861 lines
35 KiB
C#
861 lines
35 KiB
C#
using System.IO;
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using UnityEngine;
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using UnityEditor.U2D;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Jobs;
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using Unity.Burst;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEditor.U2D.Common.SpriteAtlasPacker
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{
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// Pixel Mask. Stores Rasterized Sprite Pixels.
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internal struct PixelMask
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{
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// Actual Size
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internal int2 size;
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// Border to minize search criteria.
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internal int4 rect;
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// Intermediate MinMax.
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internal int4 minmax;
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// Input Rect.
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internal int4 texrect;
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// Rasterized Texture Data.
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[NativeDisableContainerSafetyRestriction]
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internal NativeArray<byte> pixels;
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};
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// Atlas Masks. Stores Multiple Rasterized Sprite Pixels.
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internal struct AtlasMask
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{
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// Actual Size
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internal int2 size;
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// Border to minize search criteria.
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internal int4 rect;
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// Intermediate MinMax.
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internal int4 minmax;
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// Rasterized Texture Data.
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[NativeDisableContainerSafetyRestriction]
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internal NativeArray<byte> pixels;
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};
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// Internal Config params.
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internal struct UPackConfig
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{
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// Padding
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internal int padding;
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// Is Tight Packing. 1 for TIght.
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internal int packing;
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// Enable Rotation.
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internal int rotates;
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// Max Texture Size.
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internal int maxSize;
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// Block Offset.
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internal int bOffset;
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// Reserved.
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internal int freeBox;
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// Reserved.
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internal int jobSize;
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// Reserved.
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internal int sprSize;
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}
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[BurstCompile]
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internal struct UPack
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{
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////////////////////////////////////////////////////////////////
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// Pixel Fetch.
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////////////////////////////////////////////////////////////////
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internal static unsafe Color32* GetPixelOffsetBuffer(int offset, Color32* pixels)
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{
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return pixels + offset;
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}
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internal static unsafe Color32 GetPixel(Color32* pixels, ref int2 textureCfg, int x, int y)
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{
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int offset = x + (y * textureCfg.x);
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return *(pixels + offset);
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}
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internal static float Min3(float a, float b, float c)
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{
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var bc = math.min(b, c);
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return math.min(a, bc);
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}
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internal static byte Color32ToByte(Color32 rgba)
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{
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var r = (int)(rgba.r / 32);
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var g = (int)(rgba.g / 64);
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var b = (int)(rgba.b / 32);
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return (byte)(r | (g << 3) | (b << 5));
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}
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internal static Color32 ByteToColor32(byte rgb)
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{
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Color32 c = new Color32();
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int rgba = (int)rgb;
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c.r = (byte)((rgba & 0x00000007) * 32);
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c.g = (byte)(((rgba >> 3) & 0x00000003) * 64);
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c.b = (byte)(((rgba >> 5) & 0x00000007) * 32);
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c.a = ((int)c.r != 0 || (int)c.g != 0 || (int)c.b != 0) ? (byte)255 : (byte)0;
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return c;
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}
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////////////////////////////////////////////////////////////////
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// Rasterization.
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////////////////////////////////////////////////////////////////
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internal static float Max3(float a, float b, float c)
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{
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var bc = math.max(b, c);
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return math.max(a, bc);
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}
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internal static int Orient2d(float2 a, float2 b, float2 c)
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{
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return (int)((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x));
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}
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[BurstCompile]
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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)
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{
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int _x = x - pixelMask.texrect.x;
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int _y = y - pixelMask.texrect.y;
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#if DEBUGIMAGE
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Color32 src = GetPixel(pixels, ref textureCfg, sx, sy); // To debug with real colors.
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src = ( src.a != 0 ) ? src : target;
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pixelMask.pixels[(_y * pixelMask.size.x) + _x] = Color32ToByte(src);
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#else
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pixelMask.pixels[(_y * pixelMask.size.x) + _x] = targetColor;
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#endif
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pixelMask.minmax.x = math.min(_x, pixelMask.minmax.x);
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pixelMask.minmax.y = math.min(_y, pixelMask.minmax.y);
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pixelMask.minmax.z = math.max(_x, pixelMask.minmax.z);
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pixelMask.minmax.w = math.max(_y, pixelMask.minmax.w);
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}
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[BurstCompile]
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internal static unsafe void Pad(ref PixelMask pixelMask, ref Color32 tgtColor, byte tgtColorByte, int dx, int dy, int padx, int pady)
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{
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for (int y = -pady; y < pady; ++y)
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{
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for (int x = -padx; x < padx; ++x)
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{
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int _x = math.min(math.max(dx + x, 0), pixelMask.size.x) - pixelMask.texrect.x;
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int _y = math.min(math.max(dy + y, 0), pixelMask.size.y) - pixelMask.texrect.y;
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if (_x < 0 || _y < 0 || _x > pixelMask.size.x || _y > pixelMask.size.y)
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continue;
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if (pixelMask.pixels[(_y * pixelMask.size.x) + _x] == 0)
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{
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#if DEBUGIMAGE
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pixelMask.pixels[(_y * pixelMask.size.x) + _x] = Color32ToByte(tgtColor);
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#else
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pixelMask.pixels[(_y * pixelMask.size.x) + _x] = tgtColorByte;
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#endif
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pixelMask.minmax.x = math.min(_x, pixelMask.minmax.x);
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pixelMask.minmax.y = math.min(_y, pixelMask.minmax.y);
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pixelMask.minmax.z = math.max(_x, pixelMask.minmax.z);
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pixelMask.minmax.w = math.max(_y, pixelMask.minmax.w);
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}
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}
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}
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}
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[BurstCompile]
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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)
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{
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// Compute triangle bounding box
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int minX = (int)Min3(v0.x, v1.x, v2.x);
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int minY = (int)Min3(v0.y, v1.y, v2.y);
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int maxX = (int)Max3(v0.x, v1.x, v2.x);
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int maxY = (int)Max3(v0.y, v1.y, v2.y);
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var padColor = new Color32(64, 254, 64, 254);
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var padColorByte = Color32ToByte(padColor);
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// Clip against bounds
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minX = math.max(minX, 0);
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minY = math.max(minY, 0);
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maxX = math.min(maxX, pixelMask.rect.x - 1);
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maxY = math.min(maxY, pixelMask.rect.y - 1);
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// Triangle setup
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int A01 = (int)(v0.y - v1.y), B01 = (int)(v1.x - v0.x);
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int A12 = (int)(v1.y - v2.y), B12 = (int)(v2.x - v1.x);
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int A20 = (int)(v2.y - v0.y), B20 = (int)(v0.x - v2.x);
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// Barycentric coordinates at minX/minY corner
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float2 p = new float2(minX, minY);
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int w0_row = Orient2d(v1, v2, p);
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int w1_row = Orient2d(v2, v0, p);
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int w2_row = Orient2d(v0, v1, p);
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// Rasterize
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for (int py = minY; py <= maxY; ++py)
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{
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// Barycentric coordinates at start of row
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int w0 = w0_row;
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int w1 = w1_row;
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int w2 = w2_row;
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for (int px = minX; px <= maxX; ++px)
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{
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// If p is on or inside all edges, render pixel.
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if ((w0 | w1 | w2) >= 0)
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{
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int _padx = px + padx;
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int _pady = py + pady;
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Pixelate(ref pixelMask, ref textureCfg, pixels, ref srcColor, srcColorByte, px, py, _padx, _pady);
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Pad(ref pixelMask, ref padColor, padColorByte, _padx, _pady, padx, pady);
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}
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// One step to the right
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w0 += A12;
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w1 += A20;
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w2 += A01;
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}
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// One row step
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w0_row += B12;
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w1_row += B20;
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w2_row += B01;
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}
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}
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[BurstCompile]
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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)
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{
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var _v = float2.zero;
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var srcColor = new Color32(64, 64, 254, 254);
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var srcColorByte = Color32ToByte(srcColor);
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for (int i = 0; i < indexCount; i = i + 3)
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{
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int i1 = indices[i + 0];
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int i2 = indices[i + 1];
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int i3 = indices[i + 2];
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float2 v1 = vertices[i1];
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float2 v2 = vertices[i2];
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float2 v3 = vertices[i3];
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if (Orient2d(v1, v2, v3) < 0)
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{
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_v = v1;
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v1 = v2;
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v2 = _v;
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}
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RasterizeTriangle(ref cfg, ref pixelMask, pixels, ref textureCfg, ref srcColor, srcColorByte, ref v1, ref v2, ref v3, padx, pady);
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}
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return true;
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}
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////////////////////////////////////////////////////////////////
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// Rasterization.
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////////////////////////////////////////////////////////////////
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[BurstCompile]
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internal unsafe struct SpriteRaster : IJob
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{
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// Pack Config
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public UPackConfig cfg;
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// Index to process.
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public int index;
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// Texture Input
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public int2 textureCfg;
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// Input Pixels
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[NativeDisableUnsafePtrRestriction]
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public Color32* pixels;
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// Vector2 positions.
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[NativeDisableUnsafePtrRestriction]
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public Vector2* vertices;
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// Vertex Count
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public int vertexCount;
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// Indices
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[NativeDisableUnsafePtrRestriction]
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public int* indices;
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// Index Count;
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public int indexCount;
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// SpriteRaster
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[NativeDisableContainerSafetyRestriction]
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public NativeArray<PixelMask> spriteMasks;
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public void Execute()
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{
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// Rasterize Source Sprite.
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var spriteMask = spriteMasks[index];
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spriteMask.rect.z = spriteMask.rect.w = spriteMask.minmax.z = spriteMask.minmax.w = 0;
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spriteMask.rect.x = spriteMask.rect.y = spriteMask.minmax.x = spriteMask.minmax.y = cfg.sprSize;
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UPack.Rasterize(ref cfg, pixels, ref textureCfg, vertices, vertexCount, indices, indexCount, ref spriteMask, cfg.padding, cfg.padding);
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spriteMask.rect.x = math.max(0, spriteMask.minmax.x - cfg.padding);
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spriteMask.rect.y = math.max(0, spriteMask.minmax.y - cfg.padding);
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spriteMask.rect.z = math.min(cfg.maxSize, spriteMask.minmax.z + cfg.padding);
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spriteMask.rect.w = math.min(cfg.maxSize, spriteMask.minmax.w + cfg.padding);
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byte color = Color32ToByte(new Color32(254, 64, 64, 254));
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// If Tight packing fill Rect.
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if (0 == cfg.packing)
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{
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for (int y = spriteMask.rect.y; y <= spriteMask.rect.w; ++y)
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{
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for (int x = spriteMask.rect.x; x <= spriteMask.rect.z; ++x)
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{
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spriteMask.pixels[y * spriteMask.size.x + x] = (spriteMask.pixels[y * spriteMask.size.x + x] != 0) ? spriteMask.pixels[y * spriteMask.size.x + x] : color;
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}
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}
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}
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spriteMasks[index] = spriteMask;
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}
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}
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////////////////////////////////////////////////////////////////
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// Atlas Packing.
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////////////////////////////////////////////////////////////////
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[BurstCompile]
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internal static bool TestMask(ref AtlasMask atlasMask, ref PixelMask spriteMask, int ax, int ay, int sx, int sy)
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{
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var satlasPixel = atlasMask.pixels[ay * atlasMask.size.x + ax];
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var spritePixel = spriteMask.pixels[sy * spriteMask.size.x + sx];
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return (spritePixel > 0 && satlasPixel > 0);
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}
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[BurstCompile]
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internal static unsafe bool TestMask(ref AtlasMask atlasMask, ref PixelMask spriteMask, int x, int y)
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{
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var spriteRect = spriteMask.rect;
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if (TestMask(ref atlasMask, ref spriteMask, (x), (y), spriteRect.x, spriteRect.y))
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return false;
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if (TestMask(ref atlasMask, ref spriteMask, (x), (y + (spriteRect.w - spriteRect.y)), spriteRect.x, spriteRect.y))
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return false;
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if (TestMask(ref atlasMask, ref spriteMask, (x + (spriteRect.z - spriteRect.x)), (y), spriteRect.z, spriteRect.w))
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return false;
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if (TestMask(ref atlasMask, ref spriteMask, (x + (spriteRect.z - spriteRect.x)), (y + (spriteRect.w - spriteRect.y)), spriteRect.z, spriteRect.w))
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return false;
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if (TestMask(ref atlasMask, ref spriteMask, (x), (y), spriteRect.z / 2, spriteRect.y / 2))
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return false;
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for (int j = spriteRect.y, _j = 0; j < spriteRect.w; ++j, ++_j)
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{
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for (int i = spriteRect.x, _i = 0; i < spriteRect.z; ++i, ++_i)
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{
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if (TestMask(ref atlasMask, ref spriteMask, (_i + x), (_j + y), i, j))
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return false;
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}
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}
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return true;
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}
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[BurstCompile]
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internal static void ApplyMask(ref UPackConfig cfg, ref AtlasMask atlasMask, ref PixelMask spriteMask, int ax, int ay, int sx, int sy)
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{
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var pixel = spriteMask.pixels[sy * spriteMask.size.x + sx];
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if (pixel != 0)
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{
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atlasMask.pixels[ay * atlasMask.size.x + ax] = pixel;
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atlasMask.minmax.x = math.min(ax, atlasMask.minmax.x);
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atlasMask.minmax.y = math.min(ay, atlasMask.minmax.y);
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atlasMask.minmax.z = math.max(ax, atlasMask.minmax.z);
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atlasMask.minmax.w = math.max(ay, atlasMask.minmax.w);
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}
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}
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[BurstCompile]
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internal static unsafe void ApplyMask(ref UPackConfig cfg, ref AtlasMask atlasMask, ref PixelMask spriteMask, int x, int y)
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{
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var spriteRect = spriteMask.rect;
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for (int j = spriteRect.y, _j = 0; j < spriteRect.w; ++j, ++_j)
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{
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for (int i = spriteRect.x, _i = 0; i < spriteRect.z; ++i, ++_i)
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{
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ApplyMask(ref cfg, ref atlasMask, ref spriteMask, (_i + x), (_j + y), i, j);
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}
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}
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}
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////////////////////////////////////////////////////////////////
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// Fit Sprite in a given RECT for Best Fit
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////////////////////////////////////////////////////////////////
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[BurstCompile]
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internal struct SpriteFitter : IJob
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{
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// Cfg
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public UPackConfig config;
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// Test Inc
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public int4 atlasXInc;
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// Test Inc.
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public int4 atlasYInc;
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// Result Index.
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public int resultIndex;
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// AtlasMask
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public AtlasMask atlasMask;
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// SpriteMask
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public PixelMask spriteMask;
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// ResultSet
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[NativeDisableContainerSafetyRestriction]
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public NativeArray<int4> resultSet;
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public void Execute()
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{
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bool more = true;
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for (int y = atlasYInc.x; (more && y <= atlasYInc.y); y += atlasYInc.z)
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{
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if (y + spriteMask.rect.w >= atlasMask.rect.y)
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break;
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for (int x = atlasXInc.x; (more && x <= atlasXInc.y); x += atlasXInc.z)
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{
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if (x + spriteMask.rect.z >= atlasMask.rect.x)
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continue;
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more = TestMask(ref atlasMask, ref spriteMask, x, y) == false;
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if (!more)
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resultSet[resultIndex] = new int4(x, y, more ? 0 : 1, 0);
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////
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// Random Fit Only for Testing.
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////////////////////////////////////////////////////////////////
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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)
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{
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bool more = true;
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int inc = math.min(atlasMask.rect.x, atlasMask.rect.y), rx = -1, ry = -1;
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int jobCount = 32;
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for (int i = 0; i < jobCount; ++i)
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fitterJobHandles[i] = default(JobHandle);
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System.Random rnd = new System.Random();
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while (more && (atlasMask.rect.x <= cfg.maxSize || atlasMask.rect.y <= cfg.maxSize))
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{
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int index = 0;
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int xrmax = atlasMask.minmax.z;
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int yrmax = atlasMask.minmax.w;
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// Random Search.
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{
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int ix = atlasMask.minmax.z;
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int iy = atlasMask.minmax.w;
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UnsafeUtility.MemClear(resultArray.GetUnsafePtr(), resultArray.Length * sizeof(int4));
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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 };
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fitterJobHandles[0] = fitterJob[0].Schedule();
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for (int i = 1; i < jobCount; ++i)
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{
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int x = atlasMask.minmax.z - rnd.Next(0, xrmax);
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int y = atlasMask.minmax.w - rnd.Next(0, yrmax);
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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 };
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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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |