示例#1
0
 private void AdjustArraysWithObjSorter()
 {
     if (unfoldedObjects.Count != ObjSorter.GetOptShaders().Count)
     {
         int  offset   = ObjSorter.GetOptShaders().Count - unfoldedObjects.Count;
         bool removing = false;
         if (offset < 0)
         {
             offset  *= -1;
             removing = true;
         }
         for (int i = 0; i < (offset < 0 ? offset * -1 : offset); i++)
         {
             if (removing)
             {
                 unfoldedObjects.RemoveAt(unfoldedObjects.Count - 1);
                 combineAllMeshesShortcut.RemoveAt(combineAllMeshesShortcut.Count - 1);
             }
             else
             {
                 unfoldedObjects.Add(false);
                 combineAllMeshesShortcut.Add(false);
             }
         }
     }
 }
 private bool NeedToReload()
 {
     if (ObjSorter.GetObjs() == null)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
示例#3
0
 //used to deactivate the "Bake Atlas" button if we dont have anything to bake
 private bool CheckEmptyArray()
 {
     for (int i = 0; i < ObjSorter.GetOptShaders().Count; i++)
     {
         if (ObjSorter.GetOptShaders()[i].Objects.Count > 1 ||                                                                                                                            //check that at least there are 2 objects (regardless if tex are null) OR
             (ObjSorter.GetOptShaders()[i].Objects.Count == 1 && (ObjSorter.GetOptShaders()[i].Objects[0] != null && ObjSorter.GetOptShaders()[i].Objects[0].ObjHasMoreThanOneMaterial))) //there is at least 1 object that has multiple materials
         {
             return(true);
         }
     }
     return(false);
 }
示例#4
0
 private void EmptyObjsAndTexturesArray()
 {
     objectsSize = 1;
     ObjSorter.AdjustArraysSize(objectsSize);
     for (int i = 0; i < ObjSorter.GetOptShaders().Count; i++)
     {
         for (int j = 0; j < ObjSorter.GetOptShaders()[i].Objects.Count; j++)
         {
             ObjSorter.GetOptShaders()[i].SetObjectAtIndex(j, null);
         }
         ObjSorter.GetOptShaders()[i].Objects.Clear();
     }
 }
示例#5
0
 private void EmptyObjsAndTexturesArray()
 {
     objectsSize = 1;
     ObjSorter.AdjustArraysSize(objectsSize);
     for (int i = 0; i < ObjSorter.GetObjs().Count; i++)
     {
         for (int j = 0; j < ObjSorter.GetObjs()[i].Count; j++)
         {
             ObjSorter.GetObjs()[i][j] = null;
         }
         ObjSorter.GetObjs()[i].Clear();
     }
 }
示例#6
0
 private bool AtLeast1ObjectMarkedToCombine()
 {
     for (int i = 0; i < ObjSorter.GetOptShaders().Count; i++)
     {
         for (int j = 0; j < ObjSorter.GetOptShaders()[i].CombineMeshesFlags.Count; j++)
         {
             if (ObjSorter.GetOptShaders()[i].CombineMeshesFlags[j])
             {
                 return(true);
             }
         }
     }
     return(false);
 }
示例#7
0
        private static void Init()
        {
            ObjSorter.Initialize();

            window         = (ProDrawCallOptimizerMenu)EditorWindow.GetWindow(typeof(ProDrawCallOptimizerMenu));
            window.minSize = new Vector2(550, 200);
            window.Show();

            ObjectsGUI.Instance.Initialize();
            SettingsMenuGUI.Instance.Initialize();

            //menuOptions = new string[] { "Objects",  "Advanced" }; just for reference initialized on declaration
            selectedMenuOption = 0;
        }
示例#8
0
        private static void Init()
        {
            ObjSorter.Initialize();

            window         = (ProDrawCallOptimizerMenu)EditorWindow.GetWindow(typeof(ProDrawCallOptimizerMenu));
            window.minSize = new Vector2(445, 200);
            window.Show();

            ObjectsGUI.Instance.Initialize();
            AdvancedMenuGUI.Instance.Initialize();

            menuOptions        = new string[] { "Objects", "Advanced" };
            selectedMenuOption = 0;
        }
        private Material CreateAtlasMaterialAndTexture(string shaderToAtlas, int shaderIndex, TextureReuseManager textureReuseManager)
        {
            string fileName           = ((ObjectsGUI.CustomAtlasName == "") ? "Atlas " : (ObjectsGUI.CustomAtlasName + " ")) + shaderToAtlas.Replace('/', '_');
            string folderToSaveAssets = EditorApplication.currentScene;

            if (folderToSaveAssets == "")              //scene is not saved yet.
            {
                folderToSaveAssets = Constants.NonSavedSceneFolderName + ".unity";
                Debug.LogWarning("WARNING: Scene has not been saved, saving baked objects to: " + Constants.NonSavedSceneFolderName + " folder");
            }

            folderToSaveAssets = folderToSaveAssets.Substring(0, folderToSaveAssets.Length - 6) + "-Atlas";  //remove the ".unity" and add "-Atlas"
            if (!Directory.Exists(folderToSaveAssets))
            {
                Directory.CreateDirectory(folderToSaveAssets);
                AssetDatabase.ImportAsset(folderToSaveAssets);
            }

            string atlasTexturePath = folderToSaveAssets + Path.DirectorySeparatorChar + fileName;
            //create the material in the project and set the shader material to shaderToAtlas
            Material atlasMaterial = new Material(Shader.Find(shaderToAtlas));

            //save the material to the project view
            AssetDatabase.CreateAsset(atlasMaterial, atlasTexturePath + "Mat.mat");
            AssetDatabase.ImportAsset(atlasTexturePath + "Mat.mat");
            //load a reference from the project view to the material (this is done to be able to set the texture to the material in the project view)
            atlasMaterial = (Material)AssetDatabase.LoadAssetAtPath(atlasTexturePath + "Mat.mat", typeof(Material));

            List <string> shaderDefines = ShaderManager.Instance.GetShaderTexturesDefines(shaderToAtlas);

            for (int k = 0; k < shaderDefines.Count; k++)                                                                       //go trough each property of the shader.
            {
                List <Texture2D> texturesOfShader = ObjSorter.GetTexturesToAtlasForShaderDefine(shaderIndex, shaderDefines[k]); //Get thtextures for the property shderDefines[k] to atlas them
                List <Vector2>   scales           = ObjSorter.GetScalesToAtlasForShaderDefine(shaderIndex, shaderDefines[k]);
                List <Vector2>   offsets          = ObjSorter.GetOffsetsToAtlasForShaderDefine(shaderIndex, shaderDefines[k]);
                if (AdvancedMenuGUI.Instance.ReuseTextures)
                {
                    texturesOfShader = Utils.FilterTexsByIndex(texturesOfShader, textureReuseManager.GetTextureIndexes());
                    scales           = Utils.FilterVec2ByIndex(scales, textureReuseManager.GetTextureIndexes());
                    offsets          = Utils.FilterVec2ByIndex(offsets, textureReuseManager.GetTextureIndexes());
                }
                generatedAtlas.SaveAtlasToFile(atlasTexturePath + k.ToString() + ".png", texturesOfShader, scales, offsets);    //save the atlas with the retrieved textures
                AssetDatabase.ImportAsset(atlasTexturePath + k.ToString() + ".png");
                Texture2D tex = (Texture2D)AssetDatabase.LoadAssetAtPath(atlasTexturePath + k.ToString() + ".png", typeof(Texture2D));

                atlasMaterial.SetTexture(shaderDefines[k],     //set property shderDefines[k] for shader shaderToAtlas
                                         tex);
            }
            return(atlasMaterial);
        }
示例#10
0
        //checks if a gameObject is already in the list.
        private bool ObjectRepeated(GameObject g)
        {
            if (g == null)
            {
                return(false);
            }
            int instanceID = g.GetInstanceID();

            for (int i = 0; i < ObjSorter.GetObjs().Count; i++)
            {
                for (int j = 0; j < ObjSorter.GetObjs()[i].Count; j++)
                {
                    if (ObjSorter.GetObjs()[i][j] != null && instanceID == ObjSorter.GetObjs()[i][j].GameObj.GetInstanceID())
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
示例#11
0
 private void AdjustArraysWithObjSorter()
 {
     if (unfoldedObjects.Count != ObjSorter.GetObjs().Count)
     {
         int  offset   = ObjSorter.GetObjs().Count - unfoldedObjects.Count;
         bool removing = false;
         if (offset < 0)
         {
             offset  *= -1;
             removing = true;
         }
         for (int i = 0; i < (offset < 0 ? offset * -1 : offset); i++)
         {
             if (removing)
             {
                 unfoldedObjects.RemoveAt(unfoldedObjects.Count - 1);
             }
             else
             {
                 unfoldedObjects.Add(true);
             }
         }
     }
 }
示例#12
0
        //Fills the array of textures with the selected objects in the hierarchy view
        //adds to the end all the objects.
        public void FillArrayWithSelectedObjects(GameObject[] arr)
        {
            //dont include already optimized objects
            List <GameObject> filteredArray = new List <GameObject>();

            for (int i = 0; i < arr.Length; i++)
            {
                if (!arr[i].name.Contains(Constants.OptimizedObjIdentifier))
                {
                    filteredArray.Add(arr[i]);
                }
                else
                {
                    Debug.LogWarning("Skipping " + arr[i].name + " game object as is already optimized.");
                }
            }


            bool filledTexture = false;

            for (int i = 0; i < filteredArray.Count; i++)
            {
                filledTexture = false;
                for (int j = 0; j < ObjSorter.GetObjs().Count; j++)
                {
                    for (int k = 0; k < ObjSorter.GetObjs()[j].Count; k++)
                    {
                        if (ObjSorter.GetObjs()[j][k] == null)
                        {
                            if (!ObjectRepeated(filteredArray[i]))
                            {
                                ObjSorter.GetObjs()[j][k] = new OptimizableObject(filteredArray[i]);
                                filledTexture             = true;
                                break;
                            }
                            else
                            {
                                Debug.LogWarning("Game Object " + filteredArray[i].name + " is already in the list.");
                            }
                        }
                    }
                    if (filledTexture)
                    {
                        break;
                    }
                }
                //if we didnt find an empty spot in the array, lets just add it to the texture list.
                if (!filledTexture)
                {
                    if (!ObjectRepeated(filteredArray[i]))
                    {
                        ObjSorter.AddObject(filteredArray[i]);    //adds also null internally to increase space for textures
                        filledTexture = true;
                        objectsSize++;
                    }
                    else
                    {
                        Debug.LogWarning("Game Object " + filteredArray[i].name + " is already in the list.");
                    }
                }
            }
        }
示例#13
0
        public void DrawGUI(ProDrawCallOptimizerMenu window)
        {
            GUILayout.BeginArea(new Rect(5, 30, window.position.width - 10, 75));
            GUILayout.Space(3);
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Add all scene\nobjects", GUILayout.Width(85), GUILayout.Height(32)))
            {
                EmptyObjsAndTexturesArray();
                FillArrayWithSelectedObjects(Utils.GetAllObjectsInHierarchy());
                return;    //wait for next frame to recalculate objects
            }
            GUI.enabled = (Selection.activeGameObject != null);
            if (GUILayout.Button("Add selected\nobjects", GUILayout.Width(85), GUILayout.Height(32)))
            {
                FillArrayWithSelectedObjects(Selection.gameObjects);
                return;
            }
            if (GUILayout.Button("Add selected\nand children", GUILayout.Width(85), GUILayout.Height(32)))
            {
                GameObject[] selectedGameObjects = Selection.gameObjects;

                List <GameObject> objsToAdd = new List <GameObject>();
                for (int i = 0; i < selectedGameObjects.Length; i++)
                {
                    Transform[] selectedObjs = selectedGameObjects[i].GetComponentsInChildren <Transform>(true);
                    for (int j = 0; j < selectedObjs.Length; j++)
                    {
                        objsToAdd.Add(selectedObjs[j].gameObject);
                    }
                }
                FillArrayWithSelectedObjects(objsToAdd.ToArray());
                return;
            }
            GUI.enabled = true;
            GUILayout.BeginVertical();
            GUILayout.Space(-0.5f);
            EditorGUILayout.HelpBox("Click \'Advanced\' to search objects by tags or layers.", MessageType.Info);
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            objectsSize = ObjSorter.GetTotalSortedObjects();
            GUILayout.Space(5);
            GUILayout.BeginHorizontal();
            GUILayout.BeginVertical(GUILayout.Width(140));
            GUILayout.Space(6);
            GUILayout.Label("Objects to optimize: " + objectsSize, GUILayout.Width(140));
            GUILayout.EndVertical();
            GUILayout.BeginVertical(GUILayout.Width(25));
            if (GUILayout.Button("+", GUILayout.Width(23), GUILayout.Height(12)))
            {
                objectsSize++;
            }
            GUILayout.Space(-2);
            if (GUILayout.Button("-", GUILayout.Width(23), GUILayout.Height(12)))
            {
                objectsSize--;
            }
            GUILayout.EndVertical();
            GUILayout.Space(-3);
            GUILayout.BeginVertical(GUILayout.Width(55));
            GUILayout.Space(-0.5f);
            if (GUILayout.Button("Clear", GUILayout.Width(55), GUILayout.Height(24)))
            {
                EmptyObjsAndTexturesArray();
            }
            GUILayout.EndVertical();
            GUILayout.BeginVertical();
            GUILayout.Space(-6);
            GUILayout.Label("Atlasses prefix name(Optional):");
            GUILayout.Space(-3);
            customAtlasName = GUILayout.TextField(customAtlasName);
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            GUILayout.EndArea();

            /*EditorGUI.HelpBox(new Rect(237, 75, 133, 30),
             * "If checked, each time there is an atlas baking process starting all the optimized objects get destroyed, un check this when you want manually to keep track of your optimized objects",
             * MessageType.Info);*/

            objectsSize = objectsSize < 1 ? 1 : objectsSize;//no neg size

            ObjSorter.AdjustArraysSize(objectsSize);
            ObjSorter.SortObjects();
            AdjustArraysWithObjSorter();

            arraysScrollPos = GUI.BeginScrollView(new Rect(0, 100, window.position.width, window.position.height - 138),
                                                  arraysScrollPos,
                                                  new Rect(0, 0, window.position.width - 20, (ObjSorter.GetTotalSortedObjects() + ObjSorter.GetObjs().Count) * (32.5f)));

            int drawingPos = 0;

            for (int i = 0; i < ObjSorter.GetObjs().Count; i++)
            {
                string shaderName       = (ObjSorter.GetObjs()[i][0] != null && ObjSorter.GetObjs()[i][0].IsCorrectlyAssembled) ? ObjSorter.GetObjs()[i][0].ShaderName : "";
                bool   shaderRecognized = ShaderManager.Instance.ShaderExists(shaderName);

                bool   positionIsAShader = (shaderName != "");
                string shaderLabel       = (i + 1).ToString() + ((positionIsAShader) ? ". Shader: " : ". ") + (shaderName == "" ? "Not optimizable: " : shaderName + ".") + " (" + ObjSorter.GetObjs()[i].Count + ")";
                unfoldedObjects[i] = EditorGUI.Foldout(new Rect(3, drawingPos * 30 + (positionIsAShader ? 19 : 24), 300, 15),
                                                       unfoldedObjects[i],
                                                       "");
                GUI.Label(new Rect(20, drawingPos * 30 + (positionIsAShader ? 19 : 24), 300, 15),
                          shaderLabel,
                          (shaderRecognized || !positionIsAShader) ? normalStyle : errorStyle);
                if (positionIsAShader)
                {
                    if (shaderRecognized)
                    {
                        if (ObjSorter.GetObjs()[i].Count > 1 ||                                                         //array has at least more than one texture OR
                            (ObjSorter.GetObjs()[i].Count == 1 && ObjSorter.GetObjs()[i][0].ObjHasMoreThanOneMaterial)) //if there is 1 object that has multiple materials
                        {
                            int      aproxAtlasSize = ObjSorter.GetAproxAtlasSize(i, AdvancedMenuGUI.Instance.ReuseTextures);
                            string   msg            = " Aprox Atlas Size: ~(" + aproxAtlasSize + "x" + aproxAtlasSize + ")+" + (Constants.AtlasResizeFactor * 100) + "%+";
                            GUIStyle msgStyle       = smallTextStyle;
                            if (aproxAtlasSize > Constants.MaxAtlasSize)
                            {
                                msg     += " TOO BIG!!!";
                                msgStyle = smallTextErrorStyle;
                            }
                            else if (aproxAtlasSize > Constants.MaxSupportedUnityTexture)
                            {
                                msg     += " Texture will be imported to 4096x4096max";
                                msgStyle = smallTextWarningStyle;
                            }
                            GUI.Label(new Rect(15, drawingPos * 30 + 33, 300, 10), msg, msgStyle);
                        }
                        else
                        {
                            GUI.Label(new Rect(15, drawingPos * 30 + 33, 300, 10), "Not optimizing as there needs to be at least 2 textures to atlas.", warningStyle);
                        }
                    }
                    else
                    {
                        GUI.Label(new Rect(15, drawingPos * 30 + 33, 300, 10), "Shader not recognized/supported, add it in the custom shaders tab.", smallTextStyle);
                    }
                }



                if (GUI.Button(new Rect(window.position.width - 40, drawingPos * 30 + 23, 23, 20), "X"))
                {
                    if (ObjSorter.GetObjs().Count > 1)
                    {
                        unfoldedObjects.RemoveAt(i);
                        ObjSorter.Remove(i);
                    }
                    else
                    {
                        ObjSorter.GetObjs()[0].Clear();
                        ObjSorter.GetObjs()[0].Add(null);
                    }
                    return;
                }
                drawingPos++;
                if (unfoldedObjects[i])
                {
                    for (int j = 0; j < ObjSorter.GetObjs()[i].Count; j++)
                    {
                        GUI.Label(new Rect(20, drawingPos * 30 + 20 + 6, 30, 25), (j + 1).ToString() + ":");
                        GameObject testObj = (GameObject)EditorGUI.ObjectField(new Rect(41, drawingPos * 30 + 24, 105, 17),
                                                                               "",
                                                                               (ObjSorter.GetObjs()[i][j] != null) ? ObjSorter.GetObjs()[i][j].GameObj : null,
                                                                               typeof(GameObject),
                                                                               true);
                        //dont let repeated game objects get inserted in the list.
                        if (testObj != null)
                        {
                            if (ObjSorter.GetObjs()[i][j] == null ||
                                testObj.GetInstanceID() != ObjSorter.GetObjs()[i][j].GameObj.GetInstanceID())
                            {
                                if (!ObjectRepeated(testObj))
                                {
                                    ObjSorter.GetObjs()[i][j] = new OptimizableObject(testObj);
                                }
                                else
                                {
                                    Debug.LogWarning("Game Object " + testObj.name + " is already in the list.");
                                }
                            }
                        }
                        if (ObjSorter.GetObjs()[i][j] != null)
                        {
                            if (ObjSorter.GetObjs()[i][j].GameObj != null)
                            {
                                if (ObjSorter.GetObjs()[i][j].IsCorrectlyAssembled)
                                {
                                    if (ObjSorter.GetObjs()[i][j].MainTexture != null)
                                    {
                                        EditorGUI.DrawPreviewTexture(new Rect(170, drawingPos * 30 + 18, 25, 25),
                                                                     ObjSorter.GetObjs()[i][j].MainTexture,
                                                                     null,
                                                                     ScaleMode.StretchToFill);

                                        GUI.Label(new Rect(198, drawingPos * 30 + 24, 105, 25),
                                                  ((ObjSorter.GetObjs()[i][j].ObjHasMoreThanOneMaterial)?"~":"") +
                                                  "(" + ObjSorter.GetObjs()[i][j].TextureSize.x +
                                                  "x" +
                                                  ObjSorter.GetObjs()[i][j].TextureSize.y + ")" +
                                                  ((ObjSorter.GetObjs()[i][j].ObjHasMoreThanOneMaterial)? "+":""));
                                    }
                                    else
                                    {
                                        GUI.Label(new Rect(178, drawingPos * 30 + 16, 85, 25),
                                                  ((ObjSorter.GetObjs()[i][j].ObjHasMoreThanOneMaterial)? "Aprox":"null"));
                                        GUI.Label(new Rect(170, drawingPos * 30 + 28, 85, 25),
                                                  "(" + ObjSorter.GetObjs()[i][j].TextureSize.x +
                                                  "x" +
                                                  ObjSorter.GetObjs()[i][j].TextureSize.y + ")" +
                                                  ((ObjSorter.GetObjs()[i][j].ObjHasMoreThanOneMaterial)? "+":""));
                                        GUI.Label(new Rect(257, drawingPos * 30 + 17, 125, 20), "No texture found;\ncreating a texture\nwith the color", warningStyle);
                                    }
                                    if (ObjSorter.GetObjs()[i][j].ObjHasMoreThanOneMaterial)
                                    {
                                        GUI.Label(new Rect(330, drawingPos * 30 + 17, 59, 30), " Multiple\nMaterials");
                                    }
                                }
                                else    //obj not correctly assembled, display log
                                {
                                    GUI.Label(new Rect(170, drawingPos * 30 + 18, 125, 14), ObjSorter.GetObjs()[i][j].IntegrityLog[0], errorStyle);
                                    GUI.Label(new Rect(170, drawingPos * 30 + 28, 125, 20), ObjSorter.GetObjs()[i][j].IntegrityLog[1], errorStyle);
                                }
                            }
                            else
                            {
                                ObjSorter.RemoveAtPosition(i, j);
                            }
                        }
                        if (GUI.Button(new Rect(150, drawingPos * 30 + 20, 18, 22), "-"))
                        {
                            if (ObjSorter.GetTotalSortedObjects() > 1)
                            {
                                ObjSorter.GetObjs()[i].RemoveAt(j);
                            }
                            else
                            {
                                ObjSorter.GetObjs()[0][0] = null;
                            }
                        }
                        drawingPos++;
                    }
                }
            }
            GUI.EndScrollView();
        }
示例#14
0
        bool clickOnClearAtlas = false;//flag that is used when user clear atlas and asks if it wants to be deleted or not
        void OnGUI()
        {
            if (NeedToReload())
            {
                ReloadDataStructures();
            }
            selectedMenuOption = GUI.SelectionGrid(new Rect(5, 8, window.position.width - 10, 20), selectedMenuOption, menuOptions, 3);
            switch (selectedMenuOption)
            {
            case 0:
                ObjectsGUI.Instance.DrawGUI(window);
                ObjectSearchGUI.Instance.ClearConsole();
                menuOptions[0] = "Objects";
                break;

            case 1:
                ObjectSearchGUI.Instance.DrawGUI(window);
                menuOptions[0] = "Objects(" + ObjSorter.GetTotalSortedObjects() + ")";
                break;

            case 2:
                SettingsMenuGUI.Instance.DrawGUI(window);
                menuOptions[0] = "Objects(" + ObjSorter.GetTotalSortedObjects() + ")";
                break;

            default:
                Debug.LogError("Unrecognized menu option: " + selectedMenuOption);
                break;
            }

            if (clickOnClearAtlas)
            {
                GUIStyle centeredStyle = GUI.skin.GetStyle("Label");
                centeredStyle.alignment = TextAnchor.UpperCenter;
                GUI.Label(new Rect(5, window.position.height - 42, window.position.width - 10, 33), "Are you sure you want to clear the current atlas?", centeredStyle);
                if (GUI.Button(new Rect(5, window.position.height - 27, window.position.width / 2 - 10, 25), "YES"))
                {
                    System.GC.Collect();
                    clickOnClearAtlas = false;
                    GameObject[] objsInHierarchy = Utils.GetAllObjectsInHierarchy();
                    foreach (GameObject obj in objsInHierarchy)
                    {
                        if (obj != null)
                        {
                            if (obj.name.Contains(Constants.OptimizedObjIdentifier))
                            {
                                DestroyImmediate(obj);
                            }
                            else
                            {
                                if (obj.GetComponent <SkinnedMeshRenderer>() != null)//checks first if it has a skinned mesh renderer and activates it else it just activates the mesh renderer
                                {
                                    obj.GetComponent <SkinnedMeshRenderer>().enabled = true;
                                }
                                else
                                if (obj.GetComponent <MeshRenderer>() != null)
                                {
                                    obj.GetComponent <MeshRenderer>().enabled = true;
                                }
                            }
                        }
                    }
                    // delete the folder where the atlas reside.
                    string folderOfAtlas = (PersistenceHandler.Instance.PathToSaveOptimizedObjs != "") ?
                                           PersistenceHandler.Instance.PathToSaveOptimizedObjs + Path.DirectorySeparatorChar + Utils.GetCurrentSceneName() :
                                                #if UNITY_5_4_OR_NEWER
                                           UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().path;
                                                #else
                                           EditorApplication.currentScene;
                                                #endif

                    #if UNITY_5_4_OR_NEWER
                    if (UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().path == "")
                    {
                    #else
                    if (EditorApplication.currentScene == "")
                    {
                    #endif
                        folderOfAtlas = Constants.NonSavedSceneFolderName + ".unity";
                        Debug.LogWarning("WARNING: Scene has not been saved, clearing baked objects from NOT_SAVED_SCENE folder");
                    }

                    folderOfAtlas = folderOfAtlas.Substring(0, folderOfAtlas.Length - 6) + "-Atlas";//remove the ".unity"
                    if (Directory.Exists(folderOfAtlas))
                    {
                        FileUtil.DeleteFileOrDirectory(folderOfAtlas);
                        AssetDatabase.Refresh();
                    }
                }
                if (GUI.Button(new Rect(window.position.width / 2, window.position.height - 27, window.position.width / 2 - 5, 25), "Cancel"))
                {
                    clickOnClearAtlas = false;
                }
            }
            else
            {
                if (GUI.Button(new Rect(5, window.position.height - 35, window.position.width / 2 - 10, 33), "Clear Atlas"))
                {
                    clickOnClearAtlas = true;
                }
                GUI.enabled = CheckEmptyArray(); //if there are no textures deactivate the GUI
                if (GUI.Button(new Rect(window.position.width / 2, window.position.height - 35, window.position.width / 2 - 4, 33), "Bake Atlas"))
                {
                    System.GC.Collect();
                    //Remove objects that are already optimized and start over.
                    if (SettingsMenuGUI.Instance.RemoveObjectsBeforeBaking)
                    {
                        GameObject[] objsInHierarchy = Utils.GetAllObjectsInHierarchy();
                        foreach (GameObject obj in objsInHierarchy)
                        {
                            if (obj != null && obj.name.Contains(Constants.OptimizedObjIdentifier))
                            {
                                GameObject.DestroyImmediate(obj);
                            }
                        }
                    }

                    string progressBarInfo   = "Please wait...";
                    int    shadersToOptimize = ObjSorter.GetOptShaders().Count;
                    float  pace     = 1 / (float)shadersToOptimize;
                    float  progress = pace;

                    List <Tuple <GameObject, int> > optimizedObjects = new List <Tuple <GameObject, int> >();//only useful when generating a hierarchy; ints are the InstanceIDs of each game obj parent.
                    bool canGenerateHierarchies = true;

                    for (int i = 0; i < shadersToOptimize; i++)
                    {
                        EditorUtility.DisplayProgressBar("Optimization in progress... " +
                                                         (SettingsMenuGUI.Instance.CreatePrefabsForObjects ? " Get coffee this will take some time..." : ""), progressBarInfo, progress);
                        progressBarInfo = "Processing shader: " + ObjSorter.GetOptShaders()[i].ShaderName;
                        ObjSorter.GetOptShaders()[i].OptimizeShader(SettingsMenuGUI.Instance.ReuseTextures,
                                                                    SettingsMenuGUI.Instance.CreatePrefabsForObjects,
                                                                    SettingsMenuGUI.Instance.GenerateAtlassesPowerOf2);
                        if (SettingsMenuGUI.Instance.GenerateHierarchiesForOptimizedObjects)
                        {
                            optimizedObjects.AddRange(ObjSorter.GetOptShaders()[i].GetOptimizedObjects());
                            if (canGenerateHierarchies)
                            {
                                canGenerateHierarchies = ObjSorter.GetOptShaders()[i].CanGenerateHierarchy();
                            }
                        }
                        progress += pace;
                    }
                    //chequear que no haya ningun objeto combinado para poder generar jerarquias

                    if (SettingsMenuGUI.Instance.GenerateHierarchiesForOptimizedObjects)
                    {
                        if (canGenerateHierarchies)
                        {
                            progressBarInfo = "Generating hierarchies...";
                            Utils.GenerateHierarchy(optimizedObjects);
                        }
                        else
                        {
                            Debug.LogError("Cant generate hierarchies if you combine objects.");
                        }
                    }
                    EditorUtility.ClearProgressBar();
                    AssetDatabase.Refresh();//reimport the created atlases so they get displayed in the editor.
                }

                /*if(GUI.Button(new Rect(window.position.width-81, window.position.height - 35, 81-2,33), "Combine\nmeshes only")) {
                 *  //TODO
                 * }*/
            }
        }
示例#15
0
        private bool objectsNeedToBeSorted = true;//this flag is used to send a message to sort objects when a button is pressed and returns at the end of the button logic.
        public void DrawGUI(ProDrawCallOptimizerMenu window)
        {
            InitializeGUIStyles();
            GUILayout.BeginArea(new Rect(5, 30, window.position.width - 10, 90));
            GUILayout.Space(3);
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Add all scene\nobjects", GUILayout.Width(85), GUILayout.Height(32)))
            {
                EmptyObjsAndTexturesArray();
                FillArrayWithSelectedObjects(Utils.GetAllObjectsInHierarchy());
                objectsNeedToBeSorted = true;
                return;    //wait for next frame to recalculate objects
            }
            GUI.enabled = (Selection.activeGameObject != null);
            if (GUILayout.Button("Add selected\nobjects", GUILayout.Width(85), GUILayout.Height(32)))
            {
                FillArrayWithSelectedObjects(Selection.gameObjects);
                objectsNeedToBeSorted = true;
                return;
            }
            if (GUILayout.Button("Add selected\nand children", GUILayout.Width(85), GUILayout.Height(32)))
            {
                GameObject[] selectedGameObjects = Selection.gameObjects;

                List <GameObject> objsToAdd = new List <GameObject>();
                for (int i = 0; i < selectedGameObjects.Length; i++)
                {
                    Transform[] selectedObjs = selectedGameObjects[i].GetComponentsInChildren <Transform>(true);
                    for (int j = 0; j < selectedObjs.Length; j++)
                    {
                        objsToAdd.Add(selectedObjs[j].gameObject);
                    }
                }
                FillArrayWithSelectedObjects(objsToAdd.ToArray());
                objectsNeedToBeSorted = true;
                return;
            }
            GUI.enabled = true;
            GUILayout.BeginVertical();
            GUILayout.Space(-0.5f);
            EditorGUILayout.HelpBox("- Search objects by tags or layers in\n\'Object Search\'" +
                                    (SettingsMenuGUI.Instance.CreatePrefabsForObjects ? "\n- You have marked \"Create prefabs\" on the advanced tab, this bake will be SLOW..." : ""), MessageType.Info);
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            objectsSize = ObjSorter.GetTotalSortedObjects();
            GUILayout.Space(5);
            GUILayout.BeginHorizontal();
            GUILayout.BeginVertical(GUILayout.Width(140));
            GUILayout.Space(6);
            GUILayout.Label("Objects to optimize: " + objectsSize, GUILayout.Width(140));
            GUILayout.EndVertical();
            GUILayout.BeginVertical(GUILayout.Width(25));
            if (GUILayout.Button("+", GUILayout.Width(23), GUILayout.Height(12)))
            {
                objectsSize++;
            }
            //GUILayout.Space();
            if (GUILayout.Button("-", GUILayout.Width(23), GUILayout.Height(12)))
            {
                objectsSize--;
            }
            GUILayout.EndVertical();
            GUILayout.Space(-3);
            GUILayout.BeginVertical(GUILayout.Width(55));
            GUILayout.Space(-0.5f);
            if (GUILayout.Button("Clear\nObjects", GUILayout.Width(55), GUILayout.Height(27)))
            {
                EmptyObjsAndTexturesArray();
            }
            GUILayout.EndVertical();
            GUILayout.FlexibleSpace();
            GUILayout.BeginVertical();
            GUILayout.Space(-6);
            //GUILayout.BeginHorizontal();
            GUILayout.Label("Atlases prefix(Optional):", GUILayout.Width(145));
            customAtlasName = GUILayout.TextField(customAtlasName);
            //GUILayout.EndHorizontal();
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            GUILayout.EndArea();

            /*EditorGUI.HelpBox(new Rect(237, 75, 133, 30),
             * "If checked, each time there is an atlas baking process starting all the optimized objects get destroyed, un check this when you want manually to keep track of your optimized objects",
             * MessageType.Info);*/

            objectsSize = objectsSize < 1 ? 1 : objectsSize;//no neg size

            ObjSorter.AdjustArraysSize(objectsSize);

            if (GUI.changed || objectsNeedToBeSorted)
            {
                ObjSorter.SortObjects();
                objectsNeedToBeSorted = false;
            }

            AdjustArraysWithObjSorter();

            arraysScrollPos = GUI.BeginScrollView(new Rect(0, 110, window.position.width, window.position.height - 148),
                                                  arraysScrollPos,
                                                  new Rect(0, 0, window.position.width - 20, (ObjSorter.GetTotalSortedObjects() + ObjSorter.GetOptShaders().Count) * (32.5f)));

            int drawingPos = 0;

            for (int i = 0; i < ObjSorter.GetOptShaders().Count; i++)
            {
                if (ObjSorter.GetOptShaders()[i].Objects.Count == 0)
                {
                    break;                                                //might happen when changing scenes.
                }
                string shaderName        = (ObjSorter.GetOptShaders()[i].Objects[0] != null && ObjSorter.GetOptShaders()[i].Objects[0].IsCorrectlyAssembled) ? ObjSorter.GetOptShaders()[i].Objects[0].ShaderName : "";
                bool   positionIsAShader = (shaderName != "");
                string shaderLabel       = (i + 1).ToString() + ((positionIsAShader) ? ". Shader: " + shaderName + "." : ". Not optimizable: ") + " (" + ObjSorter.GetOptShaders()[i].Objects.Count + ")";
                unfoldedObjects[i] = EditorGUI.Foldout(new Rect(3, drawingPos * 30 + (positionIsAShader ? 19 : 24), 300, 15),
                                                       unfoldedObjects[i],
                                                       "");
                GUI.Label(new Rect(20, drawingPos * 30 + (positionIsAShader ? 19 : 24), 350, 15),
                          shaderLabel,
                          (positionIsAShader) ? normalStyle : errorStyle);
                if (positionIsAShader)
                {
                    if (ObjSorter.GetOptShaders()[i].Objects.Count > 1 ||                                                                       //array has at least more than one texture OR
                        (ObjSorter.GetOptShaders()[i].Objects.Count == 1 && ObjSorter.GetOptShaders()[i].Objects[0].ObjHasMoreThanOneMaterial)) //if there is 1 object that has multiple materials
                    {
                        int      aproxAtlasSize = ObjSorter.GetAproxAtlasSize(i, SettingsMenuGUI.Instance.ReuseTextures, SettingsMenuGUI.Instance.GenerateAtlassesPowerOf2);
                        string   msg            = " Aprox Atlas Size: ~(" + aproxAtlasSize + "x" + aproxAtlasSize + ")+" + (Constants.AtlasResizeFactor * 100) + "%+";
                        GUIStyle msgStyle       = smallTextStyle;
                        if (aproxAtlasSize > Constants.MaxAtlasSize)
                        {
                            msg     += " TOO BIG, Atlas will be split.";
                            msgStyle = smallTextWarningStyle;
                        }
                        else if (aproxAtlasSize > Constants.MaxSupportedUnityTexture)
                        {
                            msg     += " Texture might be resized by Unity.";
                            msgStyle = smallTextWarningStyle;
                        }
                        GUI.Label(new Rect(15, drawingPos * 30 + 33, 350, 15), msg, msgStyle);
                    }
                    else
                    {
                        GUI.Label(new Rect(15, drawingPos * 30 + 33, 300, 15), "Not optimizing as there needs to be at least 2 textures to atlas.", warningStyle);
                    }
                }

                if (positionIsAShader)
                {
                    GUI.Label(new Rect(window.position.width - 155, drawingPos * 30 + 26, 100, 20), "Combine:");
                    if (GUI.Button(new Rect(window.position.width - 78, drawingPos * 30 + 26, 39, 15), combineAllMeshesShortcut[i] ? "all" : "none"))
                    {
                        combineAllMeshesShortcut[i] = !combineAllMeshesShortcut[i];
                        ObjSorter.GetOptShaders()[i].SetCombineAllMeshes(combineAllMeshesShortcut[i]);
                    }
                }
                if (GUI.Button(new Rect(window.position.width - 38, drawingPos * 30 + 23, 23, 20), "X"))
                {
                    if (ObjSorter.GetOptShaders().Count > 1)
                    {
                        unfoldedObjects.RemoveAt(i);
                        combineAllMeshesShortcut.RemoveAt(i);
                        ObjSorter.Remove(i);
                    }
                    else
                    {
                        ObjSorter.GetOptShaders()[0].Objects.Clear();
                        ObjSorter.GetOptShaders()[0].Objects.Add(null);
                    }
                    objectsNeedToBeSorted = true;
                    return;
                }
                drawingPos++;
                if (unfoldedObjects[i])
                {
                    for (int j = 0; j < ObjSorter.GetOptShaders()[i].Objects.Count; j++)
                    {
                        GUI.Label(new Rect(20, drawingPos * 30 + 20 + 6, 30, 25), (j + 1).ToString() + ":");
                        GameObject testObj = (GameObject)EditorGUI.ObjectField(new Rect(41, drawingPos * 30 + 24, 105, 17),
                                                                               "",
                                                                               (ObjSorter.GetOptShaders()[i].Objects[j] != null) ? ObjSorter.GetOptShaders()[i].Objects[j].GameObj : null,
                                                                               typeof(GameObject),
                                                                               true);
                        //dont let repeated game objects get inserted in the list.
                        if (testObj != null)
                        {
                            if (ObjSorter.GetOptShaders()[i].Objects[j] == null ||
                                testObj.GetInstanceID() != ObjSorter.GetOptShaders()[i].Objects[j].GameObj.GetInstanceID())
                            {
                                if (!ObjectRepeated(testObj))
                                {
                                    ObjSorter.GetOptShaders()[i].Objects[j] = new OptimizableObject(testObj);
                                }
                                else
                                {
                                    Debug.LogWarning("Game Object " + testObj.name + " is already in the list.");
                                }
                            }
                        }
                        if (ObjSorter.GetOptShaders()[i].Objects[j] != null)
                        {
                            if (ObjSorter.GetOptShaders()[i].Objects[j].GameObj != null)
                            {
                                if (ObjSorter.GetOptShaders()[i].Objects[j].IsCorrectlyAssembled)
                                {
                                    if (ObjSorter.GetOptShaders()[i].Objects[j].MainTexture != null)
                                    {
                                        EditorGUI.DrawPreviewTexture(new Rect(170, drawingPos * 30 + 18, 25, 25),
                                                                     ObjSorter.GetOptShaders()[i].Objects[j].MainTexture,
                                                                     null,
                                                                     ScaleMode.StretchToFill);

                                        GUI.Label(new Rect(198, drawingPos * 30 + 24, 105, 25),
                                                  ((ObjSorter.GetOptShaders()[i].Objects[j].ObjHasMoreThanOneMaterial)?"~":"") +
                                                  "(" + ObjSorter.GetOptShaders()[i].Objects[j].TextureSize.x +
                                                  "x" +
                                                  ObjSorter.GetOptShaders()[i].Objects[j].TextureSize.y + ")" +
                                                  ((ObjSorter.GetOptShaders()[i].Objects[j].ObjHasMoreThanOneMaterial)? "+":""));
                                    }
                                    else
                                    {
                                        GUI.Label(new Rect(178, drawingPos * 30 + 16, 85, 25),
                                                  ((ObjSorter.GetOptShaders()[i].Objects[j].ObjHasMoreThanOneMaterial)? "Aprox":"null"));
                                        GUI.Label(new Rect(170, drawingPos * 30 + 28, 85, 25),
                                                  "(" + ObjSorter.GetOptShaders()[i].Objects[j].TextureSize.x +
                                                  "x" +
                                                  ObjSorter.GetOptShaders()[i].Objects[j].TextureSize.y + ")" +
                                                  ((ObjSorter.GetOptShaders()[i].Objects[j].ObjHasMoreThanOneMaterial)? "+":""));
                                        GUI.Label(new Rect(257, drawingPos * 30 + 17, 125, 20), "No texture found;\ncreating a texture\nwith the color", warningStyle);
                                    }
                                    if (ObjSorter.GetOptShaders()[i].Objects[j].ObjHasMoreThanOneMaterial)
                                    {
                                        GUI.Label(new Rect(330, drawingPos * 30 + 17, 59, 30), " Multiple\nMaterials");
                                    }

                                    bool usesSkinnedMesh = ObjSorter.GetOptShaders()[i].Objects[j].UsesSkinnedMeshRenderer;
                                    GUI.enabled = !usesSkinnedMesh;
                                    ObjSorter.GetOptShaders()[i].CombineMeshesFlags[j] = GUI.Toggle(new Rect(window.position.width - 50, drawingPos * 30 + 22.5f, 10, 30), ObjSorter.GetOptShaders()[i].CombineMeshesFlags[j], "");//combine checkbox for each obj
                                    if (usesSkinnedMesh)
                                    {
                                        ObjSorter.GetOptShaders()[i].CombineMeshesFlags[j] = false;
                                    }
                                    GUI.enabled = true;
                                }
                                else    //obj not correctly assembled, display log
                                {
                                    GUI.Label(new Rect(170, drawingPos * 30 + 18, 125, 14), ObjSorter.GetOptShaders()[i].Objects[j].IntegrityLog[0], errorStyle);
                                    GUI.Label(new Rect(170, drawingPos * 30 + 28, 125, 20), ObjSorter.GetOptShaders()[i].Objects[j].IntegrityLog[1], errorStyle);
                                }
                            }
                            else
                            {
                                ObjSorter.RemoveAtPosition(i, j);
                            }
                        }
                        if (GUI.Button(new Rect(150, drawingPos * 30 + 20, 18, 22), "-"))
                        {
                            if (ObjSorter.GetTotalSortedObjects() > 1)
                            {
                                ObjSorter.GetOptShaders()[i].RemoveObjectAt(j);
                                ObjSorter.GetOptShaders()[i].ForceCalculateAproxAtlasSize();
                            }
                            else
                            {
                                ObjSorter.GetOptShaders()[0].SetObjectAtIndex(0, null, false);
                            }
                        }
                        drawingPos++;
                    }
                }
            }
            GUI.EndScrollView();
            if (AtLeast1ObjectMarkedToCombine())
            {
                EditorGUI.HelpBox(new Rect(12.5f, window.position.height - 65, window.position.width - 25, 27.5f), "Some objects are marked for combine. If you have lightmaps you might need to recalculate them in case combined objects look dark.", MessageType.None);
            }
        }
        void OnGUI()
        {
            if (NeedToReload())
            {
                ReloadDataStructures();
            }
            selectedMenuOption = GUI.SelectionGrid(new Rect(5, 8, window.position.width - 10, 20), selectedMenuOption, menuOptions, 3);
            switch (selectedMenuOption)
            {
            case 0:
                ObjectsGUI.Instance.DrawGUI(window);
                AdvancedMenuGUI.Instance.ClearConsole();
                menuOptions[0] = "Objects";
                break;

            case 1:
                ShadersGUI.Instance.DrawGUI(window);
                AdvancedMenuGUI.Instance.ClearConsole();
                menuOptions[0] = "Objects(" + ObjSorter.GetTotalSortedObjects() + ")";
                break;

            case 2:
                AdvancedMenuGUI.Instance.DrawGUI(window);
                menuOptions[0] = "Objects(" + ObjSorter.GetTotalSortedObjects() + ")";
                break;

            default:
                Debug.LogError("Unrecognized menu option: " + selectedMenuOption);
                break;
            }

            if (GUI.Button(new Rect(5, window.position.height - 35, window.position.width / 2 - 10, 33), "Clear Atlas"))
            {
                GameObject[] objsInHierarchy = Utils.GetAllObjectsInHierarchy();
                foreach (GameObject obj in objsInHierarchy)
                {
                    if (obj.name.Contains(Constants.OptimizedObjIdentifier))
                    {
                        DestroyImmediate(obj);
                    }
                    else
                    if (obj.GetComponent <MeshRenderer>() != null)
                    {
                        obj.GetComponent <MeshRenderer>().enabled = true;
                    }
                }
                // delete the folder where the atlas reside.
                string folderOfAtlas = EditorApplication.currentScene;
                if (folderOfAtlas == "")                  //scene is not saved yet.
                {
                    folderOfAtlas = Constants.NonSavedSceneFolderName + ".unity";
                    Debug.LogWarning("WARNING: Scene has not been saved, clearing baked objects from NOT_SAVED_SCENE folder");
                }
                folderOfAtlas = folderOfAtlas.Substring(0, folderOfAtlas.Length - 6) + "-Atlas";  //remove the ".unity"
                if (Directory.Exists(folderOfAtlas))
                {
                    FileUtil.DeleteFileOrDirectory(folderOfAtlas);
                    AssetDatabase.Refresh();
                }
            }

            GUI.enabled = CheckEmptyArray();     //if there are no textures deactivate the GUI
            if (GUI.Button(new Rect(window.position.width / 2, window.position.height - 35, window.position.width / 2 - 5, 33), "Bake Atlas"))
            {
                //Remove objects that are already optimized and start over.
                if (AdvancedMenuGUI.Instance.RemoveObjectsBeforeBaking)
                {
                    GameObject[] objsInHierarchy = Utils.GetAllObjectsInHierarchy();
                    foreach (GameObject obj in objsInHierarchy)
                    {
                        if (obj.name.Contains(Constants.OptimizedObjIdentifier))
                        {
                            GameObject.DestroyImmediate(obj);
                        }
                    }
                }

                List <Rect> texturePositions = new List <Rect>();  //creo que esto puede morir porque el atlasser tiene adentro un rect.
                string      progressBarInfo  = "";
                float       pace             = 1 / (float)ObjSorter.GetRecognizableShadersCount();
                float       progress         = pace;

                Node resultNode = null;    //nodes for the tree for atlasing
                for (int shaderIndex = 0; shaderIndex < ObjSorter.GetObjs().Count; shaderIndex++)
                {
                    EditorUtility.DisplayProgressBar("Optimization in progress... " +
                                                     (AdvancedMenuGUI.Instance.CreatePrefabsForObjects ? " Get coffee this will take some time..." : ""), progressBarInfo, progress);
                    progress += pace;

                    texturePositions.Clear();
                    TextureReuseManager textureReuseManager = new TextureReuseManager();

                    string shaderToAtlas = (ObjSorter.GetObjs()[shaderIndex][0] != null && ObjSorter.GetObjs()[shaderIndex][0].IsCorrectlyAssembled) ? ObjSorter.GetObjs()[shaderIndex][0].ShaderName : "";
                    progressBarInfo = "Processing shader " + shaderToAtlas + "...";
                    int atlasSize = ObjSorter.GetAproxAtlasSize(shaderIndex, AdvancedMenuGUI.Instance.ReuseTextures);

                    if (ShaderManager.Instance.ShaderExists(shaderToAtlas) &&
                        (ObjSorter.GetObjs()[shaderIndex].Count > 1 ||
                         (ObjSorter.GetObjs()[shaderIndex].Count == 1 && ObjSorter.GetObjs()[shaderIndex][0] != null && ObjSorter.GetObjs()[shaderIndex][0].ObjHasMoreThanOneMaterial)) && //more than 1 obj or 1obj wth multiple mat
                        atlasSize < Constants.MaxAtlasSize)                                                                                                                                //check the generated atlas size doesnt exceed max supported texture size
                    {
                        generatedAtlas = new Atlasser(atlasSize, atlasSize);
                        int resizeTimes = 1;

                        for (int j = ObjSorter.GetObjs()[shaderIndex].Count - 1; j >= 0; j--)   //start from the largest to the shortest textures
                        //before atlassing multiple materials obj, combine it.
                        {
                            if (ObjSorter.GetObjs()[shaderIndex][j].ObjHasMoreThanOneMaterial)
                            {
                                progressBarInfo = "Combining materials...";
                                ObjSorter.GetObjs()[shaderIndex][j].ProcessAndCombineMaterials();    //mirar esto, aca esta el problema  de multiple materiales y reimportacion
                            }

                            Vector2 textureToAtlasSize = ObjSorter.GetObjs()[shaderIndex][j].TextureSize;
                            if (AdvancedMenuGUI.Instance.ReuseTextures)
                            {
                                //if texture is not registered already
                                if (!textureReuseManager.TextureRefExists(ObjSorter.GetObjs()[shaderIndex][j]))
                                {
                                    //generate a node
                                    resultNode = generatedAtlas.Insert(Mathf.RoundToInt((textureToAtlasSize.x != Constants.NULLV2.x) ? textureToAtlasSize.x : Constants.NullTextureSize),
                                                                       Mathf.RoundToInt((textureToAtlasSize.y != Constants.NULLV2.y) ? textureToAtlasSize.y : Constants.NullTextureSize));
                                    if (resultNode != null)      //save node if fits in atlas
                                    {
                                        textureReuseManager.AddTextureRef(ObjSorter.GetObjs()[shaderIndex][j], resultNode.NodeRect, j);
                                    }
                                }
                            }
                            else
                            {
                                resultNode = generatedAtlas.Insert(Mathf.RoundToInt((textureToAtlasSize.x != Constants.NULLV2.x) ? textureToAtlasSize.x : Constants.NullTextureSize),
                                                                   Mathf.RoundToInt((textureToAtlasSize.y != Constants.NULLV2.y) ? textureToAtlasSize.y : Constants.NullTextureSize));
                            }

                            if (resultNode == null)
                            {
                                int resizedAtlasSize = atlasSize + Mathf.RoundToInt((float)atlasSize * Constants.AtlasResizeFactor * resizeTimes);
                                generatedAtlas = new Atlasser(resizedAtlasSize, resizedAtlasSize);
                                j = ObjSorter.GetObjs()[shaderIndex].Count;    //Count and not .Count-1 bc at the end of the loop it will be substracted j-- and we want to start from Count-1

                                texturePositions.Clear();
                                textureReuseManager.ClearTextureRefs();
                                resizeTimes++;
                            }
                            else
                            {
                                if (AdvancedMenuGUI.Instance.ReuseTextures)
                                {
                                    texturePositions.Add(textureReuseManager.GetTextureRefPosition(ObjSorter.GetObjs()[shaderIndex][j]));
                                }
                                else
                                {
                                    texturePositions.Add(resultNode.NodeRect);    //save the texture rectangle
                                }
                            }
                        }
                        progressBarInfo = "Saving textures to atlas...";
                        Material atlasMaterial = CreateAtlasMaterialAndTexture(shaderToAtlas, shaderIndex, textureReuseManager);
                        progressBarInfo = "Remapping coordinates...";

                        ObjSorter.OptimizeDrawCalls(ref atlasMaterial,
                                                    shaderIndex,
                                                    generatedAtlas.GetAtlasSize().x,
                                                    generatedAtlas.GetAtlasSize().y,
                                                    texturePositions,
                                                    AdvancedMenuGUI.Instance.ReuseTextures,
                                                    textureReuseManager,
                                                    AdvancedMenuGUI.Instance.CreatePrefabsForObjects);
                    }
                }

                //after the game object has been organized, remove the combined game objects.
                for (int shaderIndex = 0; shaderIndex < ObjSorter.GetObjs().Count; shaderIndex++)
                {
                    for (int j = ObjSorter.GetObjs()[shaderIndex].Count - 1; j >= 0; j--)
                    {
                        if (ObjSorter.GetObjs()[shaderIndex][j].ObjWasCombined)
                        {
                            ObjSorter.GetObjs()[shaderIndex][j].ClearCombinedObject();
                        }
                    }
                }
                EditorUtility.ClearProgressBar();
                AssetDatabase.Refresh();    //reimport the created atlases so they get displayed in the editor.
            }
        }
示例#17
0
        void OnGUI()
        {
            if (NeedToReload())
            {
                ReloadDataStructures();
            }
            selectedMenuOption = GUI.SelectionGrid(new Rect(5, 8, window.position.width - 10, 20), selectedMenuOption, menuOptions, 2);
            switch (selectedMenuOption)
            {
            case 0:
                ObjectsGUI.Instance.DrawGUI(window);
                AdvancedMenuGUI.Instance.ClearConsole();
                menuOptions[0] = "Objects";
                break;

            case 1:
                AdvancedMenuGUI.Instance.DrawGUI(window);
                menuOptions[0] = "Objects(" + ObjSorter.GetTotalSortedObjects() + ")";
                break;

            default:
                Debug.LogError("Unrecognized menu option: " + selectedMenuOption);
                break;
            }

            if (GUI.Button(new Rect(5, window.position.height - 35, window.position.width / 2 - 10, 33), "Clear Atlas"))
            {
                GameObject[] objsInHierarchy = Utils.GetAllObjectsInHierarchy();
                foreach (GameObject obj in objsInHierarchy)
                {
                    if (obj.name.Contains(Constants.OptimizedObjIdentifier))
                    {
                        DestroyImmediate(obj);
                    }
                    else
                    if (obj.GetComponent <MeshRenderer>() != null)
                    {
                        obj.GetComponent <MeshRenderer>().enabled = true;
                    }
                }
                // delete the folder where the atlas reside.
                string folderOfAtlas = EditorApplication.currentScene;
                if (folderOfAtlas == "")                  //scene is not saved yet.
                {
                    folderOfAtlas = Constants.NonSavedSceneFolderName + ".unity";
                    Debug.LogWarning("WARNING: Scene has not been saved, clearing baked objects from NOT_SAVED_SCENE folder");
                }
                folderOfAtlas = folderOfAtlas.Substring(0, folderOfAtlas.Length - 6) + "-Atlas";  //remove the ".unity"
                if (Directory.Exists(folderOfAtlas))
                {
                    FileUtil.DeleteFileOrDirectory(folderOfAtlas);
                    AssetDatabase.Refresh();
                }
            }

            GUI.enabled = CheckEmptyArray();     //if there are no textures deactivate the GUI
            if (GUI.Button(new Rect(window.position.width / 2, window.position.height - 35, window.position.width / 2 - 5, 33), "Bake Atlas"))
            {
                //Remove objects that are already optimized and start over.
                if (AdvancedMenuGUI.Instance.RemoveObjectsBeforeBaking)
                {
                    GameObject[] objsInHierarchy = Utils.GetAllObjectsInHierarchy();
                    foreach (GameObject obj in objsInHierarchy)
                    {
                        if (obj.name.Contains(Constants.OptimizedObjIdentifier))
                        {
                            GameObject.DestroyImmediate(obj);
                        }
                    }
                }

                string progressBarInfo   = "Please wait...";
                int    shadersToOptimize = ObjSorter.GetOptShaders().Count;
                float  pace     = 1 / (float)shadersToOptimize;
                float  progress = pace;

                for (int i = 0; i < shadersToOptimize; i++)
                {
                    EditorUtility.DisplayProgressBar("Optimization in progress... " +
                                                     (AdvancedMenuGUI.Instance.CreatePrefabsForObjects ? " Get coffee this will take some time..." : ""), progressBarInfo, progress);
                    progressBarInfo = "Processing shader: " + ObjSorter.GetOptShaders()[i].ShaderName;
                    ObjSorter.GetOptShaders()[i].OptimizeShader(AdvancedMenuGUI.Instance.ReuseTextures, AdvancedMenuGUI.Instance.CreatePrefabsForObjects);
                    progress += pace;
                }

                EditorUtility.ClearProgressBar();
                AssetDatabase.Refresh();    //reimport the created atlases so they get displayed in the editor.
            }
        }