123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808 |
- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #if UNITY_2019_3_OR_NEWER
- #define CONFIGURABLE_ENTER_PLAY_MODE
- #endif
- using UnityEngine;
- using System.Collections.Generic;
- using System;
- namespace Spine.Unity.AttachmentTools {
- public static class AtlasUtilities {
- internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
- internal const float DefaultMipmapBias = -0.5f;
- internal const bool UseMipMaps = false;
- internal const float DefaultScale = 0.01f;
- const int NonrenderingRegion = -1;
- #if CONFIGURABLE_ENTER_PLAY_MODE
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
- static void Init () {
- // handle disabled domain reload
- AtlasUtilities.ClearCache();
- }
- #endif
- public static AtlasRegion ToAtlasRegion (this Texture2D t, Material materialPropertySource, float scale = DefaultScale) {
- return t.ToAtlasRegion(materialPropertySource.shader, scale, materialPropertySource);
- }
- public static AtlasRegion ToAtlasRegion (this Texture2D t, Shader shader, float scale = DefaultScale, Material materialPropertySource = null) {
- var material = new Material(shader);
- if (materialPropertySource != null) {
- material.CopyPropertiesFromMaterial(materialPropertySource);
- material.shaderKeywords = materialPropertySource.shaderKeywords;
- }
- material.mainTexture = t;
- var page = material.ToSpineAtlasPage();
- float width = t.width;
- float height = t.height;
- var region = new AtlasRegion();
- region.name = t.name;
- region.index = -1;
- region.rotate = false;
- // World space units
- Vector2 boundsMin = Vector2.zero, boundsMax = new Vector2(width, height) * scale;
- // Texture space/pixel units
- region.width = (int)width;
- region.originalWidth = (int)width;
- region.height = (int)height;
- region.originalHeight = (int)height;
- region.offsetX = width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0));
- region.offsetY = height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0));
- // Use the full area of the texture.
- region.u = 0;
- region.v = 1;
- region.u2 = 1;
- region.v2 = 0;
- region.x = 0;
- region.y = 0;
- region.page = page;
- return region;
- }
- /// <summary>
- /// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
- public static AtlasRegion ToAtlasRegionPMAClone (this Texture2D t, Material materialPropertySource, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
- return t.ToAtlasRegionPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
- }
- /// <summary>
- /// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
- public static AtlasRegion ToAtlasRegionPMAClone (this Texture2D t, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
- var material = new Material(shader);
- if (materialPropertySource != null) {
- material.CopyPropertiesFromMaterial(materialPropertySource);
- material.shaderKeywords = materialPropertySource.shaderKeywords;
- }
- var newTexture = t.GetClone(textureFormat, mipmaps, applyPMA : true);
- newTexture.name = t.name + "-pma-";
- material.name = t.name + shader.name;
- material.mainTexture = newTexture;
- var page = material.ToSpineAtlasPage();
- var region = newTexture.ToAtlasRegion(shader);
- region.page = page;
- return region;
- }
- /// <summary>
- /// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary>
- public static AtlasPage ToSpineAtlasPage (this Material m) {
- var newPage = new AtlasPage {
- rendererObject = m,
- name = m.name
- };
- var t = m.mainTexture;
- if (t != null) {
- newPage.width = t.width;
- newPage.height = t.height;
- }
- return newPage;
- }
- /// <summary>
- /// Creates a Spine.AtlasRegion from a UnityEngine.Sprite.</summary>
- public static AtlasRegion ToAtlasRegion (this Sprite s, AtlasPage page) {
- if (page == null) throw new System.ArgumentNullException("page", "page cannot be null. AtlasPage determines which texture region belongs and how it should be rendered. You can use material.ToSpineAtlasPage() to get a shareable AtlasPage from a Material, or use the sprite.ToAtlasRegion(material) overload.");
- var region = s.ToAtlasRegion();
- region.page = page;
- return region;
- }
- /// <summary>
- /// Creates a Spine.AtlasRegion from a UnityEngine.Sprite. This creates a new AtlasPage object for every AtlasRegion you create. You can centralize Material control by creating a shared atlas page using Material.ToSpineAtlasPage and using the sprite.ToAtlasRegion(AtlasPage) overload.</summary>
- public static AtlasRegion ToAtlasRegion (this Sprite s, Material material) {
- var region = s.ToAtlasRegion();
- region.page = material.ToSpineAtlasPage();
- return region;
- }
- public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Material materialPropertySource, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
- return s.ToAtlasRegionPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
- }
- /// <summary>
- /// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
- public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
- var material = new Material(shader);
- if (materialPropertySource != null) {
- material.CopyPropertiesFromMaterial(materialPropertySource);
- material.shaderKeywords = materialPropertySource.shaderKeywords;
- }
- var tex = s.ToTexture(textureFormat, mipmaps, applyPMA : true);
- tex.name = s.name + "-pma-";
- material.name = tex.name + shader.name;
- material.mainTexture = tex;
- var page = material.ToSpineAtlasPage();
- var region = s.ToAtlasRegion(true);
- region.page = page;
- return region;
- }
- internal static AtlasRegion ToAtlasRegion (this Sprite s, bool isolatedTexture = false) {
- var region = new AtlasRegion();
- region.name = s.name;
- region.index = -1;
- region.rotate = s.packed && s.packingRotation != SpritePackingRotation.None;
- // World space units
- Bounds bounds = s.bounds;
- Vector2 boundsMin = bounds.min, boundsMax = bounds.max;
- // Texture space/pixel units
- Rect spineRect = s.rect.SpineUnityFlipRect(s.texture.height);
- region.width = (int)spineRect.width;
- region.originalWidth = (int)spineRect.width;
- region.height = (int)spineRect.height;
- region.originalHeight = (int)spineRect.height;
- region.offsetX = spineRect.width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0));
- region.offsetY = spineRect.height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0));
- if (isolatedTexture) {
- region.u = 0;
- region.v = 1;
- region.u2 = 1;
- region.v2 = 0;
- region.x = 0;
- region.y = 0;
- } else {
- Texture2D tex = s.texture;
- Rect uvRect = TextureRectToUVRect(s.textureRect, tex.width, tex.height);
- region.u = uvRect.xMin;
- region.v = uvRect.yMax;
- region.u2 = uvRect.xMax;
- region.v2 = uvRect.yMin;
- region.x = (int)spineRect.x;
- region.y = (int)spineRect.y;
- }
- return region;
- }
- #region Runtime Repacking
- static readonly Dictionary<AtlasRegion, int> existingRegions = new Dictionary<AtlasRegion, int>();
- static readonly List<int> regionIndices = new List<int>();
- static readonly List<Texture2D> texturesToPack = new List<Texture2D>();
- static readonly List<AtlasRegion> originalRegions = new List<AtlasRegion>();
- static readonly List<AtlasRegion> repackedRegions = new List<AtlasRegion>();
- static readonly List<Attachment> repackedAttachments = new List<Attachment>();
- static List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[1];
- /// <summary>
- /// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
- /// but mapped to a new single texture using the same material.</summary>
- /// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
- /// to free resources.
- /// This method caches necessary Texture copies for later re-use, which might steadily increase the texture memory
- /// footprint when used excessively. Set <paramref name="clearCache"/> to <c>true</c>
- /// or call <see cref="AtlasUtilities.ClearCache()"/> to clear this texture cache.
- /// You may want to call <c>Resources.UnloadUnusedAssets()</c> after that.
- /// </remarks>
- /// <param name="sourceAttachments">The list of attachments to be repacked.</param>
- /// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
- /// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
- /// <param name="clearCache">When set to <c>true</c>, <see cref="AtlasUtilities.ClearCache()"/> is called after
- /// repacking to clear the texture cache. See remarks for additional info.</param>
- public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments", bool clearCache = false, bool useOriginalNonrenderables = true) {
- if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
- if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
- // Use shared lists to detect and use shared regions.
- existingRegions.Clear();
- regionIndices.Clear();
- texturesToPack.Clear();
- originalRegions.Clear();
- outputAttachments.Clear();
- outputAttachments.AddRange(sourceAttachments);
- int newRegionIndex = 0;
- for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
- var originalAttachment = sourceAttachments[i];
- if (IsRenderable(originalAttachment)) {
- var newAttachment = originalAttachment.GetCopy(true);
- var region = newAttachment.GetRegion();
- int existingIndex;
- if (existingRegions.TryGetValue(region, out existingIndex)) {
- regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
- } else {
- originalRegions.Add(region);
- texturesToPack.Add(region.ToTexture(textureFormat, mipmaps)); // Add the texture to the PackTextures argument
- existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
- regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
- newRegionIndex++;
- }
- outputAttachments[i] = newAttachment;
- } else {
- outputAttachments[i] = useOriginalNonrenderables ? originalAttachment : originalAttachment.GetCopy(true);
- regionIndices.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
- }
- }
- // Fill a new texture with the collected attachment textures.
- var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
- newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
- newTexture.name = newAssetName;
- // Copy settings
- if (texturesToPack.Count > 0) {
- var sourceTexture = texturesToPack[0];
- newTexture.CopyTextureAttributesFrom(sourceTexture);
- }
- var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
- // Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
- Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
- var newMaterial = new Material(shader);
- if (materialPropertySource != null) {
- newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
- newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
- }
- newMaterial.name = newAssetName;
- newMaterial.mainTexture = newTexture;
- var page = newMaterial.ToSpineAtlasPage();
- page.name = newAssetName;
- repackedRegions.Clear();
- for (int i = 0, n = originalRegions.Count; i < n; i++) {
- var oldRegion = originalRegions[i];
- var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
- repackedRegions.Add(newRegion);
- }
- // Map the cloned attachments to the repacked atlas.
- for (int i = 0, n = outputAttachments.Count; i < n; i++) {
- var a = outputAttachments[i];
- if (IsRenderable(a))
- a.SetRegion(repackedRegions[regionIndices[i]]);
- }
- // Clean up.
- if (clearCache)
- AtlasUtilities.ClearCache();
- outputTexture = newTexture;
- outputMaterial = newMaterial;
- }
- /// <summary>
- /// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
- /// comprised of all the regions from the original skin.</summary>
- /// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
- /// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
- /// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
- /// to free resources.
- /// This method caches necessary Texture copies for later re-use, which might steadily increase the texture memory
- /// footprint when used excessively. Set <paramref name="clearCache"/> to <c>true</c>
- /// or call <see cref="AtlasUtilities.ClearCache()"/> to clear this texture cache.
- /// You may want to call <c>Resources.UnloadUnusedAssets()</c> after that.
- /// </remarks>
- /// <param name="clearCache">When set to <c>true</c>, <see cref="AtlasUtilities.ClearCache()"/> is called after
- /// repacking to clear the texture cache. See remarks for additional info.</param>
- /// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
- /// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
- /// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
- /// this array will be filled with the resulting repacked texture for every property,
- /// just as the main repacked texture is assigned to <c>outputTexture</c>.</param>
- /// <param name="additionalTextureFormats">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
- /// this array will be used as <c>TextureFormat</c> at the Texture at the respective property.
- /// When <c>additionalTextureFormats</c> is <c>null</c> or when its array size is smaller,
- /// <c>textureFormat</c> is used where there exists no corresponding array item.</param>
- /// <param name="additionalTextureIsLinear">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
- /// this array will be used to determine whether <c>linear</c> or <c>sRGB</c> color space is used at the
- /// Texture at the respective property. When <c>additionalTextureIsLinear</c> is <c>null</c>, <c>linear</c> color space
- /// is assumed at every additional Texture element.
- /// When e.g. packing the main texture and normal maps, pass 'new bool[] { true }' at this parameter, because normal maps use
- /// linear color space.</param>
- public static Skin GetRepackedSkin (this Skin o, string newName, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture,
- int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
- bool useOriginalNonrenderables = true, bool clearCache = false,
- int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null,
- TextureFormat[] additionalTextureFormats = null, bool[] additionalTextureIsLinear = null) {
- return GetRepackedSkin(o, newName, materialPropertySource.shader, out outputMaterial, out outputTexture,
- maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource,
- clearCache, useOriginalNonrenderables, additionalTexturePropertyIDsToCopy, additionalOutputTextures,
- additionalTextureFormats, additionalTextureIsLinear);
- }
- /// <summary>
- /// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
- /// comprised of all the regions from the original skin.</summary>
- /// See documentation of <see cref="GetRepackedSkin"/> for details.
- public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture,
- int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
- Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true,
- int[] additionalTexturePropertyIDsToCopy = null, Texture2D[] additionalOutputTextures = null,
- TextureFormat[] additionalTextureFormats = null, bool[] additionalTextureIsLinear = null) {
- outputTexture = null;
- if (additionalTexturePropertyIDsToCopy != null && additionalTextureIsLinear == null) {
- additionalTextureIsLinear = new bool[additionalTexturePropertyIDsToCopy.Length];
- for (int i = 0; i < additionalTextureIsLinear.Length; ++i) {
- additionalTextureIsLinear[i] = true;
- }
- }
- if (o == null) throw new System.NullReferenceException("Skin was null");
- var skinAttachments = o.Attachments;
- var newSkin = new Skin(newName);
- newSkin.bones.AddRange(o.bones);
- newSkin.constraints.AddRange(o.constraints);
- // Use these to detect and use shared regions.
- existingRegions.Clear();
- regionIndices.Clear();
- // Collect all textures from the attachments of the original skin.
- repackedAttachments.Clear();
- int numTextureParamsToRepack = 1 + (additionalTexturePropertyIDsToCopy == null ? 0 : additionalTexturePropertyIDsToCopy.Length);
- additionalOutputTextures = (additionalTexturePropertyIDsToCopy == null ? null : new Texture2D[additionalTexturePropertyIDsToCopy.Length]);
- if (texturesToPackAtParam.Length < numTextureParamsToRepack)
- Array.Resize(ref texturesToPackAtParam, numTextureParamsToRepack);
- for (int i = 0; i < numTextureParamsToRepack; ++i) {
- if (texturesToPackAtParam[i] != null)
- texturesToPackAtParam[i].Clear();
- else
- texturesToPackAtParam[i] = new List<Texture2D>();
- }
- originalRegions.Clear();
- int newRegionIndex = 0;
- foreach (var skinEntry in skinAttachments) {
- var originalKey = skinEntry.Key;
- var originalAttachment = skinEntry.Value;
- Attachment newAttachment;
- if (IsRenderable(originalAttachment)) {
- newAttachment = originalAttachment.GetCopy(true);
- var region = newAttachment.GetRegion();
- int existingIndex;
- if (existingRegions.TryGetValue(region, out existingIndex)) {
- regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
- } else {
- originalRegions.Add(region);
- for (int i = 0; i < numTextureParamsToRepack; ++i) {
- Texture2D regionTexture = (i == 0 ?
- region.ToTexture(textureFormat, mipmaps) :
- region.ToTexture((additionalTextureFormats != null && i - 1 < additionalTextureFormats.Length) ?
- additionalTextureFormats[i - 1] : textureFormat,
- mipmaps, additionalTexturePropertyIDsToCopy[i - 1], additionalTextureIsLinear[i - 1]));
- texturesToPackAtParam[i].Add(regionTexture); // Add the texture to the PackTextures argument
- }
- existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
- regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
- newRegionIndex++;
- }
- repackedAttachments.Add(newAttachment);
- newSkin.SetAttachment(originalKey.SlotIndex, originalKey.Name, newAttachment);
- } else {
- newSkin.SetAttachment(originalKey.SlotIndex, originalKey.Name, useOriginalNonrenderables ? originalAttachment : originalAttachment.GetCopy(true));
- }
- }
- // Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
- var newMaterial = new Material(shader);
- if (materialPropertySource != null) {
- newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
- newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
- }
- newMaterial.name = newName;
- Rect[] rects = null;
- for (int i = 0; i < numTextureParamsToRepack; ++i) {
- // Fill a new texture with the collected attachment textures.
- var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize,
- (i > 0 && additionalTextureFormats != null && i - 1 < additionalTextureFormats.Length) ?
- additionalTextureFormats[i - 1] : textureFormat,
- mipmaps,
- (i > 0) ? additionalTextureIsLinear[i - 1] : false);
- newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
- var texturesToPack = texturesToPackAtParam[i];
- if (texturesToPack.Count > 0) {
- var sourceTexture = texturesToPack[0];
- newTexture.CopyTextureAttributesFrom(sourceTexture);
- }
- newTexture.name = newName;
- var rectsForTexParam = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
- if (i == 0) {
- rects = rectsForTexParam;
- newMaterial.mainTexture = newTexture;
- outputTexture = newTexture;
- }
- else {
- newMaterial.SetTexture(additionalTexturePropertyIDsToCopy[i - 1], newTexture);
- additionalOutputTextures[i - 1] = newTexture;
- }
- }
- var page = newMaterial.ToSpineAtlasPage();
- page.name = newName;
- repackedRegions.Clear();
- for (int i = 0, n = originalRegions.Count; i < n; i++) {
- var oldRegion = originalRegions[i];
- var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
- repackedRegions.Add(newRegion);
- }
- // Map the cloned attachments to the repacked atlas.
- for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
- var a = repackedAttachments[i];
- if (IsRenderable(a))
- a.SetRegion(repackedRegions[regionIndices[i]]);
- }
- // Clean up.
- if (clearCache)
- AtlasUtilities.ClearCache();
- outputMaterial = newMaterial;
- return newSkin;
- }
- public static Sprite ToSprite (this AtlasRegion ar, float pixelsPerUnit = 100) {
- return Sprite.Create(ar.GetMainTexture(), ar.GetUnityRect(), new Vector2(0.5f, 0.5f), pixelsPerUnit);
- }
- struct IntAndAtlasRegionKey {
- int i;
- AtlasRegion region;
- public IntAndAtlasRegionKey(int i, AtlasRegion region) {
- this.i = i;
- this.region = region;
- }
- public override int GetHashCode () {
- return i.GetHashCode() * 23 ^ region.GetHashCode();
- }
- }
- static Dictionary<IntAndAtlasRegionKey, Texture2D> CachedRegionTextures = new Dictionary<IntAndAtlasRegionKey, Texture2D>();
- static List<Texture2D> CachedRegionTexturesList = new List<Texture2D>();
- /// <summary>
- /// Frees up textures cached by repacking and remapping operations.
- ///
- /// Calling <see cref="AttachmentCloneExtensions.GetRemappedClone"/> with parameter <c>premultiplyAlpha=true</c>,
- /// <see cref="GetRepackedAttachments"/> or <see cref="GetRepackedSkin"/> will cache textures for later re-use,
- /// which might steadily increase the texture memory footprint when used excessively.
- /// You can clear this Texture cache by calling <see cref="AtlasUtilities.ClearCache()"/>.
- /// You may also want to call <c>Resources.UnloadUnusedAssets()</c> after that. Be aware that while this cleanup
- /// frees up memory, it is also a costly operation and will likely cause a spike in the framerate.
- /// Thus it is recommended to perform costly repacking and cleanup operations after e.g. a character customization
- /// screen has been exited, and if required additionally after a certain number of <c>GetRemappedClone()</c> calls.
- /// </summary>
- public static void ClearCache () {
- foreach (var t in CachedRegionTexturesList) {
- UnityEngine.Object.Destroy(t);
- }
- CachedRegionTextures.Clear();
- CachedRegionTexturesList.Clear();
- }
- /// <summary>Creates a new Texture2D object based on an AtlasRegion.
- /// If applyImmediately is true, Texture2D.Apply is called immediately after the Texture2D is filled with data.</summary>
- public static Texture2D ToTexture (this AtlasRegion ar, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
- int texturePropertyId = 0, bool linear = false, bool applyPMA = false) {
- Texture2D output;
- IntAndAtlasRegionKey cacheKey = new IntAndAtlasRegionKey(texturePropertyId, ar);
- CachedRegionTextures.TryGetValue(cacheKey, out output);
- if (output == null) {
- Texture2D sourceTexture = texturePropertyId == 0 ? ar.GetMainTexture() : ar.GetTexture(texturePropertyId);
- Rect r = ar.GetUnityRect();
- // Compensate any image resizing due to Texture 'Max Size' import settings.
- // sourceTexture.width returns the resized image dimensions, at least in newer Unity versions.
- if (sourceTexture.width < ar.page.width) {
- float scaleX = (float)(sourceTexture.width) / (float)(ar.page.width);
- float scaleY = (float)(sourceTexture.height) / (float)(ar.page.height);
- var scale = new Vector2(scaleX, scaleY);
- r = new Rect(Vector2.Scale(r.position, scale), Vector2.Scale(r.size, scale));
- }
- int width = (int)r.width;
- int height = (int)r.height;
- output = new Texture2D(width, height, textureFormat, mipmaps, linear) { name = ar.name };
- output.CopyTextureAttributesFrom(sourceTexture);
- if (applyPMA)
- AtlasUtilities.CopyTextureApplyPMA(sourceTexture, r, output);
- else
- AtlasUtilities.CopyTexture(sourceTexture, r, output);
- CachedRegionTextures.Add(cacheKey, output);
- CachedRegionTexturesList.Add(output);
- }
- return output;
- }
- static Texture2D ToTexture (this Sprite s, TextureFormat textureFormat = SpineTextureFormat,
- bool mipmaps = UseMipMaps, bool linear = false, bool applyPMA = false) {
- var spriteTexture = s.texture;
- Rect r;
- if (!s.packed || s.packingMode == SpritePackingMode.Rectangle) {
- r = s.textureRect;
- }
- else {
- r = new Rect();
- r.xMin = Math.Min(s.uv[0].x, s.uv[1].x) * spriteTexture.width;
- r.xMax = Math.Max(s.uv[0].x, s.uv[1].x) * spriteTexture.width;
- r.yMin = Math.Min(s.uv[0].y, s.uv[2].y) * spriteTexture.height;
- r.yMax = Math.Max(s.uv[0].y, s.uv[2].y) * spriteTexture.height;
- #if UNITY_EDITOR
- if (s.uv.Length > 4) {
- Debug.LogError("When using a tightly packed SpriteAtlas with Spine, you may only access Sprites that are packed as 'FullRect' from it! " +
- "You can either disable 'Tight Packing' at the whole SpriteAtlas, or change the single Sprite's TextureImporter Setting 'MeshType' to 'Full Rect'." +
- "Sprite Asset: " + s.name, s);
- }
- #endif
- }
- var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps, linear);
- newTexture.CopyTextureAttributesFrom(spriteTexture);
- if (applyPMA)
- AtlasUtilities.CopyTextureApplyPMA(spriteTexture, r, newTexture);
- else
- AtlasUtilities.CopyTexture(spriteTexture, r, newTexture);
- return newTexture;
- }
- static Texture2D GetClone (this Texture2D t, TextureFormat textureFormat = SpineTextureFormat,
- bool mipmaps = UseMipMaps, bool linear = false, bool applyPMA = false) {
- var newTexture = new Texture2D((int)t.width, (int)t.height, textureFormat, mipmaps, linear);
- newTexture.CopyTextureAttributesFrom(t);
- if (applyPMA)
- AtlasUtilities.CopyTextureApplyPMA(t, new Rect(0, 0, t.width, t.height), newTexture);
- else
- AtlasUtilities.CopyTexture(t, new Rect(0, 0, t.width, t.height), newTexture);
- return newTexture;
- }
- static void CopyTexture (Texture2D source, Rect sourceRect, Texture2D destination) {
- if (SystemInfo.copyTextureSupport == UnityEngine.Rendering.CopyTextureSupport.None) {
- // GetPixels fallback for old devices.
- Color[] pixelBuffer = source.GetPixels((int)sourceRect.x, (int)sourceRect.y, (int)sourceRect.width, (int)sourceRect.height);
- destination.SetPixels(pixelBuffer);
- destination.Apply();
- } else {
- Graphics.CopyTexture(source, 0, 0, (int)sourceRect.x, (int)sourceRect.y, (int)sourceRect.width, (int)sourceRect.height, destination, 0, 0, 0, 0);
- }
- }
- static void CopyTextureApplyPMA (Texture2D source, Rect sourceRect, Texture2D destination) {
- Color[] pixelBuffer = source.GetPixels((int)sourceRect.x, (int)sourceRect.y, (int)sourceRect.width, (int)sourceRect.height);
- for (int i = 0, n = pixelBuffer.Length; i < n; i++) {
- Color p = pixelBuffer[i];
- float a = p.a;
- p.r = p.r * a;
- p.g = p.g * a;
- p.b = p.b * a;
- pixelBuffer[i] = p;
- }
- destination.SetPixels(pixelBuffer);
- destination.Apply();
- }
- static bool IsRenderable (Attachment a) {
- return a is IHasRendererObject;
- }
- /// <summary>
- /// Get a rect with flipped Y so that a Spine atlas rect gets converted to a Unity Sprite rect and vice versa.</summary>
- static Rect SpineUnityFlipRect (this Rect rect, int textureHeight) {
- rect.y = textureHeight - rect.y - rect.height;
- return rect;
- }
- /// <summary>
- /// Gets the Rect of an AtlasRegion according to Unity texture coordinates (x-right, y-up).
- /// This overload relies on region.page.height being correctly set.</summary>
- static Rect GetUnityRect (this AtlasRegion region) {
- return region.GetSpineAtlasRect().SpineUnityFlipRect(region.page.height);
- }
- /// <summary>
- /// Gets the Rect of an AtlasRegion according to Unity texture coordinates (x-right, y-up).</summary>
- static Rect GetUnityRect (this AtlasRegion region, int textureHeight) {
- return region.GetSpineAtlasRect().SpineUnityFlipRect(textureHeight);
- }
- /// <summary>
- /// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
- static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
- if (includeRotate && (region.degrees == 90 || region.degrees == 270))
- return new Rect(region.x, region.y, region.height, region.width);
- else
- return new Rect(region.x, region.y, region.width, region.height);
- }
- /// <summary>
- /// Denormalize a uvRect into a texture-space Rect.</summary>
- static Rect UVRectToTextureRect (Rect uvRect, int texWidth, int texHeight) {
- uvRect.x *= texWidth;
- uvRect.width *= texWidth;
- uvRect.y *= texHeight;
- uvRect.height *= texHeight;
- return uvRect;
- }
- /// <summary>
- /// Normalize a texture Rect into UV coordinates.</summary>
- static Rect TextureRectToUVRect (Rect textureRect, int texWidth, int texHeight) {
- textureRect.x = Mathf.InverseLerp(0, texWidth, textureRect.x);
- textureRect.y = Mathf.InverseLerp(0, texHeight, textureRect.y);
- textureRect.width = Mathf.InverseLerp(0, texWidth, textureRect.width);
- textureRect.height = Mathf.InverseLerp(0, texHeight, textureRect.height);
- return textureRect;
- }
- /// <summary>
- /// Creates a new Spine AtlasRegion according to a Unity UV Rect (x-right, y-up, uv-normalized).</summary>
- static AtlasRegion UVRectToAtlasRegion (Rect uvRect, AtlasRegion referenceRegion, AtlasPage page) {
- var tr = UVRectToTextureRect(uvRect, page.width, page.height);
- var rr = tr.SpineUnityFlipRect(page.height);
- int x = (int)rr.x, y = (int)rr.y;
- int w, h;
- if (referenceRegion.degrees == 90 || referenceRegion.degrees == 270) {
- w = (int)rr.height;
- h = (int)rr.width;
- } else {
- w = (int)rr.width;
- h = (int)rr.height;
- }
- int originalW = Mathf.RoundToInt((float)w * ((float)referenceRegion.originalWidth / (float)referenceRegion.width));
- int originalH = Mathf.RoundToInt((float)h * ((float)referenceRegion.originalHeight / (float)referenceRegion.height));
- int offsetX = Mathf.RoundToInt((float)referenceRegion.offsetX * ((float)w / (float)referenceRegion.width));
- int offsetY = Mathf.RoundToInt((float)referenceRegion.offsetY * ((float)h / (float)referenceRegion.height));
- if (referenceRegion.degrees == 270) {
- w = (int)rr.width;
- h = (int)rr.height;
- }
- float u = uvRect.xMin;
- float u2 = uvRect.xMax;
- float v = uvRect.yMax;
- float v2 = uvRect.yMin;
- return new AtlasRegion {
- page = page,
- name = referenceRegion.name,
- u = u,
- u2 = u2,
- v = v,
- v2 = v2,
- index = -1,
- width = w,
- originalWidth = originalW,
- height = h,
- originalHeight = originalH,
- offsetX = offsetX,
- offsetY = offsetY,
- x = x,
- y = y,
- rotate = referenceRegion.rotate,
- degrees = referenceRegion.degrees
- };
- }
- /// <summary>
- /// Convenience method for getting the main texture of the material of the page of the region.</summary>
- static Texture2D GetMainTexture (this AtlasRegion region) {
- var material = (region.page.rendererObject as Material);
- return material.mainTexture as Texture2D;
- }
- /// <summary>
- /// Convenience method for getting any texture of the material of the page of the region by texture property name.</summary>
- static Texture2D GetTexture (this AtlasRegion region, string texturePropertyName) {
- var material = (region.page.rendererObject as Material);
- return material.GetTexture(texturePropertyName) as Texture2D;
- }
- /// <summary>
- /// Convenience method for getting any texture of the material of the page of the region by texture property id.</summary>
- static Texture2D GetTexture (this AtlasRegion region, int texturePropertyId) {
- var material = (region.page.rendererObject as Material);
- return material.GetTexture(texturePropertyId) as Texture2D;
- }
- static void CopyTextureAttributesFrom(this Texture2D destination, Texture2D source) {
- destination.filterMode = source.filterMode;
- destination.anisoLevel = source.anisoLevel;
- #if UNITY_EDITOR
- destination.alphaIsTransparency = source.alphaIsTransparency;
- #endif
- destination.wrapModeU = source.wrapModeU;
- destination.wrapModeV = source.wrapModeV;
- destination.wrapModeW = source.wrapModeW;
- }
- #endregion
- static float InverseLerp (float a, float b, float value) {
- return (value - a) / (b - a);
- }
- }
- }
|