예제 #1
0
    internal IEnumerator _CreateAtlasesCoroutineTextureArray(MB3_TextureCombiner combiner, ProgressUpdateDelegate progressInfo, MB3_TextureCombiner.CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f)
    {
        MB_TextureArrayResultMaterial[] bakedMatsAndSlices = null;

        // Validate the formats
        if (textureArrayOutputFormats == null || textureArrayOutputFormats.Length == 0)
        {
            Debug.LogError("No Texture Array Output Formats. There must be at least one entry.");
            coroutineResult.isFinished = true;
            yield break;
        }

        for (int i = 0; i < textureArrayOutputFormats.Length; i++)
        {
            if (!textureArrayOutputFormats[i].ValidateTextureImporterFormatsExistsForTextureFormats(editorMethods, i))
            {
                Debug.LogError("Could not map the selected texture format to a Texture Importer Format. Safest options are ARGB32, or RGB24.");
                coroutineResult.isFinished = true;
                yield break;
            }
        }

        for (int resMatIdx = 0; resMatIdx < resultMaterialsTexArray.Length; resMatIdx++)
        {
            MB_MultiMaterialTexArray textureArraySliceConfig = resultMaterialsTexArray[resMatIdx];
            if (textureArraySliceConfig.combinedMaterial == null)
            {
                Debug.LogError("Material is null for Texture Array Slice Configuration: " + resMatIdx + ".");
                coroutineResult.isFinished = true;
                yield break;
            }


            List <MB_TexArraySlice> slices = textureArraySliceConfig.slices;
            for (int sliceIdx = 0; sliceIdx < slices.Count; sliceIdx++)
            {
                for (int srcMatIdx = 0; srcMatIdx < slices[sliceIdx].sourceMaterials.Count; srcMatIdx++)
                {
                    MB_TexArraySliceRendererMatPair sourceMat = slices[sliceIdx].sourceMaterials[srcMatIdx];
                    if (sourceMat.sourceMaterial == null)
                    {
                        Debug.LogError("Source material is null for Texture Array Slice Configuration: " + resMatIdx + " slice: " + sliceIdx);
                        coroutineResult.isFinished = true;
                        yield break;
                    }

                    if (slices[sliceIdx].considerMeshUVs)
                    {
                        if (sourceMat.renderer == null)
                        {
                            Debug.LogError("Renderer is null for Texture Array Slice Configuration: " + resMatIdx + " slice: " + sliceIdx + ". If considerUVs is enabled then a renderer must be supplied for each source material. The same source material can be used multiple times.");
                            coroutineResult.isFinished = true;
                            yield break;
                        }
                    }
                    else
                    {
                        // TODO check for duplicate source mats.
                    }
                }
            }
        }

        // initialize structure to store results. For texture arrays the structure is two layers deep.
        // First layer is resultMaterial / submesh (each result material can use a different shader)
        // Second layer is a set of TextureArrays for the TextureProperties on that result material.
        int numResultMats = resultMaterialsTexArray.Length;

        bakedMatsAndSlices = new MB_TextureArrayResultMaterial[numResultMats];
        for (int resMatIdx = 0; resMatIdx < bakedMatsAndSlices.Length; resMatIdx++)
        {
            bakedMatsAndSlices[resMatIdx] = new MB_TextureArrayResultMaterial();
            int numSlices = resultMaterialsTexArray[resMatIdx].slices.Count;
            MB_AtlasesAndRects[] slices = bakedMatsAndSlices[resMatIdx].slices = new MB_AtlasesAndRects[numSlices];
            for (int j = 0; j < numSlices; j++)
            {
                slices[j] = new MB_AtlasesAndRects();
            }
        }

        // Some of the slices will be atlases (more than one atlas per slice).
        // Do the material combining for these. First loop over the result materials (1 per submeshes).
        for (int resMatIdx = 0; resMatIdx < bakedMatsAndSlices.Length; resMatIdx++)
        {
            yield return(MB_TextureArrays._CreateAtlasesCoroutineSingleResultMaterial(resMatIdx, bakedMatsAndSlices[resMatIdx], resultMaterialsTexArray[resMatIdx],
                                                                                      objsToMesh,
                                                                                      combiner,
                                                                                      textureArrayOutputFormats,
                                                                                      resultMaterialsTexArray,
                                                                                      customShaderProperties,
                                                                                      progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame));

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

        if (coroutineResult.success)
        {
            // Save the results into the TextureBakeResults.
            unpackMat2RectMap(bakedMatsAndSlices);
            if (editorMethods != null)
            {
                editorMethods.GetMaterialPrimaryKeysIfAddressables(textureBakeResults);
            }
            textureBakeResults.resultType              = MB2_TextureBakeResults.ResultType.textureArray;
            textureBakeResults.resultMaterials         = new MB_MultiMaterial[0];
            textureBakeResults.resultMaterialsTexArray = resultMaterialsTexArray;
            if (LOG_LEVEL >= MB2_LogLevel.info)
            {
                Debug.Log("Created Texture2DArrays");
            }
        }
        else
        {
            if (LOG_LEVEL >= MB2_LogLevel.info)
            {
                Debug.Log("Failed to create Texture2DArrays");
            }
        }
    }
예제 #2
0
    private IEnumerator _CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo, CreateAtlasesCoroutineResult coroutineResult, bool saveAtlasesAsAssets = false, MB2_EditorMethodsInterface editorMethods = null, float maxTimePerFrame = .01f)
    {
        MBVersionConcrete mbv = new MBVersionConcrete();

        if (!MB3_TextureCombiner._RunCorutineWithoutPauseIsRunning && (mbv.GetMajorVersion() < 5 || (mbv.GetMajorVersion() == 5 && mbv.GetMinorVersion() < 3)))
        {
            Debug.LogError("Running the texture combiner as a coroutine only works in Unity 5.3 and higher");
            coroutineResult.success = false;
            yield break;
        }
        this.OnCombinedTexturesCoroutineAtlasesAndRects = null;

        if (maxTimePerFrame <= 0f)
        {
            Debug.LogError("maxTimePerFrame must be a value greater than zero");
            coroutineResult.isFinished = true;
            yield break;
        }
        MB2_ValidationLevel vl = Application.isPlaying ? MB2_ValidationLevel.quick : MB2_ValidationLevel.robust;

        if (!DoCombinedValidate(this, MB_ObjsToCombineTypes.dontCare, null, vl))
        {
            coroutineResult.isFinished = true;
            yield break;
        }
        if (_doMultiMaterial && !_ValidateResultMaterials())
        {
            coroutineResult.isFinished = true;
            yield break;
        }
        else if (resultType == MB2_TextureBakeResults.ResultType.textureArray)
        {
            //TODO validate texture arrays.
        }
        else if (!_doMultiMaterial)
        {
            if (_resultMaterial == null)
            {
                Debug.LogError("Combined Material is null please create and assign a result material.");
                coroutineResult.isFinished = true;
                yield break;
            }
            Shader targShader = _resultMaterial.shader;
            for (int i = 0; i < objsToMesh.Count; i++)
            {
                Material[] ms = MB_Utility.GetGOMaterials(objsToMesh[i]);
                for (int j = 0; j < ms.Length; j++)
                {
                    Material m = ms[j];
                    if (m != null && m.shader != targShader)
                    {
                        Debug.LogWarning("Game object " + objsToMesh[i] + " does not use shader " + targShader + " it may not have the required textures. If not small solid color textures will be generated.");
                    }
                }
            }
        }

        MB3_TextureCombiner combiner = CreateAndConfigureTextureCombiner();

        combiner.saveAtlasesAsAssets = saveAtlasesAsAssets;

        OnCombinedTexturesCoroutineAtlasesAndRects = null;
        if (resultType == MB2_TextureBakeResults.ResultType.textureArray)
        {
            yield return(MB_TextureArrays._CreateAtlasesCoroutineTextureArray(this, combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame));

            if (!coroutineResult.success)
            {
                yield break;
            }
        }
        else
        {
            yield return(_CreateAtlasesCoroutineAtlases(combiner, progressInfo, coroutineResult, saveAtlasesAsAssets, editorMethods, maxTimePerFrame));

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

        //set the texture bake resultAtlasesAndRects on the Mesh Baker component if it exists
        MB3_MeshBakerCommon[] mb = GetComponentsInChildren <MB3_MeshBakerCommon>();
        for (int i = 0; i < mb.Length; i++)
        {
            mb[i].textureBakeResults = textureBakeResults;
        }

        coroutineResult.isFinished = true;
    }