//texPropertyNames is the list of texture properties in the resultMaterial
        //allowedMaterialsFilter is a list of materials. Objects without any of these materials will be ignored.
        //						 this is used by the multiple materials filter
        //textureEditorMethods encapsulates editor only functionality such as saving assets and tracking texture assets whos format was changed. Is null if using at runtime.
        IEnumerator __CombineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo, CombineTexturesIntoAtlasesCoroutineResult result, MB_AtlasesAndRects resultAtlasesAndRects, MB3_TextureCombinerPipeline.TexturePipelineData data, MB2_EditorMethodsInterface textureEditorMethods)
        {
            if (LOG_LEVEL >= MB2_LogLevel.debug)
            {
                Debug.Log("__CombineTexturesIntoAtlases texture properties in shader:" + data.texPropertyNames.Count + " objsToMesh:" + data.allObjsToMesh.Count + " _fixOutOfBoundsUVs:" + data._fixOutOfBoundsUVs);
            }

            if (progressInfo != null)
            {
                progressInfo("Collecting textures ", .01f);
            }

            MB3_TextureCombinerPipeline pipeline = new MB3_TextureCombinerPipeline();

            /*
             * each atlas (maintex, bump, spec etc...) will have distinctMaterialTextures.Count images in it.
             * each distinctMaterialTextures record is a set of textures, one for each atlas. And a list of materials
             * that use that distinct set of textures.
             */
            List <GameObject> usedObjsToMesh = new List <GameObject>();

            yield return(pipeline.__Step1_CollectDistinctMatTexturesAndUsedObjects(progressInfo, result, data, this, textureEditorMethods, usedObjsToMesh, LOG_LEVEL));

            if (!result.success)
            {
                yield break;
            }

            //Textures in each material (_mainTex, Bump, Spec ect...) must be same size
            //Calculate the best sized to use. Takes into account tiling
            //if only one texture in atlas re-uses original sizes
            yield return(pipeline.CalculateIdealSizesForTexturesInAtlasAndPadding(progressInfo, result, data, this, textureEditorMethods, LOG_LEVEL));

            if (!result.success)
            {
                yield break;
            }

            //buildAndSaveAtlases
            StringBuilder             report       = pipeline.GenerateReport(data);
            MB_ITextureCombinerPacker texturePaker = pipeline.CreatePacker(data.OnlyOneTextureInAtlasReuseTextures(), data._packingAlgorithm);

            if (!texturePaker.Validate(data))
            {
                result.success = false;
                yield break;
            }

            yield return(texturePaker.ConvertTexturesToReadableFormats(progressInfo, result, data, this, textureEditorMethods, LOG_LEVEL));

            if (!result.success)
            {
                yield break;
            }

            AtlasPackingResult[] uvRects = texturePaker.CalculateAtlasRectangles(data, false, LOG_LEVEL);
            Debug.Assert(uvRects.Length == 1, "Error, there should not be more than one packing here.");
            yield return(pipeline.__Step3_BuildAndSaveAtlasesAndStoreResults(result, progressInfo, data, this, texturePaker, uvRects[0], textureEditorMethods, resultAtlasesAndRects, report, LOG_LEVEL));
        }
예제 #2
0
        //texPropertyNames is the list of texture properties in the resultMaterial
        //allowedMaterialsFilter is a list of materials. Objects without any of these materials will be ignored.
        //						 this is used by the multiple materials filter
        //textureEditorMethods encapsulates editor only functionality such as saving assets and tracking texture assets whos format was changed. Is null if using at runtime.
        IEnumerator __CombineTexturesIntoAtlases(ProgressUpdateDelegate progressInfo, CombineTexturesIntoAtlasesCoroutineResult result, MB_AtlasesAndRects resultAtlasesAndRects, MB3_TextureCombinerPipeline.TexturePipelineData data, bool splitAtlasWhenPackingIfTooBig, MB2_EditorMethodsInterface textureEditorMethods)
        {
            if (LOG_LEVEL >= MB2_LogLevel.debug)
            {
                Debug.Log("__CombineTexturesIntoAtlases texture properties in shader:" + data.texPropertyNames.Count + " objsToMesh:" + data.allObjsToMesh.Count + " _fixOutOfBoundsUVs:" + data._fixOutOfBoundsUVs);
            }

            if (progressInfo != null)
            {
                progressInfo("Collecting textures ", .01f);
            }

            /*
             *          each atlas (maintex, bump, spec etc...) will have distinctMaterialTextures.Count images in it.
             *          each distinctMaterialTextures record is a set of textures, one for each atlas. And a list of materials
             *          that use that distinct set of textures.
             */
            List <GameObject> usedObjsToMesh = new List <GameObject>();

            yield return(MB3_TextureCombinerPipeline.__Step1_CollectDistinctMatTexturesAndUsedObjects(progressInfo, result, data, this, textureEditorMethods, usedObjsToMesh, LOG_LEVEL));

            if (!result.success)
            {
                yield break;
            }

            if (MB3_MeshCombiner.EVAL_VERSION)
            {
                bool usesAllowedShaders = true;
                for (int i = 0; i < data.distinctMaterialTextures.Count; i++)
                {
                    for (int j = 0; j < data.distinctMaterialTextures[i].matsAndGOs.mats.Count; j++)
                    {
                        if (!data.distinctMaterialTextures[i].matsAndGOs.mats[j].mat.shader.name.EndsWith("Diffuse") &&
                            !data.distinctMaterialTextures[i].matsAndGOs.mats[j].mat.shader.name.EndsWith("Bumped Diffuse"))
                        {
                            Debug.LogError("The free version of Mesh Baker only works with Diffuse and Bumped Diffuse Shaders. The full version can be used with any shader. Material " + data.distinctMaterialTextures[i].matsAndGOs.mats[j].mat.name + " uses shader " + data.distinctMaterialTextures[i].matsAndGOs.mats[j].mat.shader.name);
                            usesAllowedShaders = false;
                        }
                    }
                }
                if (!usesAllowedShaders)
                {
                    result.success = false;
                    yield break;
                }
            }

            //Textures in each material (_mainTex, Bump, Spec ect...) must be same size
            //Calculate the best sized to use. Takes into account tiling
            //if only one texture in atlas re-uses original sizes
            yield return(MB3_TextureCombinerPipeline.CalculateIdealSizesForTexturesInAtlasAndPadding(progressInfo, result, data, this, textureEditorMethods, LOG_LEVEL));

            if (!result.success)
            {
                yield break;
            }

            //buildAndSaveAtlases
            StringBuilder             report       = MB3_TextureCombinerPipeline.GenerateReport(data);
            MB_ITextureCombinerPacker texturePaker = MB3_TextureCombinerPipeline.CreatePacker(data.OnlyOneTextureInAtlasReuseTextures(), data._packingAlgorithm);

            yield return(texturePaker.ConvertTexturesToReadableFormats(progressInfo, result, data, this, textureEditorMethods, LOG_LEVEL));

            if (!result.success)
            {
                yield break;
            }

            AtlasPackingResult[] uvRects = texturePaker.CalculateAtlasRectangles(data, splitAtlasWhenPackingIfTooBig, LOG_LEVEL);
            yield return(MB3_TextureCombinerPipeline.__Step3_BuildAndSaveAtlasesAndStoreResults(result, progressInfo, data, this, texturePaker, uvRects[0], textureEditorMethods, resultAtlasesAndRects, report, LOG_LEVEL));
        }