578 lines
26 KiB
C#
578 lines
26 KiB
C#
// #define DEBUGPIXEL
|
|
|
|
using System.IO;
|
|
using Unity.Jobs;
|
|
using Unity.Burst;
|
|
using UnityEngine;
|
|
using Unity.Collections;
|
|
using Unity.Mathematics;
|
|
using UnityEngine.U2D.Common.URaster;
|
|
using Unity.Collections.LowLevel.Unsafe;
|
|
|
|
namespace UnityEditor.U2D.Common.SpriteAtlasPacker
|
|
{
|
|
|
|
namespace DefaultPack
|
|
{
|
|
|
|
// Internal Config params.
|
|
internal struct UPackConfig
|
|
{
|
|
// Padding
|
|
internal int padding;
|
|
// Is Tight Packing. 1 for TIght.
|
|
internal int packing;
|
|
// Enable Rotation.
|
|
internal int rotates;
|
|
// Max Texture Size.
|
|
internal int maxSize;
|
|
// Block Offset.
|
|
internal int bOffset;
|
|
// Reserved.
|
|
internal int freeBox;
|
|
// Reserved.
|
|
internal int jobSize;
|
|
// Reserved.
|
|
internal int sprSize;
|
|
}
|
|
|
|
// Pixel Mask. Stores Rasterized Sprite Pixels.
|
|
internal struct PixelMask
|
|
{
|
|
// Pixel Data
|
|
internal Pixels pixels;
|
|
};
|
|
|
|
// Atlas Masks. Stores Multiple Rasterized Sprite Pixels.
|
|
internal struct AtlasMask
|
|
{
|
|
// Pixel Data
|
|
internal Pixels pixels;
|
|
};
|
|
|
|
[BurstCompile]
|
|
internal struct UPack
|
|
{
|
|
////////////////////////////////////////////////////////////////
|
|
// Rasterization.
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
[BurstCompile]
|
|
internal unsafe struct SpriteRaster : IJob
|
|
{
|
|
// Pack Config
|
|
public UPackConfig cfg;
|
|
// Texture Input
|
|
public int2 textureCfg;
|
|
// Index to process.
|
|
public int index;
|
|
// Vertex Count
|
|
public int vertexCount;
|
|
// Index Count;
|
|
public int indexCount;
|
|
// Seed
|
|
public int seed;
|
|
// SpriteRaster
|
|
[NativeDisableContainerSafetyRestriction]
|
|
public NativeArray<PixelMask> spriteMasks;
|
|
// Vector2 positions.
|
|
[NativeDisableUnsafePtrRestriction]
|
|
public Vector2* vertices;
|
|
// Indices
|
|
[NativeDisableUnsafePtrRestriction]
|
|
public int* indices;
|
|
// Input Pixels
|
|
[NativeDisableUnsafePtrRestriction]
|
|
public Color32* pixels;
|
|
|
|
public void Execute()
|
|
{
|
|
|
|
// Rasterize Source Sprite.
|
|
var spriteMask = spriteMasks[index];
|
|
spriteMask.pixels.rect.z = spriteMask.pixels.rect.w = spriteMask.pixels.minmax.z = spriteMask.pixels.minmax.w = 0;
|
|
spriteMask.pixels.rect.x = spriteMask.pixels.rect.y = spriteMask.pixels.minmax.x = spriteMask.pixels.minmax.y = cfg.sprSize;
|
|
|
|
UnsafeUtility.MemClear(spriteMask.pixels.data.GetUnsafePtr(), ((spriteMask.pixels.rect.w * spriteMask.pixels.size.x) + spriteMask.pixels.rect.z) * UnsafeUtility.SizeOf<Color32>());
|
|
UnityEngine.U2D.Common.URaster.RasterUtils.Rasterize(pixels, ref textureCfg, vertices, vertexCount, indices, indexCount, ref spriteMask.pixels, cfg.padding, cfg.padding);
|
|
byte color = UnityEngine.U2D.Common.URaster.RasterUtils.Color32ToByte(new Color32(254, 64, 64, 254));
|
|
|
|
// If Tight packing fill Rect.
|
|
if (0 == cfg.packing)
|
|
{
|
|
// For Rect
|
|
for (int y = spriteMask.pixels.rect.y; y <= spriteMask.pixels.rect.w; ++y)
|
|
{
|
|
for (int x = spriteMask.pixels.rect.x; x <= spriteMask.pixels.rect.z; ++x)
|
|
{
|
|
spriteMask.pixels.data[y * spriteMask.pixels.size.x + x] = (spriteMask.pixels.data[y * spriteMask.pixels.size.x + x] != 0) ? spriteMask.pixels.data[y * spriteMask.pixels.size.x + x] : color;
|
|
}
|
|
}
|
|
}
|
|
|
|
spriteMask.pixels.rect.x = math.max(0, spriteMask.pixels.minmax.x - cfg.padding);
|
|
spriteMask.pixels.rect.y = math.max(0, spriteMask.pixels.minmax.y - cfg.padding);
|
|
spriteMask.pixels.rect.z = math.min(cfg.maxSize, spriteMask.pixels.minmax.z + cfg.padding);
|
|
spriteMask.pixels.rect.w = math.min(cfg.maxSize, spriteMask.pixels.minmax.w + cfg.padding);
|
|
spriteMasks[index] = spriteMask;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Atlas Packing.
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
internal static bool TestMask(ref AtlasMask atlasMask, ref PixelMask spriteMask, int ax, int ay, int sx, int sy)
|
|
{
|
|
var satlasPixel = atlasMask.pixels.data[ay * atlasMask.pixels.size.x + ax];
|
|
var spritePixel = spriteMask.pixels.data[sy * spriteMask.pixels.size.x + sx];
|
|
return (spritePixel > 0 && satlasPixel > 0);
|
|
}
|
|
|
|
internal static bool TestMask(ref AtlasMask atlasMask, ref PixelMask spriteMask, int x, int y)
|
|
{
|
|
|
|
var spriteRect = spriteMask.pixels.rect;
|
|
|
|
if (TestMask(ref atlasMask, ref spriteMask, (x), (y), spriteRect.x, spriteRect.y))
|
|
return false;
|
|
if (TestMask(ref atlasMask, ref spriteMask, (x), (y + (spriteRect.w - spriteRect.y)), spriteRect.x, spriteRect.y))
|
|
return false;
|
|
if (TestMask(ref atlasMask, ref spriteMask, (x + (spriteRect.z - spriteRect.x)), (y), spriteRect.z, spriteRect.w))
|
|
return false;
|
|
if (TestMask(ref atlasMask, ref spriteMask, (x + (spriteRect.z - spriteRect.x)), (y + (spriteRect.w - spriteRect.y)), spriteRect.z, spriteRect.w))
|
|
return false;
|
|
if (TestMask(ref atlasMask, ref spriteMask, (x), (y), spriteRect.z / 2, spriteRect.y / 2))
|
|
return false;
|
|
|
|
for (int j = spriteRect.y, _j = 0; j < spriteRect.w; ++j, ++_j)
|
|
{
|
|
for (int i = spriteRect.x, _i = 0; i < spriteRect.z; ++i, ++_i)
|
|
{
|
|
if (TestMask(ref atlasMask, ref spriteMask, (_i + x), (_j + y), i, j))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
[BurstCompile]
|
|
internal static void ApplyMask(ref UPackConfig cfg, ref AtlasMask atlasMask, ref PixelMask spriteMask, ref int4 rect, int x, int y)
|
|
{
|
|
for (int j = rect.y, _j = 0; j < rect.w; ++j, ++_j)
|
|
{
|
|
for (int i = rect.x, _i = 0; i < rect.z; ++i, ++_i)
|
|
{
|
|
var ax = _i + x;
|
|
var ay = _j + y;
|
|
var pixel = spriteMask.pixels.data[j * spriteMask.pixels.size.x + i];
|
|
if (pixel != 0)
|
|
{
|
|
atlasMask.pixels.data[ay * atlasMask.pixels.size.x + ax] = pixel;
|
|
atlasMask.pixels.minmax.x = math.min(ax, atlasMask.pixels.minmax.x);
|
|
atlasMask.pixels.minmax.y = math.min(ay, atlasMask.pixels.minmax.y);
|
|
atlasMask.pixels.minmax.z = math.max(ax, atlasMask.pixels.minmax.z);
|
|
atlasMask.pixels.minmax.w = math.max(ay, atlasMask.pixels.minmax.w);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Fit Sprite in a given RECT for Best Fit
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
[BurstCompile]
|
|
internal struct SpriteFitter : IJob
|
|
{
|
|
// Cfg
|
|
public UPackConfig config;
|
|
// Test Inc
|
|
public int4 atlasXInc;
|
|
// Test Inc.
|
|
public int4 atlasYInc;
|
|
// Result Index.
|
|
public int resultIndex;
|
|
// AtlasMask
|
|
public AtlasMask atlasMask;
|
|
// SpriteMask
|
|
public PixelMask spriteMask;
|
|
// ResultSet
|
|
[NativeDisableContainerSafetyRestriction]
|
|
public NativeArray<int4> resultSet;
|
|
|
|
public void Execute()
|
|
{
|
|
for (int y = atlasYInc.x; y <= atlasYInc.y; y += atlasYInc.z)
|
|
{
|
|
if (y + spriteMask.pixels.rect.w >= atlasMask.pixels.rect.y)
|
|
break;
|
|
|
|
for (int x = atlasXInc.x; x <= atlasXInc.y; x += atlasXInc.z)
|
|
{
|
|
if (x + spriteMask.pixels.rect.z >= atlasMask.pixels.rect.x)
|
|
continue;
|
|
|
|
if (TestMask(ref atlasMask, ref spriteMask, x, y))
|
|
{
|
|
resultSet[resultIndex] = new int4(x, y, 1, 0);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
// Best Fit.
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
internal static unsafe bool BestFit(ref UPackConfig cfg, ref NativeArray<SpriteFitter> fitterJob, ref NativeArray<JobHandle> fitterJobHandles, ref NativeArray<int4> resultArray, ref AtlasMask atlasMask, ref PixelMask spriteMask, ref int4 output)
|
|
{
|
|
bool more = true;
|
|
int inc = math.min(atlasMask.pixels.rect.x, atlasMask.pixels.rect.y), rx = -1, ry = -1;
|
|
for (int i = 0; i < cfg.jobSize; ++i)
|
|
fitterJobHandles[i] = default(JobHandle);
|
|
|
|
while (more)
|
|
{
|
|
|
|
int index = 0;
|
|
UnsafeUtility.MemClear(resultArray.GetUnsafePtr(), resultArray.Length * sizeof(int4));
|
|
|
|
// Small Search.
|
|
for (int y = 0; (y < atlasMask.pixels.rect.y); y += inc)
|
|
{
|
|
fitterJob[index] = new SpriteFitter() { config = cfg, atlasMask = atlasMask, spriteMask = spriteMask, atlasXInc = new int4(0, atlasMask.pixels.rect.x, atlasMask.pixels.rect.z, 0), atlasYInc = new int4(y, y + inc, atlasMask.pixels.rect.w, 0), resultSet = resultArray, resultIndex = index };
|
|
fitterJobHandles[index] = fitterJob[index].Schedule();
|
|
index++;
|
|
}
|
|
JobHandle.ScheduleBatchedJobs();
|
|
var jobHandle = JobHandle.CombineDependencies(fitterJobHandles);
|
|
jobHandle.Complete();
|
|
|
|
int area = atlasMask.pixels.size.x * atlasMask.pixels.size.y;
|
|
for (int j = 0; j < index; ++j)
|
|
{
|
|
if (resultArray[j].z == 1 && area > (resultArray[j].x * resultArray[j].y))
|
|
{
|
|
more = false;
|
|
rx = resultArray[j].x;
|
|
ry = resultArray[j].y;
|
|
area = rx * ry;
|
|
}
|
|
}
|
|
|
|
if (false == more)
|
|
{
|
|
ApplyMask(ref cfg, ref atlasMask, ref spriteMask, ref spriteMask.pixels.rect, rx, ry);
|
|
break;
|
|
}
|
|
|
|
if (atlasMask.pixels.rect.x >= cfg.maxSize && atlasMask.pixels.rect.y >= cfg.maxSize)
|
|
{
|
|
// Either successful or need another page.
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
#if SQUAREINCR
|
|
atlasMask.rect.x = math.min(cfg.maxSize, atlasMask.rect.x * 2);
|
|
atlasMask.rect.y = math.min(cfg.maxSize, atlasMask.rect.y * 2);
|
|
#else
|
|
// Row Expansion first.
|
|
bool incY = (atlasMask.pixels.rect.y < atlasMask.pixels.rect.x);
|
|
atlasMask.pixels.rect.x = incY ? atlasMask.pixels.rect.x : math.min(cfg.maxSize, atlasMask.pixels.rect.x * 2);
|
|
atlasMask.pixels.rect.y = incY ? math.min(cfg.maxSize, atlasMask.pixels.rect.y * 2) : atlasMask.pixels.rect.y;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
output = new int4(rx, ry, 0, 0);
|
|
return (rx != -1 && ry != -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
internal class SpriteAtlasScriptablePacker : UnityEditor.U2D.ScriptablePacker
|
|
{
|
|
static unsafe bool PrepareInput(DefaultPack.UPackConfig cfg, int2 spriteSize, PackerData input)
|
|
{
|
|
|
|
for (int i = 0; i < input.spriteData.Length; ++i)
|
|
{
|
|
|
|
var inputSpriteC = input.spriteData[i];
|
|
if (inputSpriteC.rect.width + (2 * cfg.padding) > cfg.maxSize || inputSpriteC.rect.height + (2 * cfg.padding) > cfg.maxSize) return false;
|
|
|
|
#if DEBUGPIXEL
|
|
var outputCoordX = 0;
|
|
var outputCoordY = 0;
|
|
var tsize = new Vector2Int(cfg.maxSize, cfg.maxSize);
|
|
var textureDataC = input.textureData[inputSpriteC.texIndex];
|
|
Color32* pixels = (Color32*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.colorData);
|
|
var spritePixels = UnityEngine.U2D.Common.URaster.RasterUtils.GetPixelOffsetBuffer(textureDataC.bufferOffset, pixels);
|
|
var spriteOutput = new SpriteData();
|
|
|
|
spriteOutput.texIndex = i;
|
|
spriteOutput.guid = inputSpriteC.guid;
|
|
spriteOutput.rect = new RectInt() { x = outputCoordX, y = outputCoordY, width = inputSpriteC.rect.width, height = inputSpriteC.rect.height };
|
|
spriteOutput.output.x = 0;
|
|
spriteOutput.output.y = 0;
|
|
|
|
var atlasTexture = new NativeArray<Color32>(tsize.x * tsize.y, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
|
|
|
|
for (int y = inputSpriteC.rect.y; y < (inputSpriteC.rect.y + inputSpriteC.rect.height); ++y)
|
|
{
|
|
outputCoordX = 0;
|
|
var textureCfg = new int2(textureDataC.width, textureDataC.height);
|
|
for (int x = inputSpriteC.rect.x; x < (inputSpriteC.rect.x + inputSpriteC.rect.width); ++x)
|
|
{
|
|
Color32 color = UnityEngine.U2D.Common.URaster.RasterUtils.GetPixel(spritePixels, ref textureCfg, x, y);
|
|
int outOffset = outputCoordX + (outputCoordY * tsize.y);
|
|
atlasTexture[outOffset] = color;
|
|
outputCoordX++;
|
|
}
|
|
outputCoordY++;
|
|
}
|
|
|
|
{
|
|
Texture2D t = new Texture2D(cfg.maxSize, cfg.maxSize, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB, 0);
|
|
t.SetPixelData<Color32>(atlasTexture, 0);
|
|
byte[] _bytes = UnityEngine.ImageConversion.EncodeToPNG(t);
|
|
System.IO.File.WriteAllBytes(Path.Combine(Application.dataPath, "../") + "Temp/" + "Input" + i + ".png", _bytes);
|
|
}
|
|
|
|
atlasTexture.Dispose();
|
|
#endif
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
internal bool Process(SpriteAtlasPackingSettings config, SpriteAtlasTextureSettings setting, PackerData input, bool packAtlas)
|
|
{
|
|
var cfg = new DefaultPack.UPackConfig();
|
|
var quality = 3;
|
|
var startRect = 64;
|
|
|
|
cfg.padding = config.padding;
|
|
cfg.bOffset = config.blockOffset * (1 << (int)quality);
|
|
cfg.maxSize = setting.maxTextureSize;
|
|
cfg.rotates = config.enableRotation ? 1 : 0;
|
|
cfg.packing = config.enableTightPacking ? 1 : 0;
|
|
cfg.freeBox = cfg.bOffset;
|
|
cfg.jobSize = 1024;
|
|
cfg.sprSize = setting.maxTextureSize;
|
|
|
|
var spriteCount = input.spriteData.Length;
|
|
var spriteBatch = math.min(spriteCount, SystemInfo.processorCount);
|
|
|
|
// Because Atlas Masks are Serial / Raster in Jobs.
|
|
var atlasCount = 0;
|
|
var spriteSize = new int2(cfg.sprSize, cfg.sprSize);
|
|
var validAtlas = false;
|
|
|
|
// Rasterization.
|
|
NativeArray<DefaultPack.AtlasMask> atlasMasks = new NativeArray<DefaultPack.AtlasMask>(spriteCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
|
|
NativeArray<DefaultPack.PixelMask> spriteMasks = new NativeArray<DefaultPack.PixelMask>(spriteBatch, Allocator.Persistent, NativeArrayOptions.ClearMemory);
|
|
var rasterJobHandles = new NativeArray<JobHandle>(spriteBatch, Allocator.Persistent);
|
|
var rasterJob = new NativeArray<DefaultPack.UPack.SpriteRaster>(spriteBatch, Allocator.Persistent);
|
|
|
|
// PolygonFitting
|
|
var fitterJobHandles = new NativeArray<JobHandle>(cfg.jobSize, Allocator.Persistent);
|
|
var fitterJob = new NativeArray<DefaultPack.UPack.SpriteFitter>(cfg.jobSize, Allocator.Persistent);
|
|
var fitterResult = new NativeArray<int4>(cfg.jobSize, Allocator.Persistent);
|
|
var random = new Unity.Mathematics.Random(0x6E624EB7u);
|
|
|
|
// Initialize Batch Sprite Masks.
|
|
for (int i = 0; i < spriteBatch; ++i)
|
|
{
|
|
// Pixel
|
|
DefaultPack.PixelMask spriteMask = new DefaultPack.PixelMask();
|
|
spriteMask.pixels.size = spriteSize;
|
|
spriteMask.pixels.rect = int4.zero;
|
|
spriteMask.pixels.minmax = new int4(spriteSize.x, spriteSize.y, 0, 0);
|
|
spriteMask.pixels.data = new NativeArray<byte>(spriteSize.x * spriteSize.y, Allocator.Persistent, NativeArrayOptions.ClearMemory);
|
|
spriteMasks[i] = spriteMask;
|
|
}
|
|
|
|
unsafe
|
|
{
|
|
|
|
// Prepare.
|
|
bool prepare = PrepareInput(cfg, spriteSize, input);
|
|
|
|
// Copy back to Processing Data
|
|
for (int batch = 0; (batch < spriteCount && prepare); batch += spriteBatch)
|
|
{
|
|
|
|
var spriteBgn = batch;
|
|
var spriteEnd = math.min(spriteCount, spriteBgn + spriteBatch);
|
|
int index = 0;
|
|
|
|
for (int i = spriteBgn; i < spriteEnd; ++i)
|
|
{
|
|
var inputSprite = input.spriteData[i];
|
|
var textureData = input.textureData[inputSprite.texIndex];
|
|
|
|
// Clear Mem of SpriteMask.
|
|
var spriteMask = spriteMasks[index];
|
|
spriteMask.pixels.size = spriteSize;
|
|
spriteMask.pixels.rect = int4.zero;
|
|
spriteMask.pixels.minmax = new int4(spriteSize.x, spriteSize.y, 0, 0);
|
|
spriteMask.pixels.texrect = new int4(inputSprite.rect.x, inputSprite.rect.y, inputSprite.rect.width, inputSprite.rect.height);
|
|
spriteMasks[index] = spriteMask;
|
|
|
|
unsafe
|
|
{
|
|
rasterJob[index] = new DefaultPack.UPack.SpriteRaster()
|
|
{
|
|
cfg = cfg,
|
|
vertices = (Vector2*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.vertexData) + inputSprite.vertexOffset,
|
|
indices = (int*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.indexData) + inputSprite.indexOffset,
|
|
textureCfg = new int2(textureData.width, textureData.height),
|
|
index = index,
|
|
seed = random.NextInt(),
|
|
vertexCount = inputSprite.vertexCount,
|
|
indexCount = inputSprite.indexCount,
|
|
spriteMasks = spriteMasks,
|
|
pixels = (Color32*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.colorData) + textureData.bufferOffset
|
|
};
|
|
}
|
|
rasterJobHandles[index] = rasterJob[index].Schedule();
|
|
index++;
|
|
}
|
|
|
|
JobHandle.ScheduleBatchedJobs();
|
|
var jobHandle = JobHandle.CombineDependencies(rasterJobHandles);
|
|
jobHandle.Complete();
|
|
index = 0;
|
|
|
|
for (int sprite = spriteBgn; sprite < spriteEnd; ++sprite)
|
|
{
|
|
|
|
var inputSpriteC = input.spriteData[sprite];
|
|
// Rasterize Source Sprite.
|
|
var spriteMask = spriteMasks[index];
|
|
|
|
int page = -1;
|
|
validAtlas = false;
|
|
var result = int4.zero;
|
|
for (int i = (atlasCount - 1); i >= 0 && false == validAtlas; --i)
|
|
{
|
|
var atlasMask = atlasMasks[i];
|
|
validAtlas = DefaultPack.UPack.BestFit(ref cfg, ref fitterJob, ref fitterJobHandles, ref fitterResult, ref atlasMask, ref spriteMask, ref result);
|
|
if (validAtlas)
|
|
{
|
|
atlasMasks[i] = atlasMask;
|
|
page = i;
|
|
}
|
|
}
|
|
|
|
// Test
|
|
if (!validAtlas)
|
|
{
|
|
page = atlasCount;
|
|
DefaultPack.AtlasMask atlasMask = new DefaultPack.AtlasMask();
|
|
atlasMask.pixels.data = new NativeArray<byte>(cfg.maxSize * cfg.maxSize, Allocator.Persistent, NativeArrayOptions.ClearMemory);
|
|
atlasMask.pixels.size = new int2(cfg.maxSize, cfg.maxSize);
|
|
atlasMask.pixels.rect.x = atlasMask.pixels.rect.y = startRect;
|
|
atlasMask.pixels.rect.z = atlasMask.pixels.rect.w = cfg.bOffset;
|
|
validAtlas = DefaultPack.UPack.BestFit(ref cfg, ref fitterJob, ref fitterJobHandles, ref fitterResult, ref atlasMask, ref spriteMask, ref result);
|
|
atlasMasks[atlasCount] = atlasMask;
|
|
atlasCount++;
|
|
}
|
|
|
|
if (!validAtlas)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Clear Mem of SpriteMask.
|
|
#if DEBUGPIXEL
|
|
if (packAtlas)
|
|
UnityEngine.U2D.Common.URaster.RasterUtils.SaveImage(spriteMask.pixels.data, cfg.maxSize, cfg.maxSize, Path.Combine(Application.dataPath, "../") + "Temp/" + "Input" + sprite + ".png");
|
|
UnsafeUtility.MemClear(spriteMask.pixels.data.GetUnsafePtr(), ((spriteMask.pixels.rect.w * spriteMask.pixels.size.x) + spriteMask.pixels.rect.z) * UnsafeUtility.SizeOf<Color32>());
|
|
#endif
|
|
|
|
inputSpriteC.output.x = result.x;
|
|
inputSpriteC.output.y = result.y;
|
|
inputSpriteC.output.page = validAtlas ? page : -1;
|
|
input.spriteData[sprite] = inputSpriteC;
|
|
index++;
|
|
}
|
|
|
|
if (!validAtlas)
|
|
{
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
if (packAtlas)
|
|
{
|
|
#if DEBUGPIXEL
|
|
for (int j = 0; j < atlasCount; ++j)
|
|
{
|
|
var atlasMask = atlasMasks[j];
|
|
UnityEngine.U2D.Common.URaster.RasterUtils.SaveImage(atlasMask.pixels.data, cfg.maxSize, cfg.maxSize, Path.Combine(Application.dataPath, "../") + "Temp/" + "Packer" + j + ".png");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// If there is an error fallback
|
|
if (!validAtlas)
|
|
{
|
|
for (int i = 0; i < spriteCount; ++i)
|
|
{
|
|
var inputSpriteC = input.spriteData[i];
|
|
inputSpriteC.output.x = inputSpriteC.output.y = 0;
|
|
inputSpriteC.output.page = -1;
|
|
input.spriteData[i] = inputSpriteC;
|
|
}
|
|
Debug.LogError("Falling Back to Builtin Packing. Please check Input Sprites that may have higher size than the Max Texture Size of Atlas");
|
|
}
|
|
|
|
for (int j = 0; j < spriteMasks.Length; ++j)
|
|
spriteMasks[j].pixels.data.Dispose();
|
|
for (int j = 0; j < atlasMasks.Length; ++j)
|
|
atlasMasks[j].pixels.data.Dispose();
|
|
}
|
|
|
|
atlasMasks.Dispose();
|
|
spriteMasks.Dispose();
|
|
|
|
rasterJob.Dispose();
|
|
rasterJobHandles.Dispose();
|
|
|
|
fitterJob.Dispose();
|
|
fitterJobHandles.Dispose();
|
|
fitterResult.Dispose();
|
|
return validAtlas;
|
|
|
|
}
|
|
|
|
protected override bool Fit(SpriteAtlasPackingSettings config, SpriteAtlasTextureSettings setting, PackerData input)
|
|
{
|
|
return Process(config, setting, input, false);
|
|
}
|
|
|
|
public override bool Pack(SpriteAtlasPackingSettings config, SpriteAtlasTextureSettings setting, PackerData input)
|
|
{
|
|
return Process(config, setting, input, true);
|
|
}
|
|
|
|
}
|
|
|
|
}
|