180 lines
5.4 KiB
C#
180 lines
5.4 KiB
C#
using System;
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using UnityEngine;
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namespace Thousandto.Editor.Test
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{
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[Serializable]
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public class RendererInfo
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{
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//网格索引
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public int MeshIndex = -1;
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public int OldLightmapIndex = -1;
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//原始场景中的uv缩放偏移信息
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public Vector4 OldLightmapScaleOffset;
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//新生成lightmap中uv信息
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public Vector4 NewLightmapScaleOffset;
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public Renderer SourceRenderer;
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public Vector4 UV2Bound;
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public void SetRendererDataWhileAwake()
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{
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if(SourceRenderer != null)
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{
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//lightmapIndex是动态变化的
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//SourceRenderer.lightmapIndex = LightmapIndex;
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SourceRenderer.lightmapScaleOffset = NewLightmapScaleOffset;
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}
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}
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}
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/// <summary>
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/// 场景烘焙完后,保存lightmap信息
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/// </summary>
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[ExecuteInEditMode]
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public class PrefabLightmapInfo : MonoBehaviour
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{
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[SerializeField]
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public RendererInfo[] RendererInfos;
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public bool CalcUV2Bound = false;
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[SerializeField]
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public int MeshIndex = -1;
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private int _lastLightmapIndex = -1;
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void Awake()
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{
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if(Application.isPlaying)
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{
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for (int i = 0; RendererInfos != null && i < RendererInfos.Length; ++i)
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{
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RendererInfos[i].SetRendererDataWhileAwake();
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}
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}
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}
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public void OnBakeFinish()
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{
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var Renderers = GetComponentsInChildren<MeshRenderer>();
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RendererInfos = new RendererInfo[Renderers.Length];
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for (int i = 0; i < Renderers.Length; ++i)
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{
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RendererInfo rdInfo = new RendererInfo();
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rdInfo.OldLightmapScaleOffset = Renderers[i].lightmapScaleOffset;
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rdInfo.OldLightmapIndex = Renderers[i].lightmapIndex;
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rdInfo.SourceRenderer = Renderers[i];
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RendererInfos[i] = rdInfo;
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}
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}
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public void SetMeshIndex(int meshIndex)
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{
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if (RendererInfos == null)
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return;
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for (int i = 0; i < RendererInfos.Length; ++i)
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{
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RendererInfos[i].MeshIndex = meshIndex;
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}
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MeshIndex = meshIndex;
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}
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public void SetLightmapScaleOffset(Renderer rd, Vector4 lightmapScaleOffset)
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{
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if (RendererInfos == null)
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return;
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for(int i =0; i < RendererInfos.Length; ++i)
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{
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if(RendererInfos[i].SourceRenderer == rd)
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{
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RendererInfos[i].NewLightmapScaleOffset = lightmapScaleOffset;
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}
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}
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}
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void Update()
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{
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if(CalcUV2Bound)
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{
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CalcUV2Bound = false;
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for (int i = 0; i < RendererInfos.Length; ++i)
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{
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var mesh = RendererInfos[i].SourceRenderer.gameObject.GetComponent<MeshFilter>();
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if(mesh != null)
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{
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var uv2 = GetMeshUV2(mesh.sharedMesh);
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RendererInfos[i].UV2Bound = GetBounds(uv2, RendererInfos[i].SourceRenderer);
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}
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}
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}
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int lightmapIndex = Core.Asset.TerrainPrefabManager.Instance.GetLightmapIndexByMeshIndex(MeshIndex);
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if(lightmapIndex != _lastLightmapIndex)
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{
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_lastLightmapIndex = lightmapIndex;
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for (int i = 0; RendererInfos != null && i < RendererInfos.Length; ++i)
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{
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RendererInfos[i].SourceRenderer.lightmapIndex = lightmapIndex;
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}
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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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}
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}
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