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[unity] Optional repacking texture format params.

John 8 years ago
parent
commit
3e4722cb56

+ 14 - 10
spine-unity/Assets/spine-unity/Modules/AttachmentTools/AttachmentTools.cs

@@ -129,10 +129,10 @@ namespace Spine.Unity.Modules.AttachmentTools {
 
 		/// <summary>
 		/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary>
-		public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader) {
+		public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) {
 			if (sprite == null) throw new System.ArgumentNullException("sprite");
 			if (shader == null) throw new System.ArgumentNullException("shader");
-			var region = sprite.ToAtlasRegionPMAClone(shader);
+			var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps);
 			var unitsPerPixel = 1f / sprite.pixelsPerUnit;
 			return region.ToRegionAttachment(sprite.name, unitsPerPixel);
 		}
@@ -201,6 +201,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
 	}
 
 	public static class SpriteAtlasRegionExtensions {
+		internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
+		internal const bool UseMipMaps = false;
+
 		/// <summary>
 		/// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary>
 		public static AtlasPage ToSpineAtlasPage (this Material m) {
@@ -237,9 +240,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
 
 		/// <summary>
 		/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
-		public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader) {
+		public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
 			var material = new Material(shader);
-			var tex = s.ToTexture(false);
+			var tex = s.ToTexture(false, textureFormat, mipmaps);
 			tex.ApplyPMA(true);
 
 			tex.name = s.name + "-pma-";
@@ -298,7 +301,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
 		/// <summary>
 		/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
 		/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
-		public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
+		public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
 			var skinAttachments = o.Attachments;
 			var newSkin = new Skin(newName);
 
@@ -329,7 +332,8 @@ namespace Spine.Unity.Modules.AttachmentTools {
 				newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
 			}
 
-			var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
+			var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
+			newTexture.anisoLevel = texturesToPack[0].anisoLevel;
 			newTexture.name = newName;
 			var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
 
@@ -358,10 +362,10 @@ namespace Spine.Unity.Modules.AttachmentTools {
 
 		/// <summary>Creates a new Texture2D object based on an AtlasRegion.
 		/// If applyImmediately is true, Texture2D.Apply is called immediately after the Texture2D is filled with data.</summary>
-		public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
+		public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
 			Texture2D sourceTexture = ar.GetMainTexture();
 			Rect r = ar.GetUnityRect(sourceTexture.height);
-			Texture2D output = new Texture2D((int)r.width, (int)r.height);
+			Texture2D output = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
 			output.name = ar.name;
 			Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
 			output.SetPixels(pixelBuffer);
@@ -372,11 +376,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
 			return output;
 		}
 
-		static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
+		static Texture2D ToTexture (this Sprite s, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
 			var spriteTexture = s.texture;
 			var r = s.textureRect;
 			var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
-			var newTexture = new Texture2D((int)r.width, (int)r.height);
+			var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
 			newTexture.SetPixels(spritePixels);
 
 			if (applyImmediately)