityEngine.Object.DestroyImmediate(texture2D8);
            UnityEngine.Object.DestroyImmediate(texture2D7);
            EditorUtility.SetTemporarilyAllowIndieRenderTexture(false);
            Texture2D[] array2 = new Texture2D[]
            {
                texture2D,
                texture2D3,
                texture2D4,
                texture2D2
            };
            array2 = TreeData.WriteOptimizedTextures(AssetDatabase.GetAssetPath(this), array2);
            UnityEngine.Object.DestroyImmediate(texture2D);
            UnityEngine.Object.DestroyImmediate(texture2D3);
            UnityEngine.Object.DestroyImmediate(texture2D4);
            UnityEngine.Object.DestroyImmediate(texture2D2);
            this.optimizedSolidMaterial.SetTexture("_MainTex", array2[0]);
            this.optimizedSolidMaterial.SetTexture("_BumpSpecMap", array2[1]);
            this.optimizedSolidMaterial.SetTexture("_TranslucencyMap", array2[2]);
            this.optimizedCutoutMaterial.SetTexture("_MainTex", array2[0]);
            this.optimizedCutoutMaterial.SetTexture("_BumpSpecMap", array2[1]);
            this.optimizedCutoutMaterial.SetTexture("_TranslucencyMap", array2[2]);
            this.optimizedCutoutMaterial.SetTexture("_ShadowTex", array2[3]);
            this.UpdateShadowTexture(array2[3], atlas.atlasWidth, atlas.atlasHeight);
            return(true);
        }
コード例 #6
0
        public void Pack(ref int targetWidth, int targetHeight, int padding, bool correctPow2)
        {
            if (padding % 2 != 0)
            {
                Debug.LogWarning("Padding not an even number");
                padding++;
            }
            for (int i = 0; i < this.nodes.Count; i++)
            {
                TextureAtlas.TextureNode textureNode = this.nodes[i];
                textureNode.packedRect.x      = 0f;
                textureNode.packedRect.y      = 0f;
                textureNode.packedRect.width  = Mathf.Round(textureNode.sourceRect.width * textureNode.scale.x);
                textureNode.packedRect.height = Mathf.Min((float)targetHeight, Mathf.Round(textureNode.sourceRect.height * textureNode.scale.y));
                if (textureNode.tileV)
                {
                    textureNode.packedRect.height = (float)targetHeight;
                }
                if (correctPow2)
                {
                    textureNode.packedRect.width  = (float)Mathf.ClosestPowerOfTwo((int)textureNode.packedRect.width);
                    textureNode.packedRect.height = (float)Mathf.ClosestPowerOfTwo((int)textureNode.packedRect.height);
                }
            }
            this.nodes.Sort((TextureAtlas.TextureNode a, TextureAtlas.TextureNode b) => a.CompareTo(b));
            int num  = 0;
            int num2 = 0;

            for (int j = 0; j < this.nodes.Count; j++)
            {
                TextureAtlas.TextureNode textureNode2 = this.nodes[j];
                bool flag = false;
                for (int k = 0; k < num; k++)
                {
                    textureNode2.packedRect.x = (float)k;
                    textureNode2.packedRect.y = 0f;
                    flag = true;
                    for (int l = 0; l <= num2; l++)
                    {
                        flag = true;
                        textureNode2.packedRect.y = (float)l;
                        for (int m = 0; m < j; m++)
                        {
                            TextureAtlas.TextureNode textureNode3 = this.nodes[m];
                            if (TextureAtlas.TextureNode.Overlap(textureNode2, textureNode3))
                            {
                                flag = false;
                                if (textureNode3.tileV)
                                {
                                    l = num2;
                                }
                                else
                                {
                                    l = (int)(textureNode3.packedRect.y + textureNode3.packedRect.height);
                                }
                                break;
                            }
                        }
                        if (flag)
                        {
                            break;
                        }
                    }
                    if (flag)
                    {
                        break;
                    }
                }
                if (!flag)
                {
                    textureNode2.packedRect.x = (float)num;
                    textureNode2.packedRect.y = 0f;
                }
                num  = Mathf.Max(num, (int)(textureNode2.packedRect.x + textureNode2.packedRect.width));
                num2 = Mathf.Max(num2, (int)(textureNode2.packedRect.y + textureNode2.packedRect.height));
            }
            int min  = Mathf.Max(Mathf.ClosestPowerOfTwo(padding * 2), 64);
            int num3 = Mathf.Clamp(Mathf.ClosestPowerOfTwo(num), min, targetWidth);

            targetWidth       = num3;
            this.atlasWidth   = targetWidth;
            this.atlasHeight  = targetHeight;
            this.atlasPadding = padding;
            float num4 = (float)targetWidth / (float)num;
            float num5 = (float)targetHeight / (float)num2;

            for (int n = 0; n < this.nodes.Count; n++)
            {
                TextureAtlas.TextureNode textureNode4  = this.nodes[n];
                TextureAtlas.TextureNode expr_32A_cp_0 = textureNode4;
                expr_32A_cp_0.packedRect.x = expr_32A_cp_0.packedRect.x * num4;
                TextureAtlas.TextureNode expr_33F_cp_0 = textureNode4;
                expr_33F_cp_0.packedRect.y = expr_33F_cp_0.packedRect.y * num5;
                TextureAtlas.TextureNode expr_354_cp_0 = textureNode4;
                expr_354_cp_0.packedRect.width = expr_354_cp_0.packedRect.width * num4;
                TextureAtlas.TextureNode expr_369_cp_0 = textureNode4;
                expr_369_cp_0.packedRect.height = expr_369_cp_0.packedRect.height * num5;
                if (textureNode4.tileV)
                {
                    textureNode4.packedRect.y      = 0f;
                    textureNode4.packedRect.height = (float)targetHeight;
                    TextureAtlas.TextureNode expr_3A9_cp_0 = textureNode4;
                    expr_3A9_cp_0.packedRect.x = expr_3A9_cp_0.packedRect.x + (float)(padding / 2);
                    TextureAtlas.TextureNode expr_3C0_cp_0 = textureNode4;
                    expr_3C0_cp_0.packedRect.width = expr_3C0_cp_0.packedRect.width - (float)padding;
                }
                else
                {
                    TextureAtlas.TextureNode expr_3DA_cp_0 = textureNode4;
                    expr_3DA_cp_0.packedRect.x = expr_3DA_cp_0.packedRect.x + (float)(padding / 2);
                    TextureAtlas.TextureNode expr_3F1_cp_0 = textureNode4;
                    expr_3F1_cp_0.packedRect.y = expr_3F1_cp_0.packedRect.y + (float)(padding / 2);
                    TextureAtlas.TextureNode expr_408_cp_0 = textureNode4;
                    expr_408_cp_0.packedRect.width = expr_408_cp_0.packedRect.width - (float)padding;
                    TextureAtlas.TextureNode expr_41D_cp_0 = textureNode4;
                    expr_41D_cp_0.packedRect.height = expr_41D_cp_0.packedRect.height - (float)padding;
                }
                if (textureNode4.packedRect.width < 1f)
                {
                    textureNode4.packedRect.width = 1f;
                }
                if (textureNode4.packedRect.height < 1f)
                {
                    textureNode4.packedRect.height = 1f;
                }
                textureNode4.packedRect.x      = Mathf.Round(textureNode4.packedRect.x);
                textureNode4.packedRect.y      = Mathf.Round(textureNode4.packedRect.y);
                textureNode4.packedRect.width  = Mathf.Round(textureNode4.packedRect.width);
                textureNode4.packedRect.height = Mathf.Round(textureNode4.packedRect.height);
                textureNode4.uvRect.x          = textureNode4.packedRect.x / (float)targetWidth;
                textureNode4.uvRect.y          = textureNode4.packedRect.y / (float)targetHeight;
                textureNode4.uvRect.width      = textureNode4.packedRect.width / (float)targetWidth;
                textureNode4.uvRect.height     = textureNode4.packedRect.height / (float)targetHeight;
            }
        }