PackTextures() private method

private PackTextures ( Texture2D textures, int padding ) : UnityEngine.Rect[]
textures Texture2D
padding int
return UnityEngine.Rect[]
コード例 #1
0
        UITextureAtlas CreateMyAtlas(string AtlasName, Material BaseMat, string[] sPritesNames)
        {
            var size = 1024;
            Texture2D atlasTex = new Texture2D(size, size, TextureFormat.ARGB32, false);

            Texture2D[] textures = new Texture2D[sPritesNames.Length];
            Rect[] rects = new Rect[sPritesNames.Length];

            for(int i = 0; i < sPritesNames.Length; i++)
            {
                textures[i] = ResourceLoader.loadTexture(0, 0, sPritesNames[i] + ".png");
            }

            rects = atlasTex.PackTextures(textures, 2, size);

            UITextureAtlas atlas = ScriptableObject.CreateInstance<UITextureAtlas>();

            Material material = Material.Instantiate(BaseMat);
            material.mainTexture = atlasTex;
            atlas.material = material;
            atlas.name = AtlasName;

            for (int i = 0; i < sPritesNames.Length; i++)
            {
                var spriteInfo = new UITextureAtlas.SpriteInfo()
                {
                    name = sPritesNames[i],
                    texture = atlasTex,
                    region = rects[i]
                };
                atlas.AddSprite(spriteInfo);
            }
            return atlas;
        }
コード例 #2
0
ファイル: Utils.cs プロジェクト: joeywodarski/Electric
    public static void makeAtlas(Texture2D[] textures)
    {
        if (textures != null && textures.Length > 1)
        {
            // Make our atlas gameobject with a blank atlas script on it.
            GameObject go = new GameObject("TEST_ATLAS");
            go.AddComponent<Atlas>();

            // The blank texture is replaced with the packed texture.
            Texture2D tex = new Texture2D(2, 2);

            // Now pack the textures
            Rect[] UVs = tex.PackTextures(textures, 2, 4096);

            // Create out spriteAnimation components onto the atlas with height/width equal to the source.
            for (int i = 0; i < UVs.Length; i++)
            {
                SpriteAnimation anim = go.AddComponent<SpriteAnimation>();
                anim.setData(textures[i].name, UVs[i]);
            }

            FileStream fs = new FileStream(Application.dataPath + "/Resources/Sprites/Atlas_Sprite.png", FileMode.Create);
            BinaryWriter bw = new BinaryWriter(fs);
            bw.Write(tex.EncodeToPNG());
            bw.Close();
            fs.Close();

            //PrefabUtility.CreatePrefab(Application.dataPath + "/Resources/Atlases/" + go.name + ".prefab", go);
        }
        else
        {
            Debug.LogWarning("Given Textures are null or singular.");
        }
    }
コード例 #3
0
ファイル: TexturePacker.cs プロジェクト: JackLN/U3DTools
    public void GeneratePackage()
    {
        GameObject pPackage = new GameObject ("obj_" + PackageName);
        PackageData pData = pPackage.AddComponent<PackageData> ();
        pData.TextureNames = new string[Textures.Length];

        for (int i = 0; i < Textures.Length; i++)
        {
            string pTexpath = AssetDatabase.GetAssetPath(Textures[i]);
            ConfigureForPacker(pTexpath);
            pData.TextureNames[i] = pTexpath;
        }

        //total Texture
        Texture2D pTex = new Texture2D (1, 1, TextureFormat.ARGB32, false);
        pData.TextureUVs = pTex.PackTextures (Textures,padding,4096);
        string pTexAssetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/" + PackageName + ".png");
        byte[] bytes = pTex.EncodeToPNG ();
        System.IO.File.WriteAllBytes (pTexAssetPath,bytes);
        bytes = null;
        UnityEngine.Object.DestroyImmediate (pTex);
        AssetDatabase.ImportAsset (pTexAssetPath);
        pData.TotalTexture = AssetDatabase.LoadAssetAtPath (pTexAssetPath, typeof(Texture2D)) as Texture2D;
        ConfigureForPacker (AssetDatabase.GetAssetPath (pData.TotalTexture));
        pTexAssetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/data_" + PackageName + ".prefab");
        Object prefab = PrefabUtility.CreateEmptyPrefab (pTexAssetPath);
        PrefabUtility.ReplacePrefab (pPackage, prefab, ReplacePrefabOptions.ConnectToPrefab);
        AssetDatabase.SaveAssets ();
        AssetDatabase.Refresh ();
        DestroyImmediate (pPackage);
    }
コード例 #4
0
ファイル: UITools.cs プロジェクト: hjrhjr/Beats2
        /// <summary>
        /// Create a UIAtlas on runtime from a list of Texture2Ds
        /// </summary>
        public static UIAtlas CreateAtlas(string atlasName, GameObject parent, List<Texture2D> textures, List<string> names)
        {
            Logger.Debug(TAG, "Generating UIAtlas: {0}", atlasName);

            // Pack textures
            int maxSize = SystemInfo.maxTextureSize;
            Texture2D atlasTexture = new Texture2D(maxSize, maxSize);
            Rect[] rects = atlasTexture.PackTextures(textures.ToArray(), 0, maxSize);

            // Create new empty GameObject with UIAtlas component
            UIAtlas atlas = NGUITools.AddChild<UIAtlas>(parent);
            atlas.name = atlasName;

            // Set material
            atlas.coordinates = UIAtlas.Coordinates.TexCoords;
            atlas.spriteMaterial = new Material(Shader.Find("Unlit/Transparent Colored"));
            atlas.spriteMaterial.mainTexture = atlasTexture;

            // Add sprites
            for (int i = 0; i < rects.Length; i++) {
                UIAtlas.Sprite sprite = new UIAtlas.Sprite();
                sprite.inner = rects[i];
                sprite.outer = rects[i];
                sprite.name = names[i];
                atlas.spriteList.Add(sprite);
            }

            // Return reference to the UIAtlas script
            return atlas;
        }
コード例 #5
0
ファイル: Blocks.cs プロジェクト: kennux/cubicworld
    /// <summary>
    /// Builds the texture atlas.
    /// </summary>
    public static void BuildTextureAtlas()
    {
        // Build texture array
        Texture2D[] atlasTextures = new Texture2D[textures.Count];
        foreach (KeyValuePair<int, Texture2D> texture in textures)
        {
            atlasTextures[texture.Key] = texture.Value;
        }

        // Build atlas
        Texture2D _textureAtlas = new Texture2D (4096, 4096, TextureFormat.RGBA32, false);
        Rect[] uvRects = _textureAtlas.PackTextures (atlasTextures, 0);

        textureAtlas = new Texture2D(_textureAtlas.width, _textureAtlas.height, TextureFormat.RGBA32, false);
        textureAtlas.SetPixels (0,0,_textureAtlas.width, _textureAtlas.height, _textureAtlas.GetPixels (0,0,_textureAtlas.width, _textureAtlas.height));

        // Set texture atlas properties
        textureAtlas.anisoLevel = 9;
        textureAtlas.filterMode = FilterMode.Point;
        textureAtlas.Apply ();

        // Save uvs
        textureCoordinates = new Dictionary<int, Vector2[]> ();
        foreach (KeyValuePair<int, Texture2D> texture in textures)
        {
            textureCoordinates.Add (texture.Key,new Vector2[]
            {
                new Vector2(uvRects[texture.Key].x, uvRects[texture.Key].y),
                new Vector2(uvRects[texture.Key].x+uvRects[texture.Key].width, uvRects[texture.Key].y),
                new Vector2(uvRects[texture.Key].x+uvRects[texture.Key].width, uvRects[texture.Key].y+uvRects[texture.Key].height),
                new Vector2(uvRects[texture.Key].x, uvRects[texture.Key].y+uvRects[texture.Key].height)
            });
        }
    }
コード例 #6
0
    void OnGUI()
    {
        GUILayout.Label("HairyPlotter Atlas Creator", EditorStyles.boldLabel);

        if (textures == null)
            textures = new Texture2D[0];

        assetName = EditorGUILayout.TextField("Asset Name", assetName);
        textureSize = EditorGUILayout.IntField("Max Size", textureSize);
        padding = EditorGUILayout.IntField("Padding", padding);

        System.Array.Resize(ref textures, EditorGUILayout.IntField("Textures", textures.Length));

        for (int i = 0; i < textures.Length; ++i)
        {
            textures[i] = (Texture2D)EditorGUILayout.ObjectField(textures[i], typeof(Texture2D), false);
        }

        if (assetName != "" && textures.Where(x => x != null).Count() > 0)
        {
            if (GUILayout.Button("Create Atlas", EditorStyles.miniButton))
            {
                Texture2D atlas = new Texture2D(textureSize, textureSize, TextureFormat.ARGB32, true);
                atlas.PackTextures(textures.Where(x => x != null).ToArray(), padding, textureSize);

                char dirSep = System.IO.Path.DirectorySeparatorChar;
                string fileName = "Assets" + dirSep + assetName + ".png";

                System.IO.File.WriteAllBytes(fileName, atlas.EncodeToPNG());
                AssetDatabase.ImportAsset(fileName);
            }
        }
    }
コード例 #7
0
        public static UITextureAtlas CreateTextureAtlas(string atlasName, string[] spriteNames, string assemblyPath)
        {
            int maxSize = 1024;
            Texture2D texture2D = new Texture2D(maxSize, maxSize, TextureFormat.ARGB32, false);
            Texture2D[] textures = new Texture2D[spriteNames.Length];
            Rect[] regions = new Rect[spriteNames.Length];

            for (int i = 0; i < spriteNames.Length; i++)
                textures[i] = TextureLoader.LoadTextureFromAssembly(assemblyPath + spriteNames[i] + ".png");

            regions = texture2D.PackTextures(textures, 2, maxSize);

            UITextureAtlas textureAtlas = ScriptableObject.CreateInstance<UITextureAtlas>();
            Material material = UnityEngine.Object.Instantiate<Material>(UIView.GetAView().defaultAtlas.material);
            material.mainTexture = texture2D;
            textureAtlas.material = material;
            textureAtlas.name = atlasName;

            for (int i = 0; i < spriteNames.Length; i++) {
                UITextureAtlas.SpriteInfo item = new UITextureAtlas.SpriteInfo {
                    name = spriteNames[i],
                    texture = textures[i],
                    region = regions[i],
                };

                textureAtlas.AddSprite(item);
            }

            return textureAtlas;
        }
    private void initializeAtlas()
    {
        Texture2D[] cubeTextures = new Texture2D[9];
        /*
        cubeTextures[1] = Resources.Load("Textures/hiDefGrass") as Texture2D;

        cubeTextures[2] = Resources.Load("Textures/sidegrass") as Texture2D;

        cubeTextures[3] = Resources.Load("Textures/hiDefDirt") as Texture2D;
        cubeTextures[4] = Resources.Load("Textures/hiDefDirt") as Texture2D;
        cubeTextures[5] = Resources.Load("Textures/hiDefDirt") as Texture2D;

        cubeTextures[6] = Resources.Load("Textures/hiDefStone") as Texture2D;
        cubeTextures[7] = Resources.Load("Textures/hiDefStone") as Texture2D;
        cubeTextures[8] = Resources.Load("Textures/hiDefStone") as Texture2D;
        */
        cubeTextures[1] = Resources.Load("Textures/dokuGrass") as Texture2D;

        cubeTextures[2] = Resources.Load("Textures/dokuGrassSide") as Texture2D;

        cubeTextures[3] = Resources.Load("Textures/dokuDirt") as Texture2D;
        cubeTextures[4] = Resources.Load("Textures/dokuDirt") as Texture2D;
        cubeTextures[5] = Resources.Load("Textures/dokuDirt") as Texture2D;

        cubeTextures[6] = Resources.Load("Textures/dokuStone") as Texture2D;
        cubeTextures[7] = Resources.Load("Textures/dokuStone") as Texture2D;
        cubeTextures[8] = Resources.Load("Textures/dokuStone") as Texture2D;
        textureAtlas = new Texture2D(4096, 4096);
        atlasUVs = textureAtlas.PackTextures(cubeTextures, 0);
        textureAtlas.Apply();
    }
コード例 #9
0
ファイル: TextureIndex.cs プロジェクト: renokun/Voxelmetric
    public TextureIndex()
    {
        List<Texture2D> atlasTextures = new List<Texture2D>();

        // Load all files in Textures folder
        atlasTextures.AddRange(Resources.LoadAll<Texture2D>(Config.Directories.TextureFolder));

        //Load and generate all the connected textures
        List<Texture2D> connectedTextures = new List<Texture2D>();
        connectedTextures.AddRange(Resources.LoadAll<Texture2D>(Config.Directories.ConnectedTextureFolder));

        if (connectedTextures.Count!=0)
            atlasTextures.AddRange(ConnectedTextures.GenerateConnectedTextures(connectedTextures));

        // Create new atlas
        atlas = new Texture2D(8192, 8192);
        atlas.filterMode = FilterMode.Point;

        // Generate atlas
        Rect[] rects = atlas.PackTextures(atlasTextures.ToArray(), 0, 8192, false);

        // Add each atlas entry into texture dictionary
        for (int i = 0; i < atlasTextures.Count; i++)
        {
            if (!atlasTextures[i])
                continue;

            string[] fileName = atlasTextures[i].name.ToString().Split('-');
            Rect texture = rects[i];

            string textureName = fileName[0];
            int connectedTextureType = -1;

            //Get the properties associated with this texture
            for (int n = 1; n < fileName.Length; n++)
            {
                switch (fileName[n][0])
                {
                    case 'c':
                        int.TryParse(fileName[n].Substring(1), out connectedTextureType);
                        break;
                    default:
                        break;
                }
            }

            //Create a texture collection with this name if it doesn't exist already
            TextureCollection collection;
            if (!textures.TryGetValue(textureName, out collection))
            {
                collection = new TextureCollection(textureName);
                textures.Add(textureName, collection);
            }

            collection.AddTexture(texture, connectedTextureType);

        }
    }
コード例 #10
0
	private static void CreateSpriteSheetAtlasSliced() {
		List<Texture2D> textures = new List<Texture2D> ();
		Object[] selectedObjects = Selection.objects;
		foreach (Object obj in selectedObjects) {
			if(obj is Texture2D){
				TextureImporter importer = (TextureImporter)AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(obj));
				if (importer != null) {
					importer.textureType= TextureImporterType.Advanced;
					importer.npotScale= TextureImporterNPOTScale.None;
					importer.mipmapEnabled=false;
					importer.isReadable=true;
					
					AssetDatabase.ImportAsset (AssetDatabase.GetAssetPath(obj));
					AssetDatabase.Refresh();
				}

				textures.Add(obj as Texture2D);
			}
		}
		textures.Sort ((x, y) => string.Compare(x.name, y.name));
		string path=AssetDatabase.GetAssetPath(textures[0]);
		path=path.Remove(path.LastIndexOf('/'));

		Texture2D atlas = new Texture2D(4096, 4096, TextureFormat.ARGB32, false);
		Color[] colors=new Color[4096*4096];
		for(int i=0; i< colors.Length;i++){
			colors[i]=Color.clear;
		}
		atlas.SetPixels(colors);
		atlas.Apply();
		
		Rect[] rects=atlas.PackTextures(textures.ToArray(), 0,false);

		byte[] bytes = atlas.EncodeToPNG(); 
		System.IO.File.WriteAllBytes(path+ "/spritesheet.png", bytes);

		AssetDatabase.Refresh();
		TextureImporter tempImporter = (TextureImporter)AssetImporter.GetAtPath(path+"/spritesheet.png");
		if (tempImporter != null) {
			tempImporter.textureType = TextureImporterType.Sprite;
			tempImporter.spriteImportMode=SpriteImportMode.Multiple;
			tempImporter.maxTextureSize=4096;

			int count=textures.Count;
			SpriteMetaData[] meta= new SpriteMetaData[count];
			
			for(int i=0; i< count;i++){
				meta[i].name=i.ToString();
				meta[i].alignment = (int)SpriteAlignment.Center;
				meta[i].pivot=Vector2.zero;
				meta[i].rect = rects[i];
			}
			
			tempImporter.spritesheet=meta;
			AssetDatabase.ImportAsset (path+"/spritesheet.png");
			AssetDatabase.Refresh();
		}
	}
コード例 #11
0
 static public int PackTextures(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             var ret = self.PackTextures(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 4)
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             var ret = self.PackTextures(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 5)
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.Boolean a4;
             checkType(l, 5, out a4);
             var ret = self.PackTextures(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #12
0
ファイル: TexturePacker.cs プロジェクト: hybrid1969/CivGrid
        /// <summary>
        /// Creates a single texture atlas from the provided source textures.
        /// </summary>
        /// <param name="textures">Textures to combine into one</param>
        /// <param name="textureSize">Size of the texture atlas to create</param>
        /// <param name="rectAreas">Rect locations of each texture</param>
        /// <returns>The created atlased texture</returns>
        /// <example>
        /// This will atlas the two textures, TextureA and TextureB, into one efficient texture map.
        /// <code>
        /// using System;
        /// using UnityEngine;
        /// using CivGrid;
        /// 
        /// class TextureTest : MonoBehaviour
        /// {
        ///     Texture2D[] texturesToCombine;
        ///     public Texture2D texture1;
        ///     public Texture2D texture2;
        ///     
        ///     Texture2D atlasedTexture;
        ///     Rect[] rectLocations;
        ///     
        ///     void Start()
        ///     {
        ///         texturesToCombine = new Texture2D[2];
        ///         texturesToCombine[0] = texture1;
        ///         texturesToCombine[1] = texture2;
        ///         
        ///         atlasedTexture = TexturePacker.AtlasTextures(texturesToCombine, 2048, out rectLocations);
        ///     }
        /// }
        /// </code>
        /// </example>
        public static Texture2D AtlasTextures(Texture2D[] textures, int textureSize, out Rect[] rectAreas)
        {
            //creates return texture atlas
            Texture2D packedTexture = new Texture2D(textureSize, textureSize);

            //packs all source textures into one
            rectAreas = packedTexture.PackTextures(textures, 0, textureSize);
            packedTexture.Apply();

            //returns texture atlas
            return packedTexture;
        }
コード例 #13
0
ファイル: Main.cs プロジェクト: kokichi88/unity_2d_atlas
    void Awake()
    {
        Material newMaterial = new Material(Shader.Find("Sprites/ClipArea"));

        Texture2D[] textures = new Texture2D[textNames.Length];
        int width = 0;
        int height = 0;
        float deep = 0.01f;
        for(int i = 0; i < textNames.Length; ++i)
        {
            textures[i] = Resources.Load<Texture2D>(textNames[i]);
            width += textures[i].width;
            height += textures[i].height;
        }
        packedTexture = new Texture2D(1024,1024);
        Rect[] uvs = packedTexture.PackTextures(textures,0,1024);

        for(int i = 0; i < uvs.Length; ++i)
        {
            GameObject gameObject = new GameObject();
            gameObject.name = "item_" + i;
            gameObject.transform.position = new Vector3(-300 + 150 * i ,0);
            Mesh mesh = CreateMesh(45, 45);
            MeshRenderer renderer = gameObject.AddComponent<MeshRenderer>();
            MeshFilter meshFilter = gameObject.AddComponent<MeshFilter>();
            mesh.uv = RectToUV(uvs[i]);
            meshFilter.mesh = mesh;
            newMaterial.mainTexture = packedTexture;
            renderer.material = newMaterial;
        }

        //renderer.material = newMaterial;

        /*
        packedTexture = new Texture2D(1024,1024);
        Rect[] uvs = packedTexture.PackTextures(textures,0,1024);

        newMaterial.mainTexture = packedTexture;

        Vector2[] uva,uvb;
        for (int j=0;j < filters.Length;j++) {
            filters[j].gameObject.renderer.material=newMaterial;
            uva = (Vector2[])(((MeshFilter)filters[j]).mesh.uv);
            uvb = new Vector2[uva.Length];
            for (int k=0;k < uva.Length;k++){
                uvb[k]=new Vector2((uva[k].x*uvs[j].width)+uvs[j].x, (uva[k].y*uvs[j].height)+uvs[j].y);
            }
            ((MeshFilter)filters[j]).mesh.uv=uvb;
        }
        */
        //		Test();
    }
コード例 #14
0
    static void BuildAtlas( Texture2D[] textures )
    {
        Debug.Log( textures.Length );

        Texture2D output = new Texture2D( 1024, 1024 );
        output.PackTextures( textures, 0, 1024 );

        using ( var fs = new FileStream( "Assets/texMap.png", FileMode.Create ) )
        {
            byte[] pngBytes = output.EncodeToPNG();
            fs.Write( pngBytes, 0, pngBytes.Length );
            fs.Close();
        }
    }
コード例 #15
0
 static public int PackTextures(IntPtr l)
 {
     try{
         if (matchType(l, 2, typeof(UnityEngine.Texture2D[]), typeof(int), typeof(int), typeof(bool)))
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.Boolean a4;
             checkType(l, 5, out a4);
             UnityEngine.Rect[] ret = self.PackTextures(a1, a2, a3, a4);
             pushValue(l, ret);
             return(1);
         }
         else if (matchType(l, 2, typeof(UnityEngine.Texture2D[]), typeof(int), typeof(int)))
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             UnityEngine.Rect[] ret = self.PackTextures(a1, a2, a3);
             pushValue(l, ret);
             return(1);
         }
         else if (matchType(l, 2, typeof(UnityEngine.Texture2D[]), typeof(int)))
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.Rect[] ret = self.PackTextures(a1, a2);
             pushValue(l, ret);
             return(1);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #16
0
    static int PackTextures(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Texture2D[]), typeof(int)))
            {
                UnityEngine.Texture2D   obj  = (UnityEngine.Texture2D)ToLua.ToObject(L, 1);
                UnityEngine.Texture2D[] arg0 = ToLua.CheckObjectArray <UnityEngine.Texture2D>(L, 2);
                int arg1             = (int)LuaDLL.lua_tonumber(L, 3);
                UnityEngine.Rect[] o = obj.PackTextures(arg0, arg1);
                ToLua.Push(L, o);
                return(1);
            }
            else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Texture2D[]), typeof(int), typeof(int)))
            {
                UnityEngine.Texture2D   obj  = (UnityEngine.Texture2D)ToLua.ToObject(L, 1);
                UnityEngine.Texture2D[] arg0 = ToLua.CheckObjectArray <UnityEngine.Texture2D>(L, 2);
                int arg1             = (int)LuaDLL.lua_tonumber(L, 3);
                int arg2             = (int)LuaDLL.lua_tonumber(L, 4);
                UnityEngine.Rect[] o = obj.PackTextures(arg0, arg1, arg2);
                ToLua.Push(L, o);
                return(1);
            }
            else if (count == 5 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Texture2D), typeof(UnityEngine.Texture2D[]), typeof(int), typeof(int), typeof(bool)))
            {
                UnityEngine.Texture2D   obj  = (UnityEngine.Texture2D)ToLua.ToObject(L, 1);
                UnityEngine.Texture2D[] arg0 = ToLua.CheckObjectArray <UnityEngine.Texture2D>(L, 2);
                int  arg1            = (int)LuaDLL.lua_tonumber(L, 3);
                int  arg2            = (int)LuaDLL.lua_tonumber(L, 4);
                bool arg3            = LuaDLL.lua_toboolean(L, 5);
                UnityEngine.Rect[] o = obj.PackTextures(arg0, arg1, arg2, arg3);
                ToLua.Push(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Texture2D.PackTextures"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #17
0
 static int QPYX_PackTextures_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 3)
         {
             UnityEngine.Texture2D   QPYX_obj_YXQP  = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D));
             UnityEngine.Texture2D[] QPYX_arg0_YXQP = ToLua.CheckObjectArray <UnityEngine.Texture2D>(L_YXQP, 2);
             int QPYX_arg1_YXQP             = (int)LuaDLL.luaL_checknumber(L_YXQP, 3);
             UnityEngine.Rect[] QPYX_o_YXQP = QPYX_obj_YXQP.PackTextures(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
             ToLua.Push(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else if (QPYX_count_YXQP == 4)
         {
             UnityEngine.Texture2D   QPYX_obj_YXQP  = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D));
             UnityEngine.Texture2D[] QPYX_arg0_YXQP = ToLua.CheckObjectArray <UnityEngine.Texture2D>(L_YXQP, 2);
             int QPYX_arg1_YXQP             = (int)LuaDLL.luaL_checknumber(L_YXQP, 3);
             int QPYX_arg2_YXQP             = (int)LuaDLL.luaL_checknumber(L_YXQP, 4);
             UnityEngine.Rect[] QPYX_o_YXQP = QPYX_obj_YXQP.PackTextures(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
             ToLua.Push(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else if (QPYX_count_YXQP == 5)
         {
             UnityEngine.Texture2D   QPYX_obj_YXQP  = (UnityEngine.Texture2D)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Texture2D));
             UnityEngine.Texture2D[] QPYX_arg0_YXQP = ToLua.CheckObjectArray <UnityEngine.Texture2D>(L_YXQP, 2);
             int  QPYX_arg1_YXQP            = (int)LuaDLL.luaL_checknumber(L_YXQP, 3);
             int  QPYX_arg2_YXQP            = (int)LuaDLL.luaL_checknumber(L_YXQP, 4);
             bool QPYX_arg3_YXQP            = LuaDLL.luaL_checkboolean(L_YXQP, 5);
             UnityEngine.Rect[] QPYX_o_YXQP = QPYX_obj_YXQP.PackTextures(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP, QPYX_arg3_YXQP);
             ToLua.Push(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Texture2D.PackTextures"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #18
0
 public static int PackTextures2_wrap(long L)
 {
     try
     {
         long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Texture2D   obj  = get_obj(nThisPtr);
         UnityEngine.Texture2D[] arg0 = null;
         arg0 = FCCustomParam.GetArray(ref arg0, L, 0);
         int    arg1    = FCLibHelper.fc_get_int(L, 1);
         Rect[] ret     = obj.PackTextures(arg0, arg1);
         long   ret_ptr = FCLibHelper.fc_get_return_ptr(L);
         FCCustomParam.ReturnArray(ret, ret_ptr);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
コード例 #19
0
    private static void BakeEmojiAtlas()
    {
        string pathToEmojis = Application.dataPath + "/Textures/Emojis";
        string pathToEmojiInfo = Application.dataPath + "/EmojiInfo/info.txt";
        string pathToBakedAtlas = Application.dataPath + "/Textures/Baked/BakedEmojis.png";

        string[] emojiFileNames = Directory.GetFiles(pathToEmojis, "*.png");

        // Load each PNG file as separate Texture2D
        Texture2D[] emojiTextures = new Texture2D[emojiFileNames.Length];

        for (int i = 0; i < emojiFileNames.Length; i++)
        {
            // Create a texture. Texture size does not matter, since
            // LoadImage will replace with with incoming image size.
            Texture2D tex = new Texture2D(2, 2);
            if (!tex.LoadImage(File.ReadAllBytes(emojiFileNames[i])))
            {
                Debug.LogError("Cannot load file " + emojiFileNames[i] + " via tex.LoadImage!!!");
                return;
            }
            emojiTextures[i] = tex;
        }

        // Create atlas
        Texture2D atlas = new Texture2D(2048, 2048);
        Rect[] rects = atlas.PackTextures(emojiTextures, 1, 2048);

        // Save atlas
        byte[] atlasBytes = atlas.EncodeToPNG();
        File.WriteAllBytes(pathToBakedAtlas, atlasBytes);

        // Save EmojiInfo
        StringBuilder sb = new StringBuilder();
        for (int i = 0; i < emojiFileNames.Length; i++)
        {
            sb.AppendLine(Path.GetFileNameWithoutExtension(emojiFileNames[i]) + " " + rects[i].x + " " + rects[i].y + " " + rects[i].width + " " + rects[i].height );
        }
        File.WriteAllText(pathToEmojiInfo, sb.ToString());

        Debug.Log("Baked " + emojiFileNames.Length + " emojis into " + pathToBakedAtlas);
    }
コード例 #20
0
ファイル: CreateAtlas.cs プロジェクト: dcprodev/KiiRollABall
    void GenerateAtlas()
    {
        foreach (Texture2D t in textures)
            ConfigureForAtlas(AssetDatabase.GetAssetPath(t));

        Texture2D texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
        Rect[] uvs = texture.PackTextures(textures, padding, 4096);

        string assetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/" + AtlasName + ".png");

        byte[] bytes = texture.EncodeToPNG();
        System.IO.File.WriteAllBytes(assetPath, bytes);
        bytes = null;

        UnityEngine.Object.DestroyImmediate(texture);

        AssetDatabase.ImportAsset(assetPath);
        texture = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D;

        ConfigureSpriteAtlas(texture, uvs);
    }
コード例 #21
0
ファイル: NgAtlas.cs プロジェクト: ziyihu/LordOfSinU3D
	// ----------------------------------------------------------------------------------
	public static NcSpriteFactory.NcFrameInfo[] TileToTrimTexture(Material tarMat, int nTileX, int nTileY, int nStartFrame, int nFrameCount, int nMaxAtlasTextureSize)
	{
		if (tarMat == null)
			return null;

		// split texture
		Texture2D						tileTexture		= CloneAtlasTexture(tarMat.mainTexture);
		List<Texture2D>					frameTextures	= new List<Texture2D>();
		List<Rect>						frameRects		= new List<Rect>();
		bool							bFindAlpha;
		bool							bFindBlack;
		NcSpriteFactory.NcFrameInfo[]	frameInfos		= NgAtlas.TrimTexture(tileTexture, true, true, nTileX, nTileY, nStartFrame, nFrameCount, ref frameTextures, ref frameRects, out bFindAlpha, out bFindBlack);

		// free tempTexture
		Object.DestroyImmediate(tileTexture);

		// packTextures
		Color		clearColor		= new Color(0, 0, 0, (bFindAlpha ? 0 : 1));
		Texture2D	AtlasTexture	= new Texture2D(32, 32, TextureFormat.ARGB32, false);
		Rect[]		uvRects			= AtlasTexture.PackTextures(frameTextures.ToArray(), 2, nMaxAtlasTextureSize);

		// clear
		for (int x = 0; x < AtlasTexture.width; x++)
			for (int y = 0; y < AtlasTexture.height; y++)
				AtlasTexture.SetPixel(x, y, clearColor);

		// copy
		for (int n = 0; n < frameInfos.Length; n++)
		{
			int		nFrameIndex = frameInfos[n].m_nFrameIndex;
			Rect	imageUvRect	= frameInfos[n].m_TextureUvOffset	= uvRects[frameInfos[n].m_nFrameIndex];
			AtlasTexture.SetPixels((int)(imageUvRect.x*AtlasTexture.width), (int)(imageUvRect.y*AtlasTexture.height), (int)(imageUvRect.width*AtlasTexture.width), (int)(imageUvRect.height*AtlasTexture.height), frameTextures[nFrameIndex].GetPixels());
			Object.DestroyImmediate(frameTextures[n]);
		}

 		SaveAtlasTexture(AtlasTexture, tarMat);
		Object.DestroyImmediate(AtlasTexture);
		return frameInfos;
	}
コード例 #22
0
ファイル: Util.cs プロジェクト: earalov/Skylines-MoreFlags
        public static UITextureAtlas CreateAtlas(Texture2D[] sprites)
        {
            UITextureAtlas atlas = new UITextureAtlas();
            atlas.material = new Material(GetUIAtlasShader());

            Texture2D texture = new Texture2D(0, 0);
            Rect[] rects = texture.PackTextures(sprites, 0);

            for (int i = 0; i < rects.Length; ++i)
            {
                Texture2D sprite = sprites[i];
                Rect rect = rects[i];

                UITextureAtlas.SpriteInfo spriteInfo = new UITextureAtlas.SpriteInfo();
                spriteInfo.name = sprite.name;
                spriteInfo.texture = sprite;
                spriteInfo.region = rect;
                spriteInfo.border = new RectOffset();

                atlas.AddSprite(spriteInfo);
            }
            atlas.material.mainTexture = texture;
            return atlas;
        }
コード例 #23
0
ファイル: BuildAtlases.cs プロジェクト: juliancruz87/Ataraxia
	// Builds an atlas from the specified texture list
	void BuildAtlas(AtlasTextureList texList)
	{
		Texture2D atlas;

		atlas = new Texture2D(4, 4);
		atlas.name = texList.material.name;

		//=============================================
		// The following is currently disabled as it 
		// does not seem to work around the Unity bug:
		//=============================================
		// To get around the Unity bug where the max texture size is
		// limited to 1024x1024 when in iPhone mode for newly-created
		// textures, save this texture to disk as an asset and then
		// re-import it with modified import settings to set the max
		// texture size to what we want:
		byte[] bytes;// = atlas.EncodeToPNG();
		string atlasPath = assetPath + "/" + atlas.name + ".png";
//		string projectRelativePath = "Assets/" + atlasFolder + "/" + atlas.name + ".png";
// 
// 		// Write out the atlas file:
// 		using (FileStream fs = File.Create(atlasPath))
// 		{
// 			fs.Write(bytes, 0, bytes.Length);
// 		}
// 
// 		// Make sure the max texture size is set to what we want:
// 		// Get the texture's importer:
// 		TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(projectRelativePath);
// 		if (importer.maxTextureSize < maxAtlasSize || importer.isReadable)
// 		{
// 			// Re-import it with the desired max texture size:
// 			importer.maxTextureSize = maxAtlasSize;
// 			importer.isReadable = true;
// 			AssetDatabase.ImportAsset(projectRelativePath, ImportAssetOptions.ForceSynchronousImport);
// 		}
// 
// 		// Now re-open the texture asset:
// 		atlas = (Texture2D) AssetDatabase.LoadAssetAtPath(projectRelativePath, typeof(Texture2D));

		// Pack the textures to the atlas:
		texList.uvs = atlas.PackTextures(texList.trimmedTextures.ToArray(), padding, maxAtlasSize);

		// Check to see if the texture had to be resized to fit:
		if (texList.uvs[0].width * atlas.width != (texList.trimmedTextures[0]).width ||
		   texList.uvs[0].height * atlas.height != (texList.trimmedTextures[0]).height)
		{
			EditorUtility.DisplayDialog("WARNING: Textures resized!", "WARNING: Not all textures were able to fit on atlas \"" + atlas.name + "\" at their original sizes. These textures were scaled down to fit.  To resolve this, assign some of your sprites to use a different material, or if possible, use a larger maximum texture size.", "Ok");
			Debug.LogWarning("WARNING: Textures were resized to fit onto atlas \"" + atlas.name + "\"!  To resolve this, assign some of your sprites a different material, or if possible, use a larger maximum texture size.");
		}

		// Free our trimmed texture memory:
		for (int i = 0; i < texList.trimmedTextures.Count; ++i)
		{
			// If this isn't stored as an asset, destroy it:
			if (AssetDatabase.GetAssetPath(texList.trimmedTextures[i]).Length < 1)
				DestroyImmediate(texList.trimmedTextures[i]);
			texList.trimmedTextures[i] = null;
		}
		texList.trimmedTextures.Clear();

#if !UNITY_IPHONE || (UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
		Resources.UnloadUnusedAssets();
#endif

		// See if the texture needs to be made square:
		if (forceSquare && atlas.width != atlas.height)
		{
			int size = Mathf.Max(atlas.width, atlas.height);
			
			// Create a square texture:
			Texture2D tempTex = (Texture2D)Instantiate(atlas);
			tempTex.name = atlas.name;
			tempTex.Resize(size, size, TextureFormat.ARGB32, false);
			
			// Copy the contents:
			tempTex.SetPixels(0, 0, atlas.width, atlas.height, atlas.GetPixels(0), 0);
			tempTex.Apply(false);
			
			// Scale the UVs to account for this:
			for (int j = 0; j < texList.uvs.Length; ++j)
			{
				// See which side we expanded:
				if (atlas.width > atlas.height)
				{
					texList.uvs[j].y = texList.uvs[j].y * 0.5f;
					texList.uvs[j].yMax = texList.uvs[j].y + (texList.uvs[j].height * 0.5f);
				}
				else
				{
					texList.uvs[j].x = texList.uvs[j].x * 0.5f;
					texList.uvs[j].xMax = texList.uvs[j].x + (texList.uvs[j].width * 0.5f);
				}
			}

			if (atlas != tempTex)
				DestroyImmediate(atlas);
			atlas = tempTex;
		}

		// See if we need to trim the atlas to fit its content:
		if (!forceSquare)
		{
			Texture2D tempTex = TrimAtlas(atlas);

			// Scale the UVs to account for this:
			float widthFactor = ((float)atlas.width) / ((float)tempTex.width);
			float heightFactor = ((float)atlas.height) / ((float)tempTex.height);

			for (int j = 0; j < texList.uvs.Length; ++j)
			{
				texList.uvs[j].x *= widthFactor;
				texList.uvs[j].y *= heightFactor;
				texList.uvs[j].width *= widthFactor;
				texList.uvs[j].height *= heightFactor;
			}

			if (atlas != tempTex)
				DestroyImmediate(atlas);
			atlas = tempTex;
		}

		// Save the atlas as an asset:
		bytes = atlas.EncodeToPNG();

		// Write out the atlas file:
		using (FileStream fs = File.Create(atlasPath))
		{
			fs.Write(bytes, 0, bytes.Length);
		}

		// Flag this memory to be freed:
		bytes = null;

		// Save the atlas path:
		texList.texPath = "Assets/" + atlasFolder + "/" + atlas.name + ".png";

		Debug.Log("Finished building atlas \"" + texList.material.name + "\"...");
	}
コード例 #24
0
 static public int PackTextures(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             var ret = self.PackTextures(a1, a2);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 4)
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             var ret = self.PackTextures(a1, a2, a3);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         else if (argc == 5)
         {
             UnityEngine.Texture2D   self = (UnityEngine.Texture2D)checkSelf(l);
             UnityEngine.Texture2D[] a1;
             checkArray(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.Boolean a4;
             checkType(l, 5, out a4);
             var ret = self.PackTextures(a1, a2, a3, a4);
             pushValue(l, true);
             pushValue(l, ret);
             return(2);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function PackTextures to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #25
0
ファイル: UIAtlasMaker.cs プロジェクト: btasdoven/ScienceWars
	/// <summary>
	/// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed.
	/// </summary>

	static void PackTextures (Texture2D tex, List<SpriteEntry> sprites)
	{
		Texture2D[] textures = new Texture2D[sprites.Count];
		Rect[] rects;

		if (NGUISettings.unityPacking)
		{
			for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
			rects = tex.PackTextures(textures, NGUISettings.atlasPadding, 4096);
		}
		else
		{
			sprites.Sort(Compare);
			for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
			rects = UITexturePacker.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, 4096);
		}

		for (int i = 0; i < sprites.Count; ++i)
		{
			sprites[i].rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true);
			//BleedTexture(tex, sprites[i].rect);
		}
	}
コード例 #26
0
ファイル: qd_Database.cs プロジェクト: benlewis/unhinged_vr
	public bool PackTextures(int index)
	{
#if !UNITY_WEBPLAYER

		int decalCount = decalGroups[index].decals.Count;
		Texture2D[] imgs = new Texture2D[decalCount];

		for(int i = 0; i < decalCount; i++)
		{
			imgs[i] = decalGroups[index].decals[i].texture;

			string path = AssetDatabase.GetAssetPath(imgs[i]);
			TextureImporter textureImporter = (TextureImporter)TextureImporter.GetAtPath( path );
			textureImporter.isReadable = true;
			textureImporter.textureFormat = TextureImporterFormat.ARGB32;
			AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
		}

		int maxAtlasSize = 8192;

		Texture2D packedTexture = new Texture2D(maxAtlasSize, maxAtlasSize, TextureFormat.ARGB32, true);
		packedTexture.name = decalGroups[index].name;
		Rect[] coordinates = packedTexture.PackTextures(imgs, decalGroups[index].padding, maxAtlasSize, false);

		if(coordinates == null) return false;

		for(int i = 0; i < decalCount; i++)
		{
			decalGroups[index].decals[i].atlasRect = coordinates[i];
			decalGroups[index].decals[i].isPacked = true;
		}

		decalGroups[index].isPacked = true;

		byte[] png = packedTexture.EncodeToPNG();
		
		if(!Directory.Exists(DECALSHEETS_PATH))
			Directory.CreateDirectory(DECALSHEETS_PATH);

		if(decalGroups[index].material == null)
		{
		 	string matPath = AssetDatabase.GenerateUniqueAssetPath(DECALSHEETS_PATH + decalGroups[index].name + ".mat");
			
			Material mat = new Material( decalGroups[index].shader );
			AssetDatabase.CreateAsset(mat, matPath);
		 	
			decalGroups[index].material = mat;
		}
		else
		{
			if(decalGroups[index].material.name != decalGroups[index].name)
			{
				string matPath = AssetDatabase.GetAssetPath(decalGroups[index].material);
				AssetDatabase.RenameAsset(matPath, decalGroups[index].name);
			}
		}
		
		string pngPath;

		if(decalGroups[index].material != null && decalGroups[index].material.mainTexture != null)			
			pngPath = AssetDatabase.GetAssetPath(decalGroups[index].material.mainTexture);
		else
			pngPath = AssetDatabase.GenerateUniqueAssetPath(DECALSHEETS_PATH + decalGroups[index].name + ".png");
		
		// http://msdn.microsoft.com/en-us/library/system.io.path.getfilenamewithoutextension%28v=vs.110%29.aspx
		File.WriteAllBytes(pngPath, png);

		string curName = Path.GetFileNameWithoutExtension(pngPath);

		if(curName != decalGroups[index].name)
			AssetDatabase.RenameAsset(pngPath, decalGroups[index].name);

		AssetDatabase.Refresh();

		decalGroups[index].material.mainTexture = (Texture2D)AssetDatabase.LoadAssetAtPath(pngPath, typeof(Texture2D));

		return true;
#else
		return false;
#endif
	}
コード例 #27
0
	/// <summary>
	/// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed.
	/// </summary>

	static bool PackTextures (Texture2D tex, List<SpriteEntry> sprites)
	{
		Texture2D[] textures = new Texture2D[sprites.Count];
		Rect[] rects;

#if UNITY_3_5 || UNITY_4_0
		int maxSize = 4096;
#else
		int maxSize = SystemInfo.maxTextureSize;
#endif

#if UNITY_ANDROID || UNITY_IPHONE
		maxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048);
#endif
		if (NGUISettings.unityPacking)
		{
			for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
			rects = tex.PackTextures(textures, NGUISettings.atlasPadding, maxSize);
		}
		else
		{
			sprites.Sort(Compare);
			for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
			rects = UITexturePacker.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, maxSize);
		}

		for (int i = 0; i < sprites.Count; ++i)
		{
			Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true);

			// Make sure that we don't shrink the textures
			if (Mathf.RoundToInt(rect.width) != textures[i].width) return false;

			SpriteEntry se = sprites[i];
			se.x = Mathf.RoundToInt(rect.x);
			se.y = Mathf.RoundToInt(rect.y);
			se.width = Mathf.RoundToInt(rect.width);
			se.height = Mathf.RoundToInt(rect.height);
		}
		return true;
	}
コード例 #28
0
ファイル: FreeType.cs プロジェクト: 1001ye-qiang/RTP
	/// <summary>
	/// Create a bitmap font from the specified dynamic font.
	/// </summary>

	static public bool CreateFont (Font ttf, int size, int faceIndex, bool kerning, string characters, int padding, out BMFont font, out Texture2D tex)
	{
		font = null;
		tex = null;

		if (ttf == null || !isPresent) return false;

		IntPtr lib = IntPtr.Zero;
		IntPtr face = IntPtr.Zero;

		if (FT_Init_FreeType(out lib) != 0)
		{
			Debug.LogError("Failed to initialize FreeType");
			return false;
		}

		string fileName = Application.dataPath.Substring(0, Application.dataPath.Length - "Assets".Length) +
			UnityEditor.AssetDatabase.GetAssetPath(ttf);

		if (!File.Exists(fileName))
		{
			Debug.LogError("Unable to use the chosen font.");
		}
		else if (FT_New_Face(lib, fileName, faceIndex, out face) != 0)
		{
			Debug.LogError("Unable to use the chosen font (FT_New_Face).");
		}
		else
		{
			font = new BMFont();
			font.charSize = size;

			Color32 white = Color.white;
			List<int> entries = new List<int>();
			List<Texture2D> textures = new List<Texture2D>();

			FT_FaceRec faceRec = (FT_FaceRec)Marshal.PtrToStructure(face, typeof(FT_FaceRec));
			FT_Set_Pixel_Sizes(face, 0, (uint)size);

			// Calculate the baseline value that would let the printed font be centered vertically
			//int ascender = (faceRec.met.ascender >> 6);
			//int descender = (faceRec.descender >> 6);
			//int baseline = ((ascender - descender) >> 1);
			//if ((baseline & 1) == 1) --baseline;

			//Debug.Log(ascender + " " + descender + " " + baseline);

			// Space character is not renderable
			FT_Load_Glyph(face, FT_Get_Char_Index(face, 32), FT_LOAD_DEFAULT);
			FT_GlyphSlotRec space = (FT_GlyphSlotRec)Marshal.PtrToStructure(faceRec.glyph, typeof(FT_GlyphSlotRec));

			// Space is not visible and doesn't have a texture
			BMGlyph spaceGlyph = font.GetGlyph(32, true);
			spaceGlyph.offsetX = 0;
			spaceGlyph.offsetY = 0;
			spaceGlyph.advance = (space.metrics.horiAdvance >> 6);
			spaceGlyph.channel = 15;
			spaceGlyph.x = 0;
			spaceGlyph.y = 0;
			spaceGlyph.width = 0;
			spaceGlyph.height = 0;

			// Save kerning information
			if (kerning)
			{
				for (int b = 0; b < characters.Length; ++b)
				{
					uint ch2 = characters[b];
					if (ch2 == 32) continue;

					FT_Vector vec;
					if (FT_Get_Kerning(face, ch2, 32, 0, out vec) != 0) continue;

					int offset = (vec.x >> 6);
					if (offset != 0) spaceGlyph.SetKerning((int)ch2, offset);
				}
			}

			// Run through all requested characters
			foreach (char ch in characters)
			{
				uint charIndex = FT_Get_Char_Index(face, (uint)ch);
				FT_Load_Glyph(face, charIndex, FT_LOAD_DEFAULT);
				FT_GlyphSlotRec glyph = (FT_GlyphSlotRec)Marshal.PtrToStructure(faceRec.glyph, typeof(FT_GlyphSlotRec));
				FT_Render_Glyph(ref glyph, FT_Render_Mode.FT_RENDER_MODE_NORMAL);

				if (glyph.bitmap.width > 0 && glyph.bitmap.rows > 0)
				{
					byte[] buffer = new byte[glyph.bitmap.width * glyph.bitmap.rows];
					Marshal.Copy(glyph.bitmap.buffer, buffer, 0, buffer.Length);

					Texture2D texture = new Texture2D(glyph.bitmap.width, glyph.bitmap.rows, UnityEngine.TextureFormat.ARGB32, false);
					Color32[] colors = new Color32[buffer.Length];

					for (int i = 0, y = 0; y < glyph.bitmap.rows; ++y)
					{
						for (int x = 0; x < glyph.bitmap.width; ++x)
						{
							white.a = buffer[i++];
							colors[x + glyph.bitmap.width * (glyph.bitmap.rows - y - 1)] = white;
						}
					}

					// Save the texture
					texture.SetPixels32(colors);
					texture.Apply();
					textures.Add(texture);
					entries.Add(ch);

					// Record the metrics
					BMGlyph bmg = font.GetGlyph(ch, true);
					bmg.offsetX = (glyph.metrics.horiBearingX >> 6);
					bmg.offsetY = -(glyph.metrics.horiBearingY >> 6);
					bmg.advance = (glyph.metrics.horiAdvance >> 6);
					bmg.channel = 15;

					// Save kerning information
					if (kerning)
					{
						for (int b = 0; b < characters.Length; ++b)
						{
							uint ch2 = characters[b];
							if (ch2 == ch) continue;

							FT_Vector vec;
							if (FT_Get_Kerning(face, ch2, ch, 0, out vec) != 0) continue;

							int offset = (vec.x >> 6);
							if (offset != 0) bmg.SetKerning((int)ch2, offset);
						}
					}
				}
			}

			// Create a packed texture with all the characters
			tex = new Texture2D(32, 32, TextureFormat.ARGB32, false);
			Rect[] rects = tex.PackTextures(textures.ToArray(), padding);

			// Make the RGB channel pure white
			Color32[] cols = tex.GetPixels32();
			for (int i = 0, imax = cols.Length; i < imax; ++i)
			{
				Color32 c = cols[i];
				c.r = 255;
				c.g = 255;
				c.b = 255;
				cols[i] = c;
			}
			tex.SetPixels32(cols);
			tex.Apply();

			font.texWidth = tex.width;
			font.texHeight = tex.height;

			int min = int.MaxValue;
			int max = int.MinValue;

			// Other glyphs are visible and need to be added
			for (int i = 0, imax = entries.Count; i < imax; ++i)
			{
				// Destroy the texture now that it's a part of an atlas
				UnityEngine.Object.DestroyImmediate(textures[i]);
				textures[i] = null;
				Rect rect = rects[i];

				// Set the texture coordinates
				BMGlyph glyph = font.GetGlyph(entries[i], true);
				glyph.x = Mathf.RoundToInt(rect.x * font.texWidth);
				glyph.y = Mathf.RoundToInt(rect.y * font.texHeight);
				glyph.width = Mathf.RoundToInt(rect.width * font.texWidth);
				glyph.height = Mathf.RoundToInt(rect.height * font.texHeight);

				// Flip the Y since the UV coordinate system is different
				glyph.y = font.texHeight - glyph.y - glyph.height;

				max = Mathf.Max(max, -glyph.offsetY);
				min = Mathf.Min(min, -glyph.offsetY - glyph.height);
			}

			int baseline = size + min;
			baseline += ((max - min - size) >> 1);

			// Offset all glyphs so that they are not using the baseline
			for (int i = 0, imax = entries.Count; i < imax; ++i)
			{
				BMGlyph glyph = font.GetGlyph(entries[i], true);
				glyph.offsetY += baseline;
			}
		}
		
		if (face != IntPtr.Zero) FT_Done_Face(face);
#if !UNITY_3_5
		if (lib != IntPtr.Zero) FT_Done_FreeType(lib);
#endif
		return (tex != null);
	}
コード例 #29
0
ファイル: UIFontInspector.cs プロジェクト: hanbim520/UFLua
	/// <summary>
	/// Apply an effect to the font.
	/// </summary>

	void ApplyEffect (Effect effect, Color foreground, Color background)
	{
		BMFont bf = mFont.bmFont;
		int offsetX = 0;
		int offsetY = 0;

		if (mFont.atlas != null)
		{
			UISpriteData sd = mFont.atlas.GetSprite(bf.spriteName);
			if (sd == null) return;
			offsetX = sd.x;
			offsetY = sd.y + mFont.texHeight - sd.paddingTop;
		}

		string path = AssetDatabase.GetAssetPath(mFont.texture);
		Texture2D bfTex = NGUIEditorTools.ImportTexture(path, true, true, false);
		Color32[] atlas = bfTex.GetPixels32();

		// First we need to extract textures for all the glyphs, making them bigger in the process
		List<BMGlyph> glyphs = bf.glyphs;
		List<Texture2D> glyphTextures = new List<Texture2D>(glyphs.Count);

		for (int i = 0, imax = glyphs.Count; i < imax; ++i)
		{
			BMGlyph glyph = glyphs[i];
			if (glyph.width < 1 || glyph.height < 1) continue;

			int width = glyph.width;
			int height = glyph.height;

			if (effect == Effect.Outline || effect == Effect.Shadow || effect == Effect.Border)
			{
				width += 2;
				height += 2;
				--glyph.offsetX;
				--glyph.offsetY;
			}
			else if (effect == Effect.Crop && width > 2 && height > 2)
			{
				width -= 2;
				height -= 2;
				++glyph.offsetX;
				++glyph.offsetY;
			}

			int size = width * height;
			Color32[] colors = new Color32[size];
			Color32 clear = background;
			clear.a = 0;
			for (int b = 0; b < size; ++b) colors[b] = clear;

			if (effect == Effect.Crop)
			{
				for (int y = 0; y < height; ++y)
				{
					for (int x = 0; x < width; ++x)
					{
						int fx = x + glyph.x + offsetX + 1;
						int fy = y + (mFont.texHeight - glyph.y - glyph.height) + 1;
						if (mFont.atlas != null) fy += bfTex.height - offsetY;
						colors[x + y * width] = atlas[fx + fy * bfTex.width];
					}
				}
			}
			else
			{
				for (int y = 0; y < glyph.height; ++y)
				{
					for (int x = 0; x < glyph.width; ++x)
					{
						int fx = x + glyph.x + offsetX;
						int fy = y + (mFont.texHeight - glyph.y - glyph.height);
						if (mFont.atlas != null) fy += bfTex.height - offsetY;

						Color c = atlas[fx + fy * bfTex.width];

						if (effect == Effect.Border)
						{
							colors[x + 1 + (y + 1) * width] = c;
						}
						else
						{
							if (effect == Effect.AlphaCurve) c.a = Mathf.Clamp01(mCurve.Evaluate(c.a));

							Color bg = background;
							bg.a = (effect == Effect.BackgroundCurve) ? Mathf.Clamp01(mCurve.Evaluate(c.a)) : c.a;

							Color fg = foreground;
							fg.a = (effect == Effect.ForegroundCurve) ? Mathf.Clamp01(mCurve.Evaluate(c.a)) : c.a;

							if (effect == Effect.Outline || effect == Effect.Shadow)
							{
								colors[x + 1 + (y + 1) * width] = Color.Lerp(bg, c, c.a);
							}
							else
							{
								colors[x + y * width] = Color.Lerp(bg, fg, c.a);
							}
						}
					}
				}

				// Apply the appropriate affect
				if (effect == Effect.Shadow) NGUIEditorTools.AddShadow(colors, width, height, NGUISettings.backgroundColor);
				else if (effect == Effect.Outline) NGUIEditorTools.AddDepth(colors, width, height, NGUISettings.backgroundColor);
			}

			Texture2D tex = new Texture2D(width, height, TextureFormat.ARGB32, false);
			tex.SetPixels32(colors);
			tex.Apply();
			glyphTextures.Add(tex);
		}

		// Pack all glyphs into a new texture
		Texture2D final = new Texture2D(bfTex.width, bfTex.height, TextureFormat.ARGB32, false);
		Rect[] rects = final.PackTextures(glyphTextures.ToArray(), 1);
		final.Apply();

		// Make RGB channel use the background color (Unity makes it black by default)
		Color32[] fcs = final.GetPixels32();
		Color32 bc = background;

		for (int i = 0, imax = fcs.Length; i < imax; ++i)
		{
			if (fcs[i].a == 0)
			{
				fcs[i].r = bc.r;
				fcs[i].g = bc.g;
				fcs[i].b = bc.b;
			}
		}

		final.SetPixels32(fcs);
		final.Apply();

		// Update the glyph rectangles
		int index = 0;
		int tw = final.width;
		int th = final.height;

		for (int i = 0, imax = glyphs.Count; i < imax; ++i)
		{
			BMGlyph glyph = glyphs[i];
			if (glyph.width < 1 || glyph.height < 1) continue;

			Rect rect = rects[index++];
			glyph.x = Mathf.RoundToInt(rect.x * tw);
			glyph.y = Mathf.RoundToInt(rect.y * th);
			glyph.width = Mathf.RoundToInt(rect.width * tw);
			glyph.height = Mathf.RoundToInt(rect.height * th);
			glyph.y = th - glyph.y - glyph.height;
		}

		// Update the font's texture dimensions
		mFont.texWidth = final.width;
		mFont.texHeight = final.height;

		if (mFont.atlas == null)
		{
			// Save the final texture
			byte[] bytes = final.EncodeToPNG();
			NGUITools.DestroyImmediate(final);
			System.IO.File.WriteAllBytes(path, bytes);
			AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
		}
		else
		{
			// Update the atlas
			final.name = mFont.spriteName;
			bool val = NGUISettings.atlasTrimming;
			NGUISettings.atlasTrimming = false;
			UIAtlasMaker.AddOrUpdate(mFont.atlas, final);
			NGUISettings.atlasTrimming = val;
			NGUITools.DestroyImmediate(final);
		}

		// Cleanup
		for (int i = 0; i < glyphTextures.Count; ++i)
			NGUITools.DestroyImmediate(glyphTextures[i]);

		// Refresh all labels
		mFont.MarkAsChanged();
	}
コード例 #30
0
ファイル: MeshFactory.cs プロジェクト: nvidiosin/isoAbbeyTFG
        private Texture2D getTextureAndGenerateUVs(FaceNoSC[] faces)
        {
            // BASE TEXTURE ATLAS
            Texture2D TextureAtlas = new Texture2D(1, 1);
            TextureAtlas.anisoLevel = 0;
            TextureAtlas.filterMode = FilterMode.Point;

            //RECOPILATING TEXTURES
            Texture2D[] AllCubeTextures = new Texture2D[faces.Length];
            for (int i = 0; i < faces.Length; i++)
                AllCubeTextures[i] = (faces[i] as FaceNoSC).Texture;

            Rect[] posTexturas = TextureAtlas.PackTextures(AllCubeTextures, 0);

            for (int i = 0; i < faces.Length; i++)
                faces[i].regenerateUVs(posTexturas[i]);

            int partialHash = 0;
            Color[] pixeles = TextureAtlas.GetPixels();
            int incr = (pixeles.Length > 1000)? (int) pixeles.Length / 1000 : 1;
            for(int i = 0; i<pixeles.Length; i = i+incr){
                partialHash += pixeles[i].GetHashCode();
            }

            TextureHash = partialHash + "";

            return TextureAtlas;
        }
コード例 #31
0
        Rect[] __CreateAtlasesUnityTexturePacker(ProgressUpdateDelegate progressInfo, int numAtlases, List<MB_TexSet> distinctMaterialTextures, List<ShaderTextureProperty> texPropertyNames, bool[] allTexturesAreNullAndSameColor, Material resultMaterial, Texture2D[] atlases, MB2_EditorMethodsInterface textureEditorMethods, int _padding)
        {
            Rect[] uvRects;
            if (distinctMaterialTextures.Count == 1){
                if (LOG_LEVEL >= MB2_LogLevel.debug) Debug.Log("Only one image per atlas. Will re-use original texture");
                uvRects = new Rect[1];
                uvRects[0] = new Rect(0f,0f,1f,1f);
                for (int i = 0; i < numAtlases; i++){
                    MeshBakerMaterialTexture dmt = distinctMaterialTextures[0].ts[i];
                    atlases[i] = dmt.t;
                    resultMaterial.SetTexture(texPropertyNames[i].name,atlases[i]);
                    resultMaterial.SetTextureScale(texPropertyNames[i].name,dmt.scale);
                    resultMaterial.SetTextureOffset(texPropertyNames[i].name,dmt.offset);
                }
            } else {
                long estArea = 0;
                int atlasSizeX = 1;
                int atlasSizeY = 1;
                uvRects = null;
                for (int i = 0; i < numAtlases; i++){ //i is an atlas "MainTex", "BumpMap" etc...
                    //-----------------------
                    Texture2D atlas = null;
                    if (allTexturesAreNullAndSameColor[i]){
                        atlas = null;
                    } else {
                        if (LOG_LEVEL >= MB2_LogLevel.debug) Debug.LogWarning("Beginning loop " + i + " num temporary textures " + _temporaryTextures.Count);
                        for(int j = 0; j < distinctMaterialTextures.Count; j++){ //j is a distinct set of textures one for each of "MainTex", "BumpMap" etc...
                            MB_TexSet txs = distinctMaterialTextures[j];

                            int tWidth = txs.idealWidth;
                            int tHeight = txs.idealHeight;

                            Texture2D tx = txs.ts[i].t;
                            if (tx == null) tx = txs.ts[i].t = _createTemporaryTexture(tWidth,tHeight,TextureFormat.ARGB32, true);

                            if (progressInfo != null)
                                progressInfo("Adjusting for scale and offset " + tx, .01f);
                            if (textureEditorMethods != null) textureEditorMethods.SetReadWriteFlag(tx, true, true);
                            tx = GetAdjustedForScaleAndOffset2(txs.ts[i]);

                            //create a resized copy if necessary
                            if (tx.width != tWidth || tx.height != tHeight) {
                                if (progressInfo != null) progressInfo("Resizing texture '" + tx + "'", .01f);
                                if (LOG_LEVEL >= MB2_LogLevel.debug) Debug.LogWarning("Copying and resizing texture " + texPropertyNames[i].name + " from " + tx.width + "x" + tx.height + " to " + tWidth + "x" + tHeight);
                                if (textureEditorMethods != null) textureEditorMethods.SetReadWriteFlag((Texture2D) tx, true, true);
                                tx = _resizeTexture((Texture2D) tx,tWidth,tHeight);
                            }
                            txs.ts[i].t = tx;
                        }

                        Texture2D[] texToPack = new Texture2D[distinctMaterialTextures.Count];
                        for (int j = 0; j < distinctMaterialTextures.Count;j++){
                            Texture2D tx = distinctMaterialTextures[j].ts[i].t;
                            estArea += tx.width * tx.height;
                            texToPack[j] = tx;
                        }

                        if (textureEditorMethods != null) textureEditorMethods.CheckBuildSettings(estArea);

                        if (Math.Sqrt(estArea) > 3500f){
                            if (LOG_LEVEL >= MB2_LogLevel.warn) Debug.LogWarning("The maximum possible atlas size is 4096. Textures may be shrunk");
                        }
                        atlas = new Texture2D(1,1,TextureFormat.ARGB32,true);
                        if (progressInfo != null)
                            progressInfo("Packing texture atlas " + texPropertyNames[i].name, .25f);
                        if (i == 0){
                            if (progressInfo != null)
                                progressInfo("Estimated min size of atlases: " + Math.Sqrt(estArea).ToString("F0"), .1f);
                            if (LOG_LEVEL >= MB2_LogLevel.info) Debug.Log("Estimated atlas minimum size:" + Math.Sqrt(estArea).ToString("F0"));

                            _addWatermark(texToPack);

                            if (distinctMaterialTextures.Count == 1){ //don't want to force power of 2 so tiling will still work
                                uvRects = new Rect[1] {new Rect(0f,0f,1f,1f)};
                                atlas = _copyTexturesIntoAtlas(texToPack,_padding,uvRects,texToPack[0].width,texToPack[0].height);
                            } else {
                                int maxAtlasSize = 4096;
                                uvRects = atlas.PackTextures(texToPack,_padding,maxAtlasSize,false);
                            }

                            if (LOG_LEVEL >= MB2_LogLevel.info) Debug.Log("After pack textures atlas size " + atlas.width + " " + atlas.height);
                            atlasSizeX = atlas.width;
                            atlasSizeY = atlas.height;
                            atlas.Apply();
                        } else {
                            if (progressInfo != null)
                                progressInfo("Copying Textures Into: " + texPropertyNames[i].name, .1f);
                            atlas = _copyTexturesIntoAtlas(texToPack,_padding,uvRects, atlasSizeX, atlasSizeY);
                        }
                    }
                    atlases[i] = atlas;
                    //----------------------

                    if (_saveAtlasesAsAssets && textureEditorMethods != null){
                        textureEditorMethods.SaveAtlasToAssetDatabase(atlases[i], texPropertyNames[i], i, resultMaterial);
                    }
                    resultMaterial.SetTextureOffset(texPropertyNames[i].name, Vector2.zero);
                    resultMaterial.SetTextureScale(texPropertyNames[i].name,Vector2.one);

                    _destroyTemporaryTextures(); // need to save atlases before doing this
                    GC.Collect();
                }
            }
            return uvRects;
        }
コード例 #32
0
	Texture2D BuildUVSpriteAtlas()
	{
		Texture2D[] textures	= new Texture2D[m_Sel.m_SpriteList.Count];
		Rect[]		textureRect	= new Rect[m_Sel.m_SpriteList.Count];

		for (int n = 0; n < m_Sel.m_SpriteList.Count; n++)
		{
			if (m_Sel.m_SpriteList[n].m_bIncludedAtlas == false || m_Sel.m_SpriteList[n].m_TextureGUID == "")
			{
				textures[n] = null;
				continue;
			}

			Texture2D	selTexture = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_Sel.m_SpriteList[n].m_TextureGUID), typeof(Texture2D));
			SetSourceTexture(selTexture);
			m_Sel.m_SpriteList[n].m_nFrameCount = 1;
			m_Sel.m_SpriteList[n].m_nFrameSize	= 1;
			m_Sel.m_nFrameSize = 1;
			textures[n]		= selTexture;
			textureRect[n]	= new Rect(0, 0, selTexture.width, selTexture.height);
		}

		Color		clearColor		= new Color(0, 0, 0, 0);
		Texture2D	AtlasTexture	= new Texture2D(32, 32, TextureFormat.ARGB32, false);
		Rect[]		packRects		= AtlasTexture.PackTextures(textures, 3, m_Sel.m_nMaxAtlasTextureSize);
		m_Sel.m_nTilingX			= 1;
		m_Sel.m_nTilingY			= 1;
		m_Sel.m_fTextureRatio		= AtlasTexture.width / (float)AtlasTexture.height;

		// clear
		for (int x = 0; x < AtlasTexture.width; x++)
			for (int y = 0; y < AtlasTexture.height; y++)
				AtlasTexture.SetPixel(x, y, clearColor);

		// copy
		for (int n = 0; n < m_Sel.m_SpriteList.Count; n++)
		{
			if (m_Sel.m_SpriteList[n].m_bIncludedAtlas == false || m_Sel.m_SpriteList[n].m_TextureGUID == "")
				continue;
			m_Sel.m_SpriteList[n].m_nStartFrame = 0;

			m_Sel.m_SpriteList[n].m_UvRect = packRects[n];
// 			Debug.Log(packRects[n]);
// 			Debug.Log(textureRect[n]);
// 			Debug.Log(new Rect((int)(packRects[n].x*AtlasTexture.width), (int)(packRects[n].y*AtlasTexture.height), (int)(packRects[n].width*AtlasTexture.width), (int)(packRects[n].height*AtlasTexture.height)));

			// 알파조정 처리
			Color[]	colBuf = textures[n].GetPixels();
			for (int an = 0; an < colBuf.Length; an++)
				if (m_Sel.m_SpriteList[n].m_fMaxTextureAlpha < colBuf[an].a)
					colBuf[an].a = m_Sel.m_SpriteList[n].m_fMaxTextureAlpha;

			AtlasTexture.SetPixels((int)(packRects[n].x*AtlasTexture.width), (int)(packRects[n].y*AtlasTexture.height), (int)(packRects[n].width*AtlasTexture.width), (int)(packRects[n].height*AtlasTexture.height), colBuf);
		}
		return AtlasTexture;
	}
コード例 #33
0
        /// <summary>
        /// Packs the original texture using Unity's texture packing method
        /// </summary>
        /// <returns>The original texture.</returns>
        /// <param name="texturePositions">Texture positions.</param>
        /// <param name="textureAtlas">Texture atlas.</param>
        /// <param name="atlasInfo">Atlas info.</param>
        static Rect[] PackOriginalTexture(TexturePosition[] texturePositions, Texture2D textureAtlas, DrawCallMinimizerInfo atlasInfo)
        {
            textureAtlas.anisoLevel = atlasInfo.anisoLevel;
            textureAtlas.filterMode = atlasInfo.filterMode;
            textureAtlas.wrapMode = atlasInfo.wrapMode;
            Rect[] UVpositions = textureAtlas.PackTextures(GetTexturesAsArray(texturePositions, 0), atlasInfo.padding, atlasInfo.maxTextureSize, !atlasInfo.readableTexture);

            for (int i = 0; i < texturePositions.Length; i++) {
                texturePositions [i].position = UVpositions [i];
            }

            return UVpositions;
        }
コード例 #34
0
ファイル: ChunkController.cs プロジェクト: cjcurrie/Pillars
    void InitializeTextures()
    {
        int numberOfTypes = Enum.GetNames(typeof(BlockType)).Length;
        Dictionary<int, Texture2D> textureIDMap = new Dictionary<int, Texture2D>();
        //Dictionary<int, BlockFacePair> blockfaceIDMap = new Dictionary<int, BlockFacePair>();
        int[,] blocktypeTextureMap = new int[numberOfTypes,6];

        foreach(BlockDefinition b in blocksDefinition)
        {
          foreach (BlockDefinition.TextureFaceMap t in b.specialFaceTextures)
          {
        // First, assign the face textures
        int id = t.texture.GetInstanceID();
        blocktypeTextureMap[(int)b.type,(int)t.face] = id;
        textureIDMap[id] = t.texture;
        //blockfaceIDMap[id] = new BlockFacePair(b.type, t.face);
          }

          // Second, assign the baseTexture for all unfilled faces
          int baseID = b.baseTexture.GetInstanceID();
          textureIDMap[baseID] = b.baseTexture;
          for (int i=0;i<6;i++)
          {
        if (blocktypeTextureMap[(int)b.type,i] == 0)
        {
          blocktypeTextureMap[(int)b.type,i] = baseID;
        }
          }
        }

        Texture2D[] sortedTextures = new Texture2D[textureIDMap.Values.Count];
        Dictionary<int, int> idToTextureIndexMap = new Dictionary<int,int>();

        int count = 0;
        foreach (KeyValuePair<int, Texture2D> pair in textureIDMap)
        {
          sortedTextures[count] = pair.Value;
          idToTextureIndexMap[pair.Key] = count;
          count++;
        }

        // @TODO: calculate maxWidth so there is no wasted texture memory
        int maxWidth = 1024;//(int)(Mathf.Ceil(Mathf.Sqrt(textures.Length)) * textureWidth);

        textureAtlas = new Texture2D(maxWidth, maxWidth);
        Rect[] uvs = textureAtlas.PackTextures(sortedTextures, 0, maxWidth);

        atlasUVs = new Vector2[numberOfTypes, 6, 4];
        // @TODO: find a better fix to the UV mapping than this kludgy padding workaround
        float padding = .001f;    // May not scale well with large textures

        for (int j=0; j<numberOfTypes; j++)
        {
          // Sides are defined as
          for (int k=0;k<6;k++)
          {
        int textureInstanceID = blocktypeTextureMap[j,k];
        if (textureInstanceID == 0)
          continue;

        int l = idToTextureIndexMap[textureInstanceID];

        // Atlas UVs are defined 0=bottomLeft, 1=bottomRight, 2=topRight, 3=topLeft
        atlasUVs[j,k,0] = new Vector2(uvs[l].x+padding, uvs[l].y+padding);
        atlasUVs[j,k,1] = new Vector2(uvs[l].x+uvs[l].width-padding, uvs[l].y+padding);
        atlasUVs[j,k,2] = new Vector2(uvs[l].x+uvs[l].width-padding, uvs[l].y+uvs[l].height-padding);
        atlasUVs[j,k,3] = new Vector2(uvs[l].x+padding, uvs[l].y+uvs[l].height-padding);
          }
        }
    }
コード例 #35
0
    /// <summary>
    /// Combine SkinnedMeshRenderers together and share one skeleton.
    /// Merge materials will reduce the drawcalls, but it will increase the size of memory. 
    /// </summary>
    /// <param name="skeleton">combine meshes to this skeleton(a gameobject)</param>
    /// <param name="meshes">meshes need to be merged</param>
    /// <param name="combine">merge materials or not</param>
    public void CombineObject(GameObject skeleton, SkinnedMeshRenderer[] meshes, bool combine = false)
    {
        // Fetch all bones of the skeleton
        List<Transform> transforms = new List<Transform>();
        transforms.AddRange(skeleton.GetComponentsInChildren<Transform>(true));

        List<Material> materials = new List<Material>();//the list of materials
        List<CombineInstance> combineInstances = new List<CombineInstance>();//the list of meshes
        List<Transform> bones = new List<Transform>();//the list of bones

        // Below informations only are used for merge materilas(bool combine = true)
        List<Vector2[]> oldUV = null;
        Material newMaterial = null;
        Texture2D newDiffuseTex = null;

        // Collect information from meshes
        for (int i = 0; i < meshes.Length; i ++)
        {
            SkinnedMeshRenderer smr = meshes[i];
            materials.AddRange(smr.materials); // Collect materials
            // Collect meshes
            for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
            {
                CombineInstance ci = new CombineInstance();
                ci.mesh = smr.sharedMesh;
                ci.subMeshIndex = sub;
                combineInstances.Add(ci);
            }
            // Collect bones
            for (int j = 0 ; j < smr.bones.Length; j ++)
            {
                int tBase = 0;
                for (tBase = 0; tBase < transforms.Count; tBase ++)
                {
                    if (smr.bones[j].name.Equals(transforms[tBase].name))
                    {
                        bones.Add(transforms[tBase]);
                        break;
                    }
                }
            }
        }

        // merge materials
        if (combine)
        {
            newMaterial = new Material (Shader.Find ("Mobile/Diffuse"));
            oldUV = new List<Vector2[]>();
            // merge the texture
            List<Texture2D> Textures = new List<Texture2D>();
            for (int i = 0; i < materials.Count; i++)
            {
                Textures.Add(materials[i].GetTexture(COMBINE_DIFFUSE_TEXTURE) as Texture2D);
            }

            newDiffuseTex = new Texture2D(COMBINE_TEXTURE_MAX, COMBINE_TEXTURE_MAX, TextureFormat.RGBA32, true);
            Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0);
            newMaterial.mainTexture = newDiffuseTex;

            // reset uv
            Vector2[] uva, uvb;
            for (int j = 0; j < combineInstances.Count; j++)
            {
                uva = (Vector2[])(combineInstances[j].mesh.uv);
                uvb = new Vector2[uva.Length];
                for (int k = 0; k < uva.Length; k++)
                {
                    uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y);
                }
                oldUV.Add(combineInstances[j].mesh.uv);
                combineInstances[j].mesh.uv = uvb;
            }
        }

        // Create a new SkinnedMeshRenderer
        SkinnedMeshRenderer oldSKinned = skeleton.GetComponent<SkinnedMeshRenderer> ();
        if (oldSKinned != null) {

            GameObject.DestroyImmediate (oldSKinned);
        }
        SkinnedMeshRenderer r = skeleton.AddComponent<SkinnedMeshRenderer>();
        r.sharedMesh = new Mesh();
        r.sharedMesh.CombineMeshes(combineInstances.ToArray(), combine, false);// Combine meshes
        r.bones = bones.ToArray();// Use new bones
        if (combine)
        {
            r.material = newMaterial;
            for (int i = 0 ; i < combineInstances.Count ; i ++)
            {
                combineInstances[i].mesh.uv = oldUV[i];
            }
        }else
        {
            r.materials = materials.ToArray();
        }
    }
コード例 #36
0
ファイル: RagePixelUtil.cs プロジェクト: schonstal/madness
    public static void RebuildAtlas(RagePixelSpriteSheet spriteSheet, bool atlasIsGrowing, string caller = "nobody")
    {
        int frameCount = spriteSheet.GetTotalCellCount();

        Texture2D[] textures = new Texture2D[frameCount];
        RagePixelCell[] cells = new RagePixelCell[frameCount];

        int index = 0;

        EditorUtility.SetDirty(spriteSheet);
        Texture2D sourceTexture = spriteSheet.atlas.GetTexture("_MainTex") as Texture2D;

        if (sourceTexture != null)
        {
            foreach (RagePixelRow row in spriteSheet.rows)
            {
                foreach (RagePixelCell cell in row.cells)
                {
                    textures[index] = new Texture2D(row.newPixelSizeX, row.newPixelSizeY);

                    if (cell.uv.width > 0f && cell.uv.height > 0f)
                    {
                        clearPixels(textures[index]);
                        CopyPixels(sourceTexture, cell.uv, textures[index], new Rect(0f, 0f, 1f, 1f));
                    }
                    else
                    {
                        clearPixels(textures[index]);
                    }
                    cells[index] = cell;
                    index++;
                }
            }
        }

        Texture2D newAtlasTexture = new Texture2D(defaultAtlasSize, defaultAtlasSize);
        int atlasPadding = defaultAtlasPadding;
        if (textures.Length == 1)
        {
            atlasPadding = 0;
        }
        Rect[] newUvs = newAtlasTexture.PackTextures(textures, atlasPadding, 4096);

        if (newUvs != null)
        {

            float totalAreaOld = 0f;
            float totalAreaNew = 0f;
            for (int i = 0; i < cells.Length; i++)
            {
                totalAreaOld += cells[i].uv.height * cells[i].uv.width;
            }
            for (int i = 0; i < newUvs.Length; i++)
            {
                totalAreaNew += newUvs[i].height * newUvs[i].width;
            }

            // Checking if the PackTextures() is going to crap all over spritesheet, when going over max texture size
            if (!(atlasIsGrowing && totalAreaNew < totalAreaOld && sourceTexture.width * sourceTexture.height >= newAtlasTexture.width * newAtlasTexture.height))
            {
                for (int i = 0; i < newUvs.Length && i < cells.Length; i++)
                {
                    cells[i].uv = newUvs[i];
                }

                saveAtlasPng(defaultAtlasPath, spriteSheet.atlas.name, newAtlasTexture);

                for (int i = 0; i < textures.Length; i++)
                {
                    Object.DestroyImmediate(textures[i]);
                }
                Object.DestroyImmediate(newAtlasTexture);

                RagePixelSprite[] sprites = Resources.FindObjectsOfTypeAll(typeof(RagePixelSprite)) as RagePixelSprite[];

                EditorUtility.SetDirty(spriteSheet);
                EditorUtility.SetDirty(spriteSheet.atlas);
                EditorUtility.SetDirty(spriteSheet.atlas.GetTexture("_MainTex"));

                foreach (RagePixelRow row in spriteSheet.rows)
                {
                    row.pixelSizeX = row.newPixelSizeX;
                    row.pixelSizeY = row.newPixelSizeY;
                }

                foreach (RagePixelSprite sprite in sprites)
                {
                    EditorUtility.SetDirty(sprite);
                    sprite.checkKeyIntegrity();
                    sprite.SnapToIntegerPosition();
                    sprite.refreshMesh();
                }

                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
            else
            {
                Debug.Log("ERROR: Too much data for max texture size (Spritesheet: " + spriteSheet.name + ")");
            }
        }
        else
        {
            Debug.Log("ERROR: Atlas PackTextures() failed (Spritesheet: " + spriteSheet.name + ")");
        }
    }