231 lines
8.1 KiB
C#
231 lines
8.1 KiB
C#
using System;
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using System.IO;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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namespace Thousandto.Editor.Test
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{
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public static class LightMapUtil
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{
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public static void CalcLightmapInfo(Renderer render)
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{
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}
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//如果不存在uv2,则使用uv代替
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public static Vector2[] GetMeshUV2(Mesh m)
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{
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var uv2 = m.uv2;
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if (uv2 == null || uv2.Length == 0)
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uv2 = m.uv;
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return uv2;
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}
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/// <summary>
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/// 计算该renderer在lightmap贴图中的包围范围
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/// </summary>
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/// <param name="uv">uv2光照uv</param>
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/// <param name="r"></param>
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/// <returns>(minx, miny, maxX, maxY)</returns>
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public static Vector4 GetBounds(Vector2[] uv, Renderer r)
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{
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if (uv != null)
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{
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var __uv = new Vector2[uv.Length];
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Array.Copy(uv, __uv, uv.Length);
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uv = __uv;
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var minx = float.MaxValue;
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var miny = float.MaxValue;
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var maxx = float.MinValue;
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var maxy = float.MinValue;
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for (var _j = 0; _j < uv.Length; ++_j)
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{
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var _uv = uv[_j];
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if (_uv.x < minx)
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{
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minx = _uv.x;
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}
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if (_uv.y < miny)
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{
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miny = _uv.y;
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}
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if (_uv.x > maxx)
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{
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maxx = _uv.x;
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}
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if (_uv.y > maxy)
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{
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maxy = _uv.y;
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}
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}
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var bounds = new Vector4(minx, miny, maxx, maxy);
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return bounds;
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}
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return Vector4.zero;
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}
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public static float GetScaleInLightmap(Renderer rd)
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{
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UnityEditor.SerializedObject so = new UnityEditor.SerializedObject(rd);
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var sp = so.FindProperty("m_ScaleInLightmap");
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return sp.floatValue;
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}
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//烘焙场景时,可以指定GameObject的bake tag,相同tag的物件的光照信息会生成到同以一张贴图中
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public static void SetRenderLightmapParameters(Renderer renderer, string giparamsFile = "Assets/GameAssets/Resources/Scene/AAA.giparams")
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{
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SerializedObject so = new SerializedObject(renderer);
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var sp = so.FindProperty("m_LightmapParameters");
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sp.objectReferenceValue = AssetDatabase.LoadAssetAtPath(giparamsFile, typeof(LightmapParameters));
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so.ApplyModifiedProperties();
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}
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//创建LightmapParameters资源文件
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public static void CreateLightmapParameterFile(string path, int bakeTag)
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{
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LightmapParameters lp = new LightmapParameters();
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lp.bakedLightmapTag = bakeTag;
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AssetDatabase.CreateAsset(lp, path);
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AssetDatabase.ImportAsset(path);
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}
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//从整lightmap贴图中扣指定物件的光照贴图
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public static Texture2D PickLightmap(GameObject go, out Vector4 sourceBounds, out Vector4 scaleBounds, out Rect pickRect)
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{
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pickRect = new Rect();
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sourceBounds = Vector4.zero;
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scaleBounds = Vector4.zero;
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if (go == null)
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return null;
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var meshFilter = go.GetComponent<MeshFilter>();
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var renderer = go.GetComponent<Renderer>();
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if (meshFilter == null || renderer == null)
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return null;
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var tex = GetFullLightmap(renderer);
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if (tex == null)
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return null;
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var uv2s = GetMeshUV2(meshFilter.sharedMesh);
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//var bounds = GetBounds(uv2s, renderer);
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sourceBounds = LightMapUtil.GetBounds(uv2s, renderer);
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scaleBounds = CalcBoundWithLightmapScaleOffset(sourceBounds, renderer.lightmapScaleOffset);
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return PickTexture(tex, scaleBounds, out pickRect);
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}
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public static Vector4 CalcBoundWithLightmapScaleOffset(Vector4 sourceBounds, Vector4 lightmapScaleOffset)
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{
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var scaleBounds = new Vector4(sourceBounds.x * lightmapScaleOffset.x + lightmapScaleOffset.z,
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sourceBounds.y * lightmapScaleOffset.y + lightmapScaleOffset.w,
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sourceBounds.z * lightmapScaleOffset.x + lightmapScaleOffset.z,
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sourceBounds.w * lightmapScaleOffset.y + lightmapScaleOffset.w);
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return scaleBounds;
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}
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public static Texture2D PickTexture(Texture2D sourceTex, Vector4 bounds, out Rect pickRect)
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{
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pickRect = new Rect();
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var blockW = ((bounds.z - bounds.x) * sourceTex.width);
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var blockH = ((bounds.w - bounds.y) * sourceTex.height);
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var startX = Mathf.RoundToInt(bounds.x * sourceTex.width);
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var startY = Mathf.RoundToInt(bounds.y * sourceTex.height);
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if(blockW - (int)blockW > 0.11f)
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{
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blockW += 1;
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}
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if(blockH - (int)blockH > 0.11f)
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{
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blockH += 1;
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}
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int w = (int)blockW;
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int h = (int)blockH;
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//startY = (tex.height - startY - blockH);
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if (blockH == 0 || blockW == 0)
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return null;
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if (startX + w > sourceTex.width)
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w--;
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if (startY + h > sourceTex.height)
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h--;
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pickRect.x = startX;
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pickRect.y = startY;
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pickRect.width = w;
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pickRect.height = h;
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var colors = sourceTex.GetPixels(startX, startY, w, h);
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Texture2D tex2d = new Texture2D(w, h);
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tex2d.SetPixels(colors);
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tex2d.Apply();
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return tex2d;
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}
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//从整lightmap贴图中扣指定物件的光照贴图
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public static Texture2D PickLightmap(Renderer renderer, out Vector4 bound, out Vector4 scaleBound, out Rect pickRect)
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{
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GameObject go = renderer.gameObject;
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return PickLightmap(go, out bound, out scaleBound, out pickRect);
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}
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public static Texture2D GetFullLightmap(Renderer rd)
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{
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int lightmapIndex = rd.lightmapIndex;
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var lightmaps = LightmapSettings.lightmaps;
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if(lightmaps.Length == 0)
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{
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UnityEngine.Debug.LogError("No lightmap in current scene: " + EditorSceneManager.GetActiveScene().name);
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return null;
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}
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if(lightmapIndex == -1)
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{
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UnityEngine.Debug.LogError("lightmapIndex is -1 : " + rd.name);
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return null;
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}
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if(lightmapIndex >= lightmaps.Length)
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{
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UnityEngine.Debug.LogError("Renderer index out of range: " + lightmapIndex + " name: " + rd.name);
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return null;
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}
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var tex = lightmaps[lightmapIndex].lightmapColor;
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var path = AssetDatabase.GetAssetPath(tex);
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if(File.Exists(path))
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{
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TextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter;
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if (!ti.isReadable)
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{
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ti.isReadable = true;
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ti.SaveAndReimport();
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}
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}
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return tex;
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}
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public static Texture2D CreateEmptyTexture(int width, int height, TextureFormat format)
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{
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Texture2D tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
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Color[] color = new Color[width * height];
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for (int i = 0; i < color.Length; ++i)
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{
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color[i] = new Color(0, 0, 0, 0);
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}
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tex.SetPixels(color);
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return tex;
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}
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[MenuItem("Test/Create/LightmapParameters")]
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static void TestCreate()
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{
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CreateLightmapParameterFile("Assets/GameAssets/Resources/Scene/1.giparams", 1);
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}
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}
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}
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