【NGUI】Atlas的动态创建方法
1、参见SZUIAtlasMakerRuntimeTest设置相应的值以上值需要提前设置好
2、没有检查是否atlas能够正确创建,自己可以改,加入返回值
3、代码都是在NGUI里面拷贝出来的,只是进行改动,没有新代码
4、适用与那种从网上下图片,之后还不想用UITexture的人,但是还是建议用UITexture如果drawcall不是问题的话
5、自己以后更新按我的方式改改就可以
6、动态创建速度较慢,建议在游戏启动的时候运行
7、游戏时可以将创建的atlas保存到可写目录,避免每次都新创建
SZUIAtlasMakerRuntimeTest.cs
<font face="Arial">using UnityEngine;
using System.Collections;
public class SZUIAtlasMakerRuntimeTest : MonoBehaviour {
public Texture2D[] texs;
public UISprite sprite;
private UIAtlas atlas;
void Start () {
SZUIAtlasMakerRuntime.atlasTrimming = true;
SZUIAtlasMakerRuntime.atlasPMA = atlas != null ? atlas.premultipliedAlpha : false;
SZUIAtlasMakerRuntime.unityPacking = false;
SZUIAtlasMakerRuntime.atlasPadding = 1;
SZUIAtlasMakerRuntime.allow4096 = true;
SZUIAtlasMakerRuntime.UITexturePacker.forceSquareAtlas = true;
if (atlas == null)
{
atlas = this.gameObject.AddComponent<UIAtlas>();
}
string lastName = string.Empty;
foreach (var tex in texs)
{
SZUIAtlasMakerRuntime.AddOrUpdate(atlas, tex);
lastName = tex.name;
}
sprite.atlas = atlas;
sprite.spriteName = lastName;
}
}
</font>
SZUIAtlasMakerRuntime.cs
<font face="Arial">using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SZUIAtlasMakerRuntime {
public static bool atlasTrimming = true;
public static bool atlasPMA = false;
public static bool unityPacking = false;
public static int atlasPadding = 1;
public static bool allow4096 = true;
public class SpriteEntry : UISpriteData
{
// Sprite texture -- original texture or a temporary texture
public Texture2D tex;
// Whether the texture is temporary and should be deleted
public bool temporaryTexture = false;
}
/// <summary>
/// Used to sort the sprites by pixels used
/// </summary>
static int Compare (SpriteEntry a, SpriteEntry b)
{
// A is null b is not b is greater so put it at the front of the list
if (a == null && b != null) return 1;
// A is not null b is null a is greater so put it at the front of the list
if (a != null && b == null) return -1;
// Get the total pixels used for each sprite
int aPixels = a.width * a.height;
int bPixels = b.width * b.height;
if (aPixels > bPixels) return -1;
else if (aPixels < bPixels) return 1;
return 0;
}
/// <summary>
/// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed.
/// </summary>
static bool PackTextures (Texture2D tex, List<SpriteEntry> sprites)
{
Texture2D[] textures = new Texture2D[sprites.Count];
Rect[] rects;
#if UNITY_3_5 || UNITY_4_0
int maxSize = 4096;
#else
int maxSize = SystemInfo.maxTextureSize;
#endif
#if UNITY_ANDROID || UNITY_IPHONE
maxSize = Mathf.Min(maxSize, allow4096 ? 4096 : 2048);
#endif
if (unityPacking)
{
for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
rects = tex.PackTextures(textures, atlasPadding, maxSize);
}
else
{
sprites.Sort(Compare);
for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
rects = UITexturePacker.PackTextures(tex, textures, 4, 4, atlasPadding, maxSize);
}
for (int i = 0; i < sprites.Count; ++i)
{
Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true);
// Make sure that we don't shrink the textures
if (Mathf.RoundToInt(rect.width) != textures[i].width) return false;
SpriteEntry se = sprites[i];
se.x = Mathf.RoundToInt(rect.x);
se.y = Mathf.RoundToInt(rect.y);
se.width = Mathf.RoundToInt(rect.width);
se.height = Mathf.RoundToInt(rect.height);
}
return true;
}
static public void AddOrUpdate (UIAtlas atlas, Texture2D tex)
{
if (atlas != null && tex != null)
{
List<Texture> textures = new List<Texture>();
textures.Add(tex);
List<SpriteEntry> sprites = CreateSprites(textures);
ExtractSprites(atlas, sprites);
UpdateAtlas(atlas, sprites);
}
}
/// <summary>
/// Update the sprite atlas, keeping only the sprites that are on the specified list.
/// </summary>
static public void UpdateAtlas (UIAtlas atlas, List<SpriteEntry> sprites)
{
if (sprites.Count > 0)
{
// Combine all sprites into a single texture and save it
if (UpdateTexture(atlas, sprites))
{
// Replace the sprites within the atlas
ReplaceSprites(atlas, sprites);
}
// Release the temporary textures
ReleaseSprites(sprites);
return;
}
else
{
atlas.spriteList.Clear();
NGUITools.Destroy(atlas.spriteMaterial.mainTexture);
atlas.spriteMaterial.mainTexture = null;
}
atlas.MarkAsChanged();
}
/// <summary>
/// Add a new sprite to the atlas, given the texture it's coming from and the packed rect within the atlas.
/// </summary>
static public UISpriteData AddSprite (List<UISpriteData> sprites, SpriteEntry se)
{
// See if this sprite already exists
foreach (UISpriteData sp in sprites)
{
if (sp.name == se.name)
{
sp.CopyFrom(se);
return sp;
}
}
UISpriteData sprite = new UISpriteData();
sprite.CopyFrom(se);
sprites.Add(sprite);
return sprite;
}
/// <summary>
/// Create a list of sprites using the specified list of textures.
/// </summary>
///
static public List<SpriteEntry> CreateSprites (List<Texture> textures)
{
List<SpriteEntry> list = new List<SpriteEntry>();
foreach (Texture tex in textures)
{
Texture2D oldTex = tex as Texture2D;
// If we aren't doing trimming, just use the texture as-is
if (!atlasTrimming && !atlasPMA)
{
SpriteEntry sprite = new SpriteEntry();
sprite.SetRect(0, 0, oldTex.width, oldTex.height);
sprite.tex = oldTex;
sprite.name = oldTex.name;
sprite.temporaryTexture = false;
list.Add(sprite);
continue;
}
// If we want to trim transparent pixels, there is more work to be done
Color32[] pixels = oldTex.GetPixels32();
int xmin = oldTex.width;
int xmax = 0;
int ymin = oldTex.height;
int ymax = 0;
int oldWidth = oldTex.width;
int oldHeight = oldTex.height;
// Find solid pixels
if (atlasTrimming)
{
for (int y = 0, yw = oldHeight; y < yw; ++y)
{
for (int x = 0, xw = oldWidth; x < xw; ++x)
{
Color32 c = pixels[y * xw + x];
if (c.a != 0)
{
if (y < ymin) ymin = y;
if (y > ymax) ymax = y;
if (x < xmin) xmin = x;
if (x > xmax) xmax = x;
}
}
}
}
else
{
xmin = 0;
xmax = oldWidth - 1;
ymin = 0;
ymax = oldHeight - 1;
}
int newWidth = (xmax - xmin) + 1;
int newHeight = (ymax - ymin) + 1;
if (newWidth > 0 && newHeight > 0)
{
SpriteEntry sprite = new SpriteEntry();
sprite.x = 0;
sprite.y = 0;
sprite.width = oldTex.width;
sprite.height = oldTex.height;
// If the dimensions match, then nothing was actually trimmed
if (!atlasPMA && (newWidth == oldWidth && newHeight == oldHeight))
{
sprite.tex = oldTex;
sprite.name = oldTex.name;
sprite.temporaryTexture = false;
}
else
{
// Copy the non-trimmed texture data into a temporary buffer
Color32[] newPixels = new Color32[newWidth * newHeight];
for (int y = 0; y < newHeight; ++y)
{
for (int x = 0; x < newWidth; ++x)
{
int newIndex = y * newWidth + x;
int oldIndex = (ymin + y) * oldWidth + (xmin + x);
if (atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]);
else newPixels[newIndex] = pixels[oldIndex];
}
}
// Create a new texture
sprite.temporaryTexture = true;
sprite.name = oldTex.name;
sprite.tex = new Texture2D(newWidth, newHeight);
sprite.tex.SetPixels32(newPixels);
sprite.tex.Apply();
// Remember the padding offset
sprite.SetPadding(xmin, ymin, oldWidth - newWidth - xmin, oldHeight - newHeight - ymin);
}
list.Add(sprite);
}
}
return list;
}
/// <summary>
/// Release all temporary textures created for the sprites.
/// </summary>
static public void ReleaseSprites (List<SpriteEntry> sprites)
{
foreach (SpriteEntry se in sprites)
{
if (se.temporaryTexture)
{
NGUITools.Destroy(se.tex);
se.tex = null;
}
}
Resources.UnloadUnusedAssets();
}
/// <summary>
/// Replace the sprites within the atlas.
/// </summary>
static public void ReplaceSprites (UIAtlas atlas, List<SpriteEntry> sprites)
{
// Get the list of sprites we'll be updating
List<UISpriteData> spriteList = atlas.spriteList;
List<UISpriteData> kept = new List<UISpriteData>();
// Run through all the textures we added and add them as sprites to the atlas
for (int i = 0; i < sprites.Count; ++i)
{
SpriteEntry se = sprites[i];
UISpriteData sprite = AddSprite(spriteList, se);
kept.Add(sprite);
}
// Remove unused sprites
for (int i = spriteList.Count; i > 0; )
{
UISpriteData sp = spriteList[--i];
if (!kept.Contains(sp)) spriteList.RemoveAt(i);
}
// Sort the sprites so that they are alphabetical within the atlas
atlas.SortAlphabetically();
atlas.MarkAsChanged();
}
/// <summary>
/// Extract the specified sprite from the atlas.
/// </summary>
///
static public SpriteEntry ExtractSprite (UIAtlas atlas, string spriteName)
{
if (atlas.texture == null) return null;
UISpriteData sd = atlas.GetSprite(spriteName);
if (sd == null) return null;
Texture2D tex = atlas.texture as Texture2D;
SpriteEntry se = ExtractSprite(sd, tex);
return se;
}
/// <summary>
/// Extract the specified sprite from the atlas texture.
/// </summary>
static SpriteEntry ExtractSprite (UISpriteData es, Texture2D tex)
{
return (tex != null) ? ExtractSprite(es, tex.GetPixels32(), tex.width, tex.height) : null;
}
/// <summary>
/// Extract the specified sprite from the atlas texture.
/// </summary>
static SpriteEntry ExtractSprite (UISpriteData es, Color32[] oldPixels, int oldWidth, int oldHeight)
{
int xmin = Mathf.Clamp(es.x, 0, oldWidth);
int ymin = Mathf.Clamp(es.y, 0, oldHeight);
int xmax = Mathf.Min(xmin + es.width, oldWidth - 1);
int ymax = Mathf.Min(ymin + es.height, oldHeight - 1);
int newWidth = Mathf.Clamp(es.width, 0, oldWidth);
int newHeight = Mathf.Clamp(es.height, 0, oldHeight);
if (newWidth == 0 || newHeight == 0) return null;
Color32[] newPixels = new Color32[newWidth * newHeight];
for (int y = 0; y < newHeight; ++y)
{
int cy = ymin + y;
if (cy > ymax) cy = ymax;
for (int x = 0; x < newWidth; ++x)
{
int cx = xmin + x;
if (cx > xmax) cx = xmax;
int newIndex = (newHeight - 1 - y) * newWidth + x;
int oldIndex = (oldHeight - 1 - cy) * oldWidth + cx;
newPixels[newIndex] = oldPixels[oldIndex];
}
}
// Create a new sprite
SpriteEntry sprite = new SpriteEntry();
sprite.CopyFrom(es);
sprite.SetRect(0, 0, newWidth, newHeight);
sprite.temporaryTexture = true;
sprite.tex = new Texture2D(newWidth, newHeight);
sprite.tex.SetPixels32(newPixels);
sprite.tex.Apply();
return sprite;
}
/// <summary>
/// Extract sprites from the atlas, adding them to the list.
/// </summary>
static public void ExtractSprites (UIAtlas atlas, List<SpriteEntry> finalSprites)
{
Texture2D tex = atlas.texture as Texture2D;
if (tex != null)
{
Color32[] pixels = null;
int width = tex.width;
int height = tex.height;
List<UISpriteData> sprites = atlas.spriteList;
float count = sprites.Count;
int index = 0;
foreach (UISpriteData es in sprites)
{
bool found = false;
foreach (SpriteEntry fs in finalSprites)
{
if (es.name == fs.name)
{
fs.CopyBorderFrom(es);
found = true;
break;
}
}
if (!found)
{
if (pixels == null) pixels = tex.GetPixels32();
SpriteEntry sprite = ExtractSprite(es, pixels, width, height);
if (sprite != null) finalSprites.Add(sprite);
}
}
}
}
static public bool UpdateTexture (UIAtlas atlas, List<SpriteEntry> sprites)
{
// Get the texture for the atlas
Texture2D tex = atlas.texture as Texture2D;
bool newTexture = tex == null;
if (newTexture)
{
// Create a new texture for the atlas
tex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
}
// Pack the sprites into this texture
if (PackTextures(tex, sprites) && tex != null)
{
// Update the atlas texture
if (newTexture)
{
if (atlas.spriteMaterial == null)
{
Shader shader = Shader.Find(atlasPMA ? "Unlit/Premultiplied Colored" : "Unlit/Transparent Colored");
atlas.spriteMaterial = new Material(shader);
}
atlas.spriteMaterial.mainTexture = tex;
ReleaseSprites(sprites);
}
return true;
}
else
{
return false;
}
}
// save as ngui's
public class UITexturePacker
{
// sz modify
public static bool forceSquareAtlas = true;
public int binWidth = 0;
public int binHeight = 0;
public bool allowRotations;
public List<Rect> usedRectangles = new List<Rect>();
public List<Rect> freeRectangles = new List<Rect>();
public enum FreeRectChoiceHeuristic
{
RectBestShortSideFit, //< -BSSF: Positions the rectangle against the short side of a free rectangle into which it fits the best.
RectBestLongSideFit, //< -BLSF: Positions the rectangle against the long side of a free rectangle into which it fits the best.
RectBestAreaFit, //< -BAF: Positions the rectangle into the smallest free rect into which it fits.
RectBottomLeftRule, //< -BL: Does the Tetris placement.
RectContactPointRule //< -CP: Choosest the placement where the rectangle touches other rects as much as possible.
};
public UITexturePacker (int width, int height, bool rotations)
{
Init(width, height, rotations);
}
public void Init (int width, int height, bool rotations)
{
binWidth = width;
binHeight = height;
allowRotations = rotations;
Rect n = new Rect();
n.x = 0;
n.y = 0;
n.width = width;
n.height = height;
usedRectangles.Clear();
freeRectangles.Clear();
freeRectangles.Add(n);
}
private struct Storage
{
public Rect rect;
public bool paddingX;
public bool paddingY;
}
public static Rect[] PackTextures (Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize)
{
if (width > maxSize && height > maxSize) return null;
if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; }
// Force square by sizing up
// sz modify
//if (NGUISettings.forceSquareAtlas)
if (forceSquareAtlas)
{
if (width > height)
height = width;
else if (height > width)
width = height;
}
UITexturePacker bp = new UITexturePacker(width, height, false);
Storage[] storage = new Storage[textures.Length];
for (int i = 0; i < textures.Length; i++)
{
Texture2D tex = textures[i];
if (!tex) continue;
Rect rect = new Rect();
int xPadding = 1;
int yPadding = 1;
for (xPadding = 1; xPadding >= 0; --xPadding)
{
for (yPadding = 1; yPadding >= 0; --yPadding)
{
rect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding),
UITexturePacker.FreeRectChoiceHeuristic.RectBestAreaFit);
if (rect.width != 0 && rect.height != 0) break;
// After having no padding if it still doesn't fit -- increase texture size.
else if (xPadding == 0 && yPadding == 0)
{
return PackTextures(texture, textures, width * (width <= height ? 2 : 1),
height * (height < width ? 2 : 1), padding, maxSize);
}
}
if (rect.width != 0 && rect.height != 0) break;
}
storage[i] = new Storage();
storage[i].rect = rect;
storage[i].paddingX = (xPadding != 0);
storage[i].paddingY = (yPadding != 0);
}
texture.Resize(width, height);
texture.SetPixels(new Color[width * height]);
// The returned rects
Rect[] rects = new Rect[textures.Length];
for (int i = 0; i < textures.Length; i++)
{
Texture2D tex = textures[i];
if (!tex) continue;
Rect rect = storage[i].rect;
int xPadding = (storage[i].paddingX ? padding : 0);
int yPadding = (storage[i].paddingY ? padding : 0);
Color[] colors = tex.GetPixels();
// Would be used to rotate the texture if need be.
if (rect.width != tex.width + xPadding)
{
Color[] newColors = tex.GetPixels();
for (int x = 0; x < rect.width; x++)
{
for (int y = 0; y < rect.height; y++)
{
int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width;
newColors[x + y * (int)rect.width] = colors[prevIndex];
}
}
colors = newColors;
}
texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors);
rect.x /= width;
rect.y /= height;
rect.width = (rect.width - xPadding) / width;
rect.height = (rect.height - yPadding) / height;
rects[i] = rect;
}
texture.Apply();
return rects;
}
public Rect Insert (int width, int height, FreeRectChoiceHeuristic method)
{
Rect newNode = new Rect();
int score1 = 0; // Unused in this function. We don't need to know the score after finding the position.
int score2 = 0;
switch (method)
{
case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break;
case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break;
case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); break;
case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break;
case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break;
}
if (newNode.height == 0)
return newNode;
int numRectanglesToProcess = freeRectangles.Count;
for (int i = 0; i < numRectanglesToProcess; ++i)
{
if (SplitFreeNode(freeRectangles[i], ref newNode))
{
freeRectangles.RemoveAt(i);
--i;
--numRectanglesToProcess;
}
}
PruneFreeList();
usedRectangles.Add(newNode);
return newNode;
}
public void Insert (List<Rect> rects, List<Rect> dst, FreeRectChoiceHeuristic method)
{
dst.Clear();
while (rects.Count > 0)
{
int bestScore1 = int.MaxValue;
int bestScore2 = int.MaxValue;
int bestRectIndex = -1;
Rect bestNode = new Rect();
for (int i = 0; i < rects.Count; ++i)
&