Пример #1
0
        /// <summary>
        /// Creates the atlases.创建图集
        /// saveAtlasesAsAssets 创建图集并保存至项目资源目录,或者内存中
        /// editorMethods 贴图格式编辑器方法
        /// </summary>
        public AtlasesAndRects[] CreateAtlases(ProgressUpdateDelegate progressInfo,
                                               bool saveAtlasesAsAssets             = false,
                                               EditorMethodsInterface editorMethods = null)
        {
            AtlasesAndRects[] resultAtlasesAndRects = null;
            try
            {
                _coroutineResult = new CreateAtlasesCoroutineResult();

                TextureCombineHandler.RunCorutineWithoutPause(
                    CreateAtlasesCoroutine(progressInfo, _coroutineResult, saveAtlasesAsAssets, editorMethods, 1000f), 0);
                if (_coroutineResult.success && textureBakeResults != null)
                {
                    resultAtlasesAndRects = this.OnCombinedTexturesCoroutineAtlasesAndRects;
                }
            }
            catch (Exception e)
            {
                Debug.LogError(e);
            }
            finally
            {
                if (saveAtlasesAsAssets)
                { //Atlases were saved to project so we don't need these ones
                    if (resultAtlasesAndRects != null)
                    {
                        for (int j = 0; j < resultAtlasesAndRects.Length; j++)
                        {
                            AtlasesAndRects mAndA = resultAtlasesAndRects[j];
                            if (mAndA != null && mAndA.atlases != null)
                            {
                                for (int i = 0; i < mAndA.atlases.Length; i++)
                                {
                                    if (mAndA.atlases[i] != null)
                                    {
                                        if (editorMethods != null)
                                        {
                                            editorMethods.Destroy(mAndA.atlases[i]);
                                        }
                                        else
                                        {
                                            MeshBakerUtility.Destroy(mAndA.atlases[i]);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
            return(resultAtlasesAndRects);
        }
Пример #2
0
        /// <summary>
        /// 创建贴图 Atlas 协程
        /// </summary>
        /// <returns></returns>
        public IEnumerator CreateAtlasesCoroutine(ProgressUpdateDelegate progressInfo,
                                                  CreateAtlasesCoroutineResult coroutineResult,
                                                  bool saveAtlasesAsAssets             = false,
                                                  EditorMethodsInterface editorMethods = null,
                                                  float maxTimePerFrame = .01f)
        {
            OnCombinedTexturesCoroutineAtlasesAndRects = null;

            //--- 1、合并前检测
            if (maxTimePerFrame <= 0f)
            {
                Debug.LogError("maxTimePerFrame must be a value greater than zero");
                coroutineResult.isFinished = true;
                yield break;
            }

            //验证等级
            ValidationLevel vl = Application.isPlaying ? ValidationLevel.quick : ValidationLevel.robust;

            //验证
            if (!DoCombinedValidate(this, ObjsToCombineTypes.dontCare, null, vl))
            {
                coroutineResult.isFinished = true;
                yield break;
            }

            //合并为多材质验证
            if (_doMultiMaterial && !_ValidateResultMaterials())
            {
                coroutineResult.isFinished = true;
                yield break;
            }
            else if (!_doMultiMaterial)
            {
                //合并为单独材质
                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 = MeshBakerUtility.GetGOMaterials(objsToMesh[i]);
                    for (int j = 0; j < ms.Length; j++)
                    {
                        Material m = ms[j];
                        if (m != null && m.shader != targShader)
                        {
                            Debug.LogWarning("游戏物体" + objsToMesh[i] + " 没有使用 shader " + targShader +
                                             " it may not have the required textures. " +
                                             "If not small solid color textures will be generated.");
                        }
                    }
                }
            }

            TextureCombineHandler combiner = CreateAndConfigureTextureCombiner();

            combiner.saveAtlasesAsAssets = saveAtlasesAsAssets;

            ////--- 2、初始化存储合并结果的数据结构
            int numResults = 1;

            if (_doMultiMaterial)
            {
                numResults = resultMaterials.Length;
            }

            OnCombinedTexturesCoroutineAtlasesAndRects = new AtlasesAndRects[numResults];
            for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++)
            {
                OnCombinedTexturesCoroutineAtlasesAndRects[i] = new AtlasesAndRects();
            }

            //--- 3、开始合并材质(单个,多个)
            for (int i = 0; i < OnCombinedTexturesCoroutineAtlasesAndRects.Length; i++)
            {
                Material        resMatToPass;
                List <Material> sourceMats;
                if (_doMultiMaterial)
                {
                    sourceMats   = resultMaterials[i].sourceMaterials;
                    resMatToPass = resultMaterials[i].combinedMaterial;
                    combiner.fixOutOfBoundsUVs = resultMaterials[i].considerMeshUVs;
                }
                else
                {
                    resMatToPass = _resultMaterial;
                    sourceMats   = null;
                }

                //TextureHandler 材质合并协程结果
                CombineTexturesIntoAtlasesCoroutineResult coroutineResult2 = new CombineTexturesIntoAtlasesCoroutineResult();
                yield return(combiner.CombineTexturesIntoAtlasesCoroutine(progressInfo,
                                                                          OnCombinedTexturesCoroutineAtlasesAndRects[i],
                                                                          resMatToPass,
                                                                          objsToMesh,
                                                                          sourceMats,
                                                                          editorMethods,
                                                                          coroutineResult2,
                                                                          maxTimePerFrame));

                coroutineResult.success = coroutineResult2.success;
                if (!coroutineResult.success)
                {
                    coroutineResult.isFinished = true;
                    yield break;
                }
            }

            //--- 4、TextureBakeResults 保存合并结果
            unpackMat2RectMap(textureBakeResults);
            textureBakeResults.doMultiMaterial = _doMultiMaterial;
            if (_doMultiMaterial)
            {
                textureBakeResults.resultMaterials = resultMaterials;
            }
            else
            {
                MultiMaterial[] resMats = new MultiMaterial[1];
                resMats[0] = new MultiMaterial();
                resMats[0].combinedMaterial = _resultMaterial;
                resMats[0].considerMeshUVs  = _fixOutOfBoundsUVs;
                resMats[0].sourceMaterials  = new List <Material>();
                for (int i = 0; i < textureBakeResults.materialsAndUVRects.Length; i++)
                {
                    resMats[0].sourceMaterials.Add(textureBakeResults.materialsAndUVRects[i].material);
                }
                textureBakeResults.resultMaterials = resMats;
            }

            //--- 5、传递合并结果到 MeshCombiner
            MeshBakerCommon[] mb = GetComponentsInChildren <MeshBakerCommon>();
            for (int i = 0; i < mb.Length; i++)
            {
                mb[i].textureBakeResults = textureBakeResults;
            }
            coroutineResult.isFinished = true;

            //--- 6、合并材质结束回调
            if (coroutineResult.success && onBuiltAtlasesSuccess != null)
            {
                onBuiltAtlasesSuccess();
            }
            if (!coroutineResult.success && onBuiltAtlasesFail != null)
            {
                onBuiltAtlasesFail();
            }
        }