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stas-barecky/Library/PackageCache/com.unity.2d.common@51e9484895c4/Editor/ScriptablePacker/SpriteAtlasGeometryPacker.cs
2026-01-08 20:43:08 +05:00

889 lines
38 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;
using Unity.Jobs.LowLevel.Unsafe;
namespace UnityEditor.U2D.Common.SpriteAtlasPacker
{
namespace GeometryPack
{
internal enum PackingStyle
{
// Half Square
Ramp,
// Default
Default,
// Square
Square
}
internal enum PackingQuality
{
// Very Tight Packing.
High,
// Default
Default,
// Fast Packing
Fast
}
// 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 jobSize;
// Reserved.
internal int sprSize;
// Reserved.
internal PackingStyle style;
}
// Pixel Mask. Stores Rasterized Sprite Pixels.
internal struct ConvexMask
{
// Pixel Data
internal Pixels pixels;
// Vector Count
internal int pointcount;
// Area & Size
internal float3 area;
// Center and Size
internal float4 aabb;
// Convexified Polygon Data.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<float2> convex;
};
// Atlas Masks. Stores Multiple Rasterized Sprite Pixels.
internal struct AtlasMask
{
// Pixel Data
internal Pixels pixels;
// Point.
internal int convexCount;
// Fit Count
internal int fitCount;
// Max
internal float3 corner;
// Area
internal float area;
// Convexified Polygon DataSet.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<int2> fitSet;
// Convexified Polygon DataSet.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<int3> convexSet;
[NativeDisableContainerSafetyRestriction]
internal NativeArray<float4> aabb;
// Convexified Polygon Data.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<float2> convex;
};
// Intermediate Working Dataset.
internal struct ScratchData
{
// Convexified Polygon Data.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<float2> geom;
};
[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<ConvexMask> spriteMasks;
// Vector2 positions.
[NativeDisableUnsafePtrRestriction]
public Vector2* vertices;
// Indices
[NativeDisableUnsafePtrRestriction]
public int* indices;
#if DEBUGPIXEL
// Input Pixels
[NativeDisableUnsafePtrRestriction]
public Color32* pixels;
#endif
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;
#if DEBUGPIXEL
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));
#endif
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);
spriteMask.pointcount = 0;
// Generate Convex Hull.
spriteMask.area = UnityEngine.U2D.Common.UTess.ConvexHull2D.Generate(ref spriteMask.convex, ref spriteMask.aabb, ref spriteMask.pointcount, seed, vertices, vertexCount, cfg.padding * 0.25f);
spriteMasks[index] = spriteMask;
}
}
////////////////////////////////////////////////////////////////
// Atlas Packing.
////////////////////////////////////////////////////////////////
internal static bool TestOverlap(ref UPackConfig cfg, ref AtlasMask atlasMask, ref ConvexMask spriteMask, ref NativeArray<float2> testMask, int x, int y)
{
// Check if we need to do this check at all.
if (0 == atlasMask.convexCount)
{
return false;
}
// Check if there is enough free Area.
if (spriteMask.area.z * cfg.bOffset > atlasMask.corner.z && x < atlasMask.corner.x && y < atlasMask.corner.y)
{
return true;
}
// Check if this go beyond active rect
if (spriteMask.area.x + x > atlasMask.pixels.rect.x || spriteMask.area.y + y > atlasMask.pixels.rect.y)
{
return true;
}
// Temp Alloc
unsafe
{
var testMask_ = (float2*)testMask.GetUnsafeReadOnlyPtr();
var sprtMask_ = (float2*)spriteMask.convex.GetUnsafeReadOnlyPtr();
for (int i = 0; i < spriteMask.pointcount; ++i)
{
testMask_[i] = new float2(sprtMask_[i].x + x, sprtMask_[i].y + y);
if (testMask_[i].x >= atlasMask.pixels.rect.x || testMask_[i].y >= atlasMask.pixels.rect.y)
return true;
}
}
var aabbSprite = spriteMask.aabb;
aabbSprite.x = x;
aabbSprite.y = y;
// Test Collision
for (int i = 0; i < atlasMask.convexCount; ++i)
{
var atlasSpriteaabb = atlasMask.aabb[i];
var distx = math.abs(aabbSprite.x - atlasSpriteaabb.x);
var disty = math.abs(aabbSprite.y - atlasSpriteaabb.y);
if (distx > aabbSprite.z + atlasSpriteaabb.z && disty > aabbSprite.w + atlasSpriteaabb.w)
continue;
var atlasedSprite = atlasMask.convexSet[i];
var cx = UnityEngine.U2D.Common.UTess.ConvexHull2D.CheckCollisionSeparatingAxis(ref atlasMask.convex, atlasedSprite.y, atlasedSprite.z, ref testMask, 0, spriteMask.pointcount);
if (cx)
return true;
}
return false;
}
#if DEBUGPIXEL
[BurstCompile]
internal static bool TestMask(ref AtlasMask atlasMask, ref Pixels spriteMask, int ax, int ay, int sx, int sy)
{
var satlasPixel = atlasMask.pixels.data[ay * atlasMask.pixels.size.x + ax];
var spritePixel = spriteMask.data[sy * spriteMask.size.x + sx];
return (spritePixel > 0 && satlasPixel > 0);
}
[BurstCompile]
internal static bool TestMask(ref AtlasMask atlasMask, ref Pixels spriteMask, int x, int y)
{
var spriteRect = spriteMask.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 Pixels 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.data[j * spriteMask.size.x + i];
if (pixel != 0 && ax < atlasMask.pixels.size.x && ay < atlasMask.pixels.size.y)
{
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);
}
}
}
}
#endif
[BurstCompile]
internal static unsafe void Pack(ref UPackConfig cfg, ref AtlasMask atlasMask, ref ConvexMask spriteMask, int x, int y)
{
#if DEBUGPIXEL
/*
var fits = TestMask(ref atlasMask, ref spriteMask.pixels, x, y);
if (!fits)
{
var testMask = new NativeArray<float2>(1024, Allocator.Temp);
fits = TestOverlap(ref config, ref atlasMask, ref spriteMask, ref testMask, x, y);
if (fits)
Debug.LogWarning("overlap detected");
}
*/
ApplyMask(ref cfg, ref atlasMask, ref spriteMask.pixels, ref spriteMask.pixels.rect, x, y);
#endif
var offset = atlasMask.convexCount != 0 ? atlasMask.convexSet[atlasMask.convexCount - 1].z : 0;
for (int i = offset; i < offset + spriteMask.pointcount; ++i)
{
atlasMask.convex[i] = new Vector2(spriteMask.convex[i - offset].x + x,spriteMask.convex[i - offset].y + y);
}
atlasMask.aabb[atlasMask.convexCount] = new float4(x + spriteMask.aabb.z, y + spriteMask.aabb.w, spriteMask.aabb.z, spriteMask.aabb.w);
atlasMask.convexSet[atlasMask.convexCount] = new int3(atlasMask.convexCount++, offset, offset + spriteMask.pointcount);
atlasMask.area = atlasMask.area + spriteMask.area.z;
var sprite = new float2(x + (spriteMask.area.x / 2.0f), y + (spriteMask.area.y / 2.0f));
atlasMask.corner.x = atlasMask.corner.x > sprite.x ? atlasMask.corner.x : sprite.x;
atlasMask.corner.y = atlasMask.corner.y > sprite.y ? atlasMask.corner.y : sprite.y;
atlasMask.corner.z = (atlasMask.corner.x * atlasMask.corner.y) - atlasMask.area;
}
////////////////////////////////////////////////////////////////
// Fit Sprite in a given RECT for Best Fit
////////////////////////////////////////////////////////////////
[BurstCompile]
internal struct SpriteFitter : IJob
{
// Cfg
public UPackConfig config;
// Test Inc
public int2 fitOffset;
// Result Index.
public int resultIndex;
// AtlasMask
public AtlasMask atlasMask;
// SpriteMask
public ConvexMask spriteMask;
// ResultSet
[NativeDisableContainerSafetyRestriction]
public NativeArray<float2> testMask;
// ResultSet
[NativeDisableContainerSafetyRestriction]
public NativeArray<int4> resultSet;
public void Execute()
{
for (int i = fitOffset.x; i < fitOffset.y; ++i)
{
if (i >= atlasMask.fitCount)
{
break;
}
int x = (atlasMask.fitSet[i].x * config.bOffset);
int y = (atlasMask.fitSet[i].y * config.bOffset);
bool overlap = TestOverlap(ref config, ref atlasMask, ref spriteMask, ref testMask, x, y);
if (!overlap)
{
resultSet[resultIndex] = new int4(x, y, 1, x * y);
return;
}
}
}
}
////////////////////////////////////////////////////////////////
// Best Fit.
////////////////////////////////////////////////////////////////
static void UpdateAtlasMaskRampStyle(ref UPackConfig cfg, ref AtlasMask atlasMask)
{
if ( atlasMask.fitSet.IsCreated )
atlasMask.fitSet.Dispose();
int x = (atlasMask.pixels.rect.x / cfg.bOffset);
int y = (atlasMask.pixels.rect.y / cfg.bOffset);
int n = math.max( x, y ), m = n * n, i = 0;
atlasMask.fitSet = new NativeArray<int2>(m, Allocator.Persistent);
for (int j = 0; j < n; ++j)
{
for (int k = 0, l = j; k <= j; ++k, --l)
{
if ( k * cfg.bOffset > atlasMask.pixels.rect.x || l * cfg.bOffset > atlasMask.pixels.rect.y )
continue;
atlasMask.fitSet[i++] = new int2(k, l);
}
}
for (int j = 1; j < n; ++j)
{
for (int k = j, l = n - 1; k < n; ++k, --l)
{
if ( k * cfg.bOffset > atlasMask.pixels.rect.x || l * cfg.bOffset > atlasMask.pixels.rect.y )
continue;
atlasMask.fitSet[i++] = new int2(k, l);
}
}
atlasMask.fitCount = i;
}
static void UpdateAtlasMaskSquareStyle(ref UPackConfig cfg, ref AtlasMask atlasMask)
{
if ( atlasMask.fitSet.IsCreated )
atlasMask.fitSet.Dispose();
int x = (atlasMask.pixels.rect.x / cfg.bOffset);
int y = (atlasMask.pixels.rect.y / cfg.bOffset);
int n = math.max( x, y ), m = n * n, i = 0;
atlasMask.fitSet = new NativeArray<int2>(m, Allocator.Persistent);
for (int j = 0; j < n; ++j)
{
for (int k = 0; k <= j; ++k)
{
if ( k * cfg.bOffset > atlasMask.pixels.rect.x || j * cfg.bOffset > atlasMask.pixels.rect.y )
continue;
atlasMask.fitSet[i++] = new int2(k, j);
}
for (int k = (j-1); k >=0; --k)
{
if ( j * cfg.bOffset > atlasMask.pixels.rect.x || k * cfg.bOffset > atlasMask.pixels.rect.y )
continue;
atlasMask.fitSet[i++] = new int2(j, k);
}
}
atlasMask.fitCount = i;
}
static void UpdateAtlasMaskFlipFlopStyle(ref UPackConfig cfg, ref AtlasMask atlasMask)
{
if ( atlasMask.fitSet.IsCreated )
atlasMask.fitSet.Dispose();
int x = (atlasMask.pixels.rect.x / cfg.bOffset);
int y = (atlasMask.pixels.rect.y / cfg.bOffset);
int n = math.max( x, y ), m = n * n, i = 0;
atlasMask.fitSet = new NativeArray<int2>(m, Allocator.Persistent);
for (int j = 0; j < n; ++j)
{
for (int k = 0; k < n; ++k)
{
if ( k * cfg.bOffset > atlasMask.pixels.rect.x || j * cfg.bOffset > atlasMask.pixels.rect.y )
continue;
atlasMask.fitSet[i++] = new int2(j, k);
}
}
atlasMask.fitCount = i;
}
internal static void UpdateAtlasMask(ref UPackConfig cfg, ref AtlasMask atlasMask)
{
switch (cfg.style)
{
case PackingStyle.Default:
UpdateAtlasMaskFlipFlopStyle(ref cfg, ref atlasMask);
break;
case PackingStyle.Ramp:
UpdateAtlasMaskRampStyle(ref cfg, ref atlasMask);
break;
case PackingStyle.Square:
UpdateAtlasMaskSquareStyle(ref cfg, ref atlasMask);
break;
}
}
internal static unsafe bool BestFit(ref UPackConfig cfg, ref NativeArray<SpriteFitter> fitterJob, ref NativeArray<JobHandle> fitterJobHandles, ref NativeArray<ScratchData> scratch, ref NativeArray<int4> resultArray, ref AtlasMask atlasMask, ref ConvexMask spriteMask, ref int4 output)
{
bool more = true;
int rx = -1, ry = -1;
for (int i = 0; i < cfg.jobSize; ++i)
fitterJobHandles[i] = default(JobHandle);
while (more)
{
int index = 0, count = atlasMask.fitCount / JobsUtility.JobWorkerCount;
UnsafeUtility.MemClear(resultArray.GetUnsafePtr(), resultArray.Length * sizeof(int4));
// Small Search.
for (int i = 0; i < JobsUtility.JobWorkerCount; ++i)
{
fitterJob[index] = new SpriteFitter()
{
config = cfg,
atlasMask = atlasMask,
spriteMask = spriteMask,
testMask = scratch[index].geom,
fitOffset = new int2(i * count, (i * count) + count),
resultSet = resultArray,
resultIndex = index
};
fitterJobHandles[index] = fitterJob[index].Schedule();
index++;
}
JobHandle.ScheduleBatchedJobs();
var jobHandle = JobHandle.CombineDependencies(fitterJobHandles);
jobHandle.Complete();
for (int j = 0; j < index; ++j)
{
if (resultArray[j].z == 1)
{
more = false;
rx = resultArray[j].x;
ry = resultArray[j].y;
break;
}
}
if (false == more)
{
Pack(ref cfg, ref atlasMask, ref spriteMask, 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 (cfg.style != PackingStyle.Default)
{
atlasMask.pixels.rect.x = math.min(cfg.maxSize, atlasMask.pixels.rect.x * 2);
atlasMask.pixels.rect.y = math.min(cfg.maxSize, atlasMask.pixels.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;
}
GeometryPack.UPack.UpdateAtlasMask(ref cfg, ref atlasMask);
}
}
output = new int4(rx, ry, 0, 0);
return (rx != -1 && ry != -1);
}
}
}
internal class SpriteAtlasGeometryPacker : UnityEditor.U2D.ScriptablePacker
{
[SerializeField]
GeometryPack.PackingStyle m_PackingStyle = GeometryPack.PackingStyle.Default;
[SerializeField]
GeometryPack.PackingQuality m_Quality = GeometryPack.PackingQuality.Default;
static unsafe bool PrepareInput(GeometryPack.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++;
}
atlasTexture.Dispose();
#endif
}
return true;
}
internal bool Process(SpriteAtlasPackingSettings config, SpriteAtlasTextureSettings setting, PackerData input, bool packAtlas)
{
var cfg = new GeometryPack.UPackConfig();
var startRect = 64;
cfg.packing = (int)m_Quality + 2;
cfg.padding = config.padding;
cfg.bOffset = config.blockOffset * (1 << cfg.packing);
cfg.maxSize = setting.maxTextureSize;
cfg.rotates = config.enableRotation ? 1 : 0;
cfg.style = m_PackingStyle;
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.
var atlasMasks = new NativeArray<GeometryPack.AtlasMask>(spriteCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
var spriteMasks = new NativeArray<GeometryPack.ConvexMask>(spriteBatch, Allocator.Persistent, NativeArrayOptions.ClearMemory);
var rasterJobHandles = new NativeArray<JobHandle>(spriteBatch, Allocator.Persistent);
var rasterJob = new NativeArray<GeometryPack.UPack.SpriteRaster>(spriteBatch, Allocator.Persistent);
// PolygonFitting
var fitterJobHandles = new NativeArray<JobHandle>(cfg.jobSize, Allocator.Persistent);
var fitterJob = new NativeArray<GeometryPack.UPack.SpriteFitter>(cfg.jobSize, Allocator.Persistent);
var fitterResult = new NativeArray<int4>(cfg.jobSize, Allocator.Persistent);
var scratch = new NativeArray<GeometryPack.ScratchData>(cfg.jobSize, Allocator.Persistent, NativeArrayOptions.ClearMemory);
var random = new Unity.Mathematics.Random(0x6E624EB7u);
// Initialize Batch Sprite Masks.
for (int i = 0; i < spriteBatch; ++i)
{
// Pixel
GeometryPack.ConvexMask spriteMask = new GeometryPack.ConvexMask();
spriteMask.convex = new NativeArray<float2>(65535, Allocator.Persistent, NativeArrayOptions.ClearMemory);
spriteMask.pointcount = 0;
spriteMask.pixels.size = spriteSize;
spriteMask.pixels.rect = int4.zero;
spriteMask.pixels.minmax = new int4(spriteSize.x, spriteSize.y, 0, 0);
#if DEBUGPIXEL
spriteMask.pixels.data = new NativeArray<byte>(spriteSize.x * spriteSize.y, Allocator.Persistent, NativeArrayOptions.ClearMemory);
#endif
spriteMasks[i] = spriteMask;
}
// Temp Masks
for (int i = 0; i < cfg.jobSize; ++i)
{
GeometryPack.ScratchData scratchData = new GeometryPack.ScratchData();
scratchData.geom = new NativeArray<float2>(65535, Allocator.Persistent, NativeArrayOptions.ClearMemory);
scratch[i] = scratchData;
}
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 GeometryPack.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,
#if DEBUGPIXEL
pixels = (Color32*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.colorData) + textureData.bufferOffset
#endif
};
}
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 = 0; i < atlasCount && false == validAtlas; ++i)
{
var atlasMask = atlasMasks[i];
validAtlas = GeometryPack.UPack.BestFit(ref cfg, ref fitterJob, ref fitterJobHandles, ref scratch, ref fitterResult, ref atlasMask, ref spriteMask, ref result);
if (validAtlas)
{
atlasMasks[i] = atlasMask;
page = i;
}
}
// Test
if (!validAtlas)
{
page = atlasCount;
GeometryPack.AtlasMask atlasMask = new GeometryPack.AtlasMask();
#if DEBUGPIXEL
atlasMask.pixels.data = new NativeArray<byte>(cfg.maxSize * cfg.maxSize, Allocator.Persistent, NativeArrayOptions.ClearMemory);
#endif
atlasMask.convex = new NativeArray<float2>(1024 * spriteCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
atlasMask.convexSet = new NativeArray<int3>(spriteCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
atlasMask.aabb = new NativeArray<float4>(spriteCount, 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;
atlasMask.corner = float3.zero;
GeometryPack.UPack.UpdateAtlasMask(ref cfg, ref atlasMask);
validAtlas = GeometryPack.UPack.BestFit(ref cfg, ref fitterJob, ref fitterJobHandles, ref scratch, ref fitterResult, ref atlasMask, ref spriteMask, ref result);
atlasMasks[atlasCount] = atlasMask;
atlasCount++;
}
if (!validAtlas)
{
break;
}
// Clear Mem of SpriteMask.
#if DEBUGPIXEL
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];
for (int a = 0; a < atlasMask.convexCount; ++a)
{
for (int b = a; b < atlasMask.convexCount; ++b)
{
{
var ca = atlasMask.convexSet[a];
var cb = atlasMask.convexSet[b];
var cx = UnityEngine.U2D.Common.UTess.ConvexHull2D.CheckCollisionSeparatingAxis(ref atlasMask.convex, ca.y, ca.z, ref atlasMask.convex, cb.y, cb.z);
if ((a == b && !cx) || (a != b && cx))
Debug.LogWarning("validation failed => " + a + " : " + b + " | " + ca + " : " + cb);
}
}
}
UnityEngine.U2D.Common.URaster.RasterUtils.SaveImage(atlasMask.pixels.data, cfg.maxSize, cfg.maxSize, Path.Combine(Application.dataPath, "../") + "Temp/" + "Packer" + j + "-" + cfg.padding + ".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 < scratch.Length; ++j)
{
scratch[j].geom.Dispose();
}
for (int j = 0; j < spriteMasks.Length; ++j)
{
spriteMasks[j].convex.Dispose();
}
for (int j = 0; j < atlasMasks.Length; ++j)
{
atlasMasks[j].aabb.Dispose();
atlasMasks[j].convex.Dispose();
atlasMasks[j].fitSet.Dispose();
atlasMasks[j].convexSet.Dispose();
}
#if DEBUGPIXEL
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();
#endif
}
scratch.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);
}
}
}