using System;
using UnityEngine;
namespace Thousandto.Editor.Test
{
[Serializable]
public class RendererInfo
{
//网格索引
public int MeshIndex = -1;
public int OldLightmapIndex = -1;
//原始场景中的uv缩放偏移信息
public Vector4 OldLightmapScaleOffset;
//新生成lightmap中uv信息
public Vector4 NewLightmapScaleOffset;
public Renderer SourceRenderer;
public Vector4 UV2Bound;
public void SetRendererDataWhileAwake()
{
if(SourceRenderer != null)
{
//lightmapIndex是动态变化的
//SourceRenderer.lightmapIndex = LightmapIndex;
SourceRenderer.lightmapScaleOffset = NewLightmapScaleOffset;
}
}
}
///
/// 场景烘焙完后,保存lightmap信息
///
[ExecuteInEditMode]
public class PrefabLightmapInfo : MonoBehaviour
{
[SerializeField]
public RendererInfo[] RendererInfos;
public bool CalcUV2Bound = false;
[SerializeField]
public int MeshIndex = -1;
private int _lastLightmapIndex = -1;
void Awake()
{
if(Application.isPlaying)
{
for (int i = 0; RendererInfos != null && i < RendererInfos.Length; ++i)
{
RendererInfos[i].SetRendererDataWhileAwake();
}
}
}
public void OnBakeFinish()
{
var Renderers = GetComponentsInChildren();
RendererInfos = new RendererInfo[Renderers.Length];
for (int i = 0; i < Renderers.Length; ++i)
{
RendererInfo rdInfo = new RendererInfo();
rdInfo.OldLightmapScaleOffset = Renderers[i].lightmapScaleOffset;
rdInfo.OldLightmapIndex = Renderers[i].lightmapIndex;
rdInfo.SourceRenderer = Renderers[i];
RendererInfos[i] = rdInfo;
}
}
public void SetMeshIndex(int meshIndex)
{
if (RendererInfos == null)
return;
for (int i = 0; i < RendererInfos.Length; ++i)
{
RendererInfos[i].MeshIndex = meshIndex;
}
MeshIndex = meshIndex;
}
public void SetLightmapScaleOffset(Renderer rd, Vector4 lightmapScaleOffset)
{
if (RendererInfos == null)
return;
for(int i =0; i < RendererInfos.Length; ++i)
{
if(RendererInfos[i].SourceRenderer == rd)
{
RendererInfos[i].NewLightmapScaleOffset = lightmapScaleOffset;
}
}
}
void Update()
{
if(CalcUV2Bound)
{
CalcUV2Bound = false;
for (int i = 0; i < RendererInfos.Length; ++i)
{
var mesh = RendererInfos[i].SourceRenderer.gameObject.GetComponent();
if(mesh != null)
{
var uv2 = GetMeshUV2(mesh.sharedMesh);
RendererInfos[i].UV2Bound = GetBounds(uv2, RendererInfos[i].SourceRenderer);
}
}
}
int lightmapIndex = Core.Asset.TerrainPrefabManager.Instance.GetLightmapIndexByMeshIndex(MeshIndex);
if(lightmapIndex != _lastLightmapIndex)
{
_lastLightmapIndex = lightmapIndex;
for (int i = 0; RendererInfos != null && i < RendererInfos.Length; ++i)
{
RendererInfos[i].SourceRenderer.lightmapIndex = lightmapIndex;
}
}
}
//如果不存在uv2,则使用uv代替
public static Vector2[] GetMeshUV2(Mesh m)
{
var uv2 = m.uv2;
if (uv2 == null || uv2.Length == 0)
uv2 = m.uv;
return uv2;
}
///
/// 计算该renderer在lightmap贴图中的包围范围
///
/// uv2光照uv
///
/// (minx, miny, maxX, maxY)
public static Vector4 GetBounds(Vector2[] uv, Renderer r)
{
if (uv != null)
{
var __uv = new Vector2[uv.Length];
Array.Copy(uv, __uv, uv.Length);
uv = __uv;
var minx = float.MaxValue;
var miny = float.MaxValue;
var maxx = float.MinValue;
var maxy = float.MinValue;
for (var _j = 0; _j < uv.Length; ++_j)
{
var _uv = uv[_j];
if (_uv.x < minx)
{
minx = _uv.x;
}
if (_uv.y < miny)
{
miny = _uv.y;
}
if (_uv.x > maxx)
{
maxx = _uv.x;
}
if (_uv.y > maxy)
{
maxy = _uv.y;
}
}
var bounds = new Vector4(minx, miny, maxx, maxy);
return bounds;
}
return Vector4.zero;
}
}
}