Net-Game/Library/PackageCache/com.unity.2d.common@bb1fc9b3d81b/Editor/ScriptablePacker/SpriteAtlasScriptablePacker.cs
2025-03-28 08:33:16 -04:00

861 lines
35 KiB
C#

using System.IO;
using UnityEngine;
using UnityEditor.U2D;
using Unity.Collections;
using Unity.Mathematics;
using Unity.Jobs;
using Unity.Burst;
using Unity.Collections.LowLevel.Unsafe;
namespace UnityEditor.U2D.Common.SpriteAtlasPacker
{
// Pixel Mask. Stores Rasterized Sprite Pixels.
internal struct PixelMask
{
// Actual Size
internal int2 size;
// Border to minize search criteria.
internal int4 rect;
// Intermediate MinMax.
internal int4 minmax;
// Input Rect.
internal int4 texrect;
// Rasterized Texture Data.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<byte> pixels;
};
// Atlas Masks. Stores Multiple Rasterized Sprite Pixels.
internal struct AtlasMask
{
// Actual Size
internal int2 size;
// Border to minize search criteria.
internal int4 rect;
// Intermediate MinMax.
internal int4 minmax;
// Rasterized Texture Data.
[NativeDisableContainerSafetyRestriction]
internal NativeArray<byte> pixels;
};
// 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;
}
[BurstCompile]
internal struct UPack
{
////////////////////////////////////////////////////////////////
// Pixel Fetch.
////////////////////////////////////////////////////////////////
internal static unsafe Color32* GetPixelOffsetBuffer(int offset, Color32* pixels)
{
return pixels + offset;
}
internal static unsafe Color32 GetPixel(Color32* pixels, ref int2 textureCfg, int x, int y)
{
int offset = x + (y * textureCfg.x);
return *(pixels + offset);
}
internal static float Min3(float a, float b, float c)
{
var bc = math.min(b, c);
return math.min(a, bc);
}
internal static byte Color32ToByte(Color32 rgba)
{
var r = (int)(rgba.r / 32);
var g = (int)(rgba.g / 64);
var b = (int)(rgba.b / 32);
return (byte)(r | (g << 3) | (b << 5));
}
internal static Color32 ByteToColor32(byte rgb)
{
Color32 c = new Color32();
int rgba = (int)rgb;
c.r = (byte)((rgba & 0x00000007) * 32);
c.g = (byte)(((rgba >> 3) & 0x00000003) * 64);
c.b = (byte)(((rgba >> 5) & 0x00000007) * 32);
c.a = ((int)c.r != 0 || (int)c.g != 0 || (int)c.b != 0) ? (byte)255 : (byte)0;
return c;
}
////////////////////////////////////////////////////////////////
// Rasterization.
////////////////////////////////////////////////////////////////
internal static float Max3(float a, float b, float c)
{
var bc = math.max(b, c);
return math.max(a, bc);
}
internal static int Orient2d(float2 a, float2 b, float2 c)
{
return (int)((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x));
}
[BurstCompile]
internal static unsafe void Pixelate(ref PixelMask pixelMask, ref int2 textureCfg, Color32* pixels, ref Color32 target, byte targetColor, int sx, int sy, int x, int y)
{
int _x = x - pixelMask.texrect.x;
int _y = y - pixelMask.texrect.y;
#if DEBUGIMAGE
Color32 src = GetPixel(pixels, ref textureCfg, sx, sy); // To debug with real colors.
src = ( src.a != 0 ) ? src : target;
pixelMask.pixels[(_y * pixelMask.size.x) + _x] = Color32ToByte(src);
#else
pixelMask.pixels[(_y * pixelMask.size.x) + _x] = targetColor;
#endif
pixelMask.minmax.x = math.min(_x, pixelMask.minmax.x);
pixelMask.minmax.y = math.min(_y, pixelMask.minmax.y);
pixelMask.minmax.z = math.max(_x, pixelMask.minmax.z);
pixelMask.minmax.w = math.max(_y, pixelMask.minmax.w);
}
[BurstCompile]
internal static unsafe void Pad(ref PixelMask pixelMask, ref Color32 tgtColor, byte tgtColorByte, int dx, int dy, int padx, int pady)
{
for (int y = -pady; y < pady; ++y)
{
for (int x = -padx; x < padx; ++x)
{
int _x = math.min(math.max(dx + x, 0), pixelMask.size.x) - pixelMask.texrect.x;
int _y = math.min(math.max(dy + y, 0), pixelMask.size.y) - pixelMask.texrect.y;
if (_x < 0 || _y < 0 || _x > pixelMask.size.x || _y > pixelMask.size.y)
continue;
if (pixelMask.pixels[(_y * pixelMask.size.x) + _x] == 0)
{
#if DEBUGIMAGE
pixelMask.pixels[(_y * pixelMask.size.x) + _x] = Color32ToByte(tgtColor);
#else
pixelMask.pixels[(_y * pixelMask.size.x) + _x] = tgtColorByte;
#endif
pixelMask.minmax.x = math.min(_x, pixelMask.minmax.x);
pixelMask.minmax.y = math.min(_y, pixelMask.minmax.y);
pixelMask.minmax.z = math.max(_x, pixelMask.minmax.z);
pixelMask.minmax.w = math.max(_y, pixelMask.minmax.w);
}
}
}
}
[BurstCompile]
internal static unsafe void RasterizeTriangle(ref UPackConfig cfg, ref PixelMask pixelMask, Color32* pixels, ref int2 textureCfg, ref Color32 srcColor, byte srcColorByte, ref float2 v0, ref float2 v1, ref float2 v2, int padx, int pady)
{
// Compute triangle bounding box
int minX = (int)Min3(v0.x, v1.x, v2.x);
int minY = (int)Min3(v0.y, v1.y, v2.y);
int maxX = (int)Max3(v0.x, v1.x, v2.x);
int maxY = (int)Max3(v0.y, v1.y, v2.y);
var padColor = new Color32(64, 254, 64, 254);
var padColorByte = Color32ToByte(padColor);
// Clip against bounds
minX = math.max(minX, 0);
minY = math.max(minY, 0);
maxX = math.min(maxX, pixelMask.rect.x - 1);
maxY = math.min(maxY, pixelMask.rect.y - 1);
// Triangle setup
int A01 = (int)(v0.y - v1.y), B01 = (int)(v1.x - v0.x);
int A12 = (int)(v1.y - v2.y), B12 = (int)(v2.x - v1.x);
int A20 = (int)(v2.y - v0.y), B20 = (int)(v0.x - v2.x);
// Barycentric coordinates at minX/minY corner
float2 p = new float2(minX, minY);
int w0_row = Orient2d(v1, v2, p);
int w1_row = Orient2d(v2, v0, p);
int w2_row = Orient2d(v0, v1, p);
// Rasterize
for (int py = minY; py <= maxY; ++py)
{
// Barycentric coordinates at start of row
int w0 = w0_row;
int w1 = w1_row;
int w2 = w2_row;
for (int px = minX; px <= maxX; ++px)
{
// If p is on or inside all edges, render pixel.
if ((w0 | w1 | w2) >= 0)
{
int _padx = px + padx;
int _pady = py + pady;
Pixelate(ref pixelMask, ref textureCfg, pixels, ref srcColor, srcColorByte, px, py, _padx, _pady);
Pad(ref pixelMask, ref padColor, padColorByte, _padx, _pady, padx, pady);
}
// One step to the right
w0 += A12;
w1 += A20;
w2 += A01;
}
// One row step
w0_row += B12;
w1_row += B20;
w2_row += B01;
}
}
[BurstCompile]
internal static unsafe bool Rasterize(ref UPackConfig cfg, Color32* pixels, ref int2 textureCfg, Vector2* vertices, int vertexCount, int* indices, int indexCount, ref PixelMask pixelMask, int padx, int pady)
{
var _v = float2.zero;
var srcColor = new Color32(64, 64, 254, 254);
var srcColorByte = Color32ToByte(srcColor);
for (int i = 0; i < indexCount; i = i + 3)
{
int i1 = indices[i + 0];
int i2 = indices[i + 1];
int i3 = indices[i + 2];
float2 v1 = vertices[i1];
float2 v2 = vertices[i2];
float2 v3 = vertices[i3];
if (Orient2d(v1, v2, v3) < 0)
{
_v = v1;
v1 = v2;
v2 = _v;
}
RasterizeTriangle(ref cfg, ref pixelMask, pixels, ref textureCfg, ref srcColor, srcColorByte, ref v1, ref v2, ref v3, padx, pady);
}
return true;
}
////////////////////////////////////////////////////////////////
// Rasterization.
////////////////////////////////////////////////////////////////
[BurstCompile]
internal unsafe struct SpriteRaster : IJob
{
// Pack Config
public UPackConfig cfg;
// Index to process.
public int index;
// Texture Input
public int2 textureCfg;
// Input Pixels
[NativeDisableUnsafePtrRestriction]
public Color32* pixels;
// Vector2 positions.
[NativeDisableUnsafePtrRestriction]
public Vector2* vertices;
// Vertex Count
public int vertexCount;
// Indices
[NativeDisableUnsafePtrRestriction]
public int* indices;
// Index Count;
public int indexCount;
// SpriteRaster
[NativeDisableContainerSafetyRestriction]
public NativeArray<PixelMask> spriteMasks;
public void Execute()
{
// Rasterize Source Sprite.
var spriteMask = spriteMasks[index];
spriteMask.rect.z = spriteMask.rect.w = spriteMask.minmax.z = spriteMask.minmax.w = 0;
spriteMask.rect.x = spriteMask.rect.y = spriteMask.minmax.x = spriteMask.minmax.y = cfg.sprSize;
UPack.Rasterize(ref cfg, pixels, ref textureCfg, vertices, vertexCount, indices, indexCount, ref spriteMask, cfg.padding, cfg.padding);
spriteMask.rect.x = math.max(0, spriteMask.minmax.x - cfg.padding);
spriteMask.rect.y = math.max(0, spriteMask.minmax.y - cfg.padding);
spriteMask.rect.z = math.min(cfg.maxSize, spriteMask.minmax.z + cfg.padding);
spriteMask.rect.w = math.min(cfg.maxSize, spriteMask.minmax.w + cfg.padding);
byte color = Color32ToByte(new Color32(254, 64, 64, 254));
// If Tight packing fill Rect.
if (0 == cfg.packing)
{
for (int y = spriteMask.rect.y; y <= spriteMask.rect.w; ++y)
{
for (int x = spriteMask.rect.x; x <= spriteMask.rect.z; ++x)
{
spriteMask.pixels[y * spriteMask.size.x + x] = (spriteMask.pixels[y * spriteMask.size.x + x] != 0) ? spriteMask.pixels[y * spriteMask.size.x + x] : color;
}
}
}
spriteMasks[index] = spriteMask;
}
}
////////////////////////////////////////////////////////////////
// Atlas Packing.
////////////////////////////////////////////////////////////////
[BurstCompile]
internal static bool TestMask(ref AtlasMask atlasMask, ref PixelMask spriteMask, int ax, int ay, int sx, int sy)
{
var satlasPixel = atlasMask.pixels[ay * atlasMask.size.x + ax];
var spritePixel = spriteMask.pixels[sy * spriteMask.size.x + sx];
return (spritePixel > 0 && satlasPixel > 0);
}
[BurstCompile]
internal static unsafe bool TestMask(ref AtlasMask atlasMask, ref PixelMask 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 PixelMask spriteMask, int ax, int ay, int sx, int sy)
{
var pixel = spriteMask.pixels[sy * spriteMask.size.x + sx];
if (pixel != 0)
{
atlasMask.pixels[ay * atlasMask.size.x + ax] = pixel;
atlasMask.minmax.x = math.min(ax, atlasMask.minmax.x);
atlasMask.minmax.y = math.min(ay, atlasMask.minmax.y);
atlasMask.minmax.z = math.max(ax, atlasMask.minmax.z);
atlasMask.minmax.w = math.max(ay, atlasMask.minmax.w);
}
}
[BurstCompile]
internal static unsafe void ApplyMask(ref UPackConfig cfg, ref AtlasMask atlasMask, ref PixelMask spriteMask, int x, int y)
{
var spriteRect = spriteMask.rect;
for (int j = spriteRect.y, _j = 0; j < spriteRect.w; ++j, ++_j)
{
for (int i = spriteRect.x, _i = 0; i < spriteRect.z; ++i, ++_i)
{
ApplyMask(ref cfg, ref atlasMask, ref spriteMask, (_i + x), (_j + y), i, j);
}
}
}
////////////////////////////////////////////////////////////////
// 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()
{
bool more = true;
for (int y = atlasYInc.x; (more && y <= atlasYInc.y); y += atlasYInc.z)
{
if (y + spriteMask.rect.w >= atlasMask.rect.y)
break;
for (int x = atlasXInc.x; (more && x <= atlasXInc.y); x += atlasXInc.z)
{
if (x + spriteMask.rect.z >= atlasMask.rect.x)
continue;
more = TestMask(ref atlasMask, ref spriteMask, x, y) == false;
if (!more)
resultSet[resultIndex] = new int4(x, y, more ? 0 : 1, 0);
}
}
}
}
////////////////////////////////////////////////////////////////
// Random Fit Only for Testing.
////////////////////////////////////////////////////////////////
internal static unsafe bool RandomFit(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.rect.x, atlasMask.rect.y), rx = -1, ry = -1;
int jobCount = 32;
for (int i = 0; i < jobCount; ++i)
fitterJobHandles[i] = default(JobHandle);
System.Random rnd = new System.Random();
while (more && (atlasMask.rect.x <= cfg.maxSize || atlasMask.rect.y <= cfg.maxSize))
{
int index = 0;
int xrmax = atlasMask.minmax.z;
int yrmax = atlasMask.minmax.w;
// Random Search.
{
int ix = atlasMask.minmax.z;
int iy = atlasMask.minmax.w;
UnsafeUtility.MemClear(resultArray.GetUnsafePtr(), resultArray.Length * sizeof(int4));
fitterJob[0] = new SpriteFitter() { atlasMask = atlasMask, spriteMask = spriteMask, atlasXInc = new int4(ix, ix, 1, 0), atlasYInc = new int4(iy, iy, 1, 0), resultSet = resultArray, resultIndex = 0 };
fitterJobHandles[0] = fitterJob[0].Schedule();
for (int i = 1; i < jobCount; ++i)
{
int x = atlasMask.minmax.z - rnd.Next(0, xrmax);
int y = atlasMask.minmax.w - rnd.Next(0, yrmax);
fitterJob[index] = new SpriteFitter() { atlasMask = atlasMask, spriteMask = spriteMask, atlasXInc = new int4(x, x, 1, 0), atlasYInc = new int4(y, y, 1, 0), resultSet = resultArray, resultIndex = i };
fitterJobHandles[index] = fitterJob[index].Schedule();
index++;
}
JobHandle.ScheduleBatchedJobs();
var jobHandle = JobHandle.CombineDependencies(fitterJobHandles);
jobHandle.Complete();
int area = atlasMask.size.x * atlasMask.size.y;
for (int j = 0; j < index; ++j)
{
if (resultArray[j].z == 1 && area > (rx * ry))
{
more = false;
area = rx * ry;
rx = resultArray[j].x;
ry = resultArray[j].y;
}
}
if (false == more)
{
ApplyMask(ref cfg, ref atlasMask, ref spriteMask, rx, ry);
break;
}
}
if (atlasMask.rect.x >= cfg.maxSize || atlasMask.rect.y >= cfg.maxSize)
break;
atlasMask.rect.x = atlasMask.rect.y = math.min(cfg.maxSize, atlasMask.rect.y + inc);
}
output = new int4(rx, ry, 0, 0);
return (rx != -1 && ry != -1);
}
////////////////////////////////////////////////////////////////
// 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.rect.x, atlasMask.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.rect.y); y += inc)
{
fitterJob[index] = new SpriteFitter() { config = cfg, atlasMask = atlasMask, spriteMask = spriteMask, atlasXInc = new int4(0, atlasMask.rect.x, atlasMask.rect.z, 0), atlasYInc = new int4(y, y + inc, atlasMask.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.size.x * atlasMask.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, rx, ry);
break;
}
if (atlasMask.rect.x >= cfg.maxSize && atlasMask.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.rect.y < atlasMask.rect.x);
atlasMask.rect.x = incY ? atlasMask.rect.x : math.min(cfg.maxSize, atlasMask.rect.x * 2);
atlasMask.rect.y = incY ? math.min(cfg.maxSize, atlasMask.rect.y * 2) : atlasMask.rect.y;
#endif
}
}
output = new int4(rx, ry, 0, 0);
return (rx != -1 && ry != -1);
}
}
internal class SpriteAtlasScriptablePacker : UnityEditor.U2D.ScriptablePacker
{
static void DebugImage(NativeArray<byte> image, int w, int h, string path)
{
#if DEBUGIMAGE
var t = new Texture2D(w, h, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB, 0);
var p = new NativeArray<Color32>(image.Length, Allocator.Persistent, NativeArrayOptions.ClearMemory);
for (int i = 0; i < image.Length; ++i)
p[i] = UPack.ByteToColor32(image[i]);
t.SetPixelData<Color32>(p, 0);
byte[] _bytes = t.EncodeToPNG();
System.IO.File.WriteAllBytes(path, _bytes);
#endif
}
static unsafe bool PrepareInput(UPackConfig cfg, int2 spriteSize, PackerData input)
{
for (int i = 0; i < input.spriteData.Length; ++i)
{
Color32* pixels = (Color32*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.colorData);
var tsize = new Vector2Int(cfg.maxSize, cfg.maxSize);
var inputSpriteC = input.spriteData[i];
var textureDataC = input.textureData[inputSpriteC.texIndex];
var spritePixels = UPack.GetPixelOffsetBuffer(textureDataC.bufferOffset, pixels);
if (inputSpriteC.rect.x + inputSpriteC.rect.width > spriteSize.x || inputSpriteC.rect.y + inputSpriteC.rect.height > spriteSize.y)
{
return false;
}
if (inputSpriteC.rect.width + (2 * cfg.padding) > cfg.maxSize || inputSpriteC.rect.height + (2 * cfg.padding) > cfg.maxSize)
{
return false;
}
#if DEBUGIMAGE
var outputCoordX = 0;
var outputCoordY = 0;
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 = UPack.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;
}
public override bool Pack(SpriteAtlasPackingSettings config, SpriteAtlasTextureSettings setting, PackerData input)
{
var cfg = new UPackConfig();
var quality = 3;
var startRect = 128;
var c = new Color32(32, 64, 128, 255);
var b = UPack.Color32ToByte(c);
var d = UPack.ByteToColor32(b);
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 = 2048;
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 = true;
// Rasterization.
NativeArray<AtlasMask> atlasMasks = new NativeArray<AtlasMask>(spriteCount, Allocator.Persistent, NativeArrayOptions.ClearMemory);
NativeArray<PixelMask> spriteMasks = new NativeArray<PixelMask>(spriteBatch, Allocator.Persistent, NativeArrayOptions.ClearMemory);
var rasterJobHandles = new NativeArray<JobHandle>(spriteBatch, Allocator.Persistent);
var rasterJob = new NativeArray<UPack.SpriteRaster>(spriteBatch, Allocator.Persistent);
// PolygonFitting
var fitterJobHandles = new NativeArray<JobHandle>(cfg.jobSize, Allocator.Persistent);
var fitterJob = new NativeArray<UPack.SpriteFitter>(cfg.jobSize, Allocator.Persistent);
var fitterResult = new NativeArray<int4>(cfg.jobSize, Allocator.Persistent);
// Initialize Batch Sprite Masks.
for (int i = 0; i < spriteBatch; ++i)
{
PixelMask spriteMask = new PixelMask();
spriteMask.pixels = new NativeArray<byte>(spriteSize.x * spriteSize.y, Allocator.Persistent, NativeArrayOptions.ClearMemory);
spriteMask.size = spriteSize;
spriteMask.rect = int4.zero;
spriteMask.minmax = new int4(spriteSize.x, spriteSize.y, 0, 0);
spriteMasks[i] = spriteMask;
}
unsafe
{
// Prepare.
bool v = PrepareInput(cfg, spriteSize, input);
if (!v)
return false;
// Copy back to Processing Data
for (int batch = 0; batch < spriteCount; 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];
UnsafeUtility.MemClear(spriteMask.pixels.GetUnsafePtr(), ((spriteMask.rect.w * spriteMask.size.x) + spriteMask.rect.z) * UnsafeUtility.SizeOf<Color32>());
spriteMask.size = spriteSize;
spriteMask.rect = int4.zero;
spriteMask.minmax = new int4(spriteSize.x, spriteSize.y, 0, 0);
spriteMask.texrect = new int4(inputSprite.rect.x, inputSprite.rect.y, inputSprite.rect.width, inputSprite.rect.height);
spriteMasks[index] = spriteMask;
unsafe
{
rasterJob[index] = new UPack.SpriteRaster()
{
cfg = cfg,
index = index,
pixels = (Color32*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.colorData) + textureData.bufferOffset,
vertices = (Vector2*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.vertexData) + inputSprite.vertexOffset,
vertexCount = inputSprite.vertexCount,
indices = (int*)NativeArrayUnsafeUtility.GetUnsafeReadOnlyPtr(input.indexData) + inputSprite.indexOffset,
indexCount = inputSprite.indexCount,
textureCfg = new int2(textureData.width, textureData.height),
spriteMasks = spriteMasks
};
}
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 = 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;
AtlasMask atlasMask = new AtlasMask();
atlasMask.pixels = new NativeArray<byte>(cfg.maxSize * cfg.maxSize, Allocator.Persistent, NativeArrayOptions.ClearMemory);
atlasMask.size = new int2(cfg.maxSize, cfg.maxSize);
atlasMask.rect.x = atlasMask.rect.y = startRect;
atlasMask.rect.z = atlasMask.rect.w = cfg.bOffset;
validAtlas = 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.
DebugImage(spriteMask.pixels, cfg.maxSize, cfg.maxSize, Path.Combine(Application.dataPath, "../") + "Temp/" + "Input" + sprite + ".png");
UnsafeUtility.MemClear(spriteMask.pixels.GetUnsafePtr(), ((spriteMask.rect.w * spriteMask.size.x) + spriteMask.rect.z) * UnsafeUtility.SizeOf<Color32>());
inputSpriteC.output.x = result.x;
inputSpriteC.output.y = result.y;
inputSpriteC.output.page = validAtlas ? page : -1;
input.spriteData[sprite] = inputSpriteC;
index++;
}
if (!validAtlas)
{
break;
}
}
for (int j = 0; j < atlasCount; ++j)
DebugImage(atlasMasks[j].pixels, cfg.maxSize, cfg.maxSize, Path.Combine(Application.dataPath, "../") + "Temp/" + "Packer" + j + ".png");
// 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;
}
}
for (int j = 0; j < spriteBatch; ++j)
spriteMasks[j].pixels.Dispose();
for (int j = 0; j < atlasCount; ++j)
atlasMasks[j].pixels.Dispose();
atlasMasks.Dispose();
spriteMasks.Dispose();
rasterJob.Dispose();
rasterJobHandles.Dispose();
fitterJob.Dispose();
fitterJobHandles.Dispose();
}
return true;
}
}
}