using System; using System.Collections.Generic; using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering.HDPipeline; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.Experimental.Rendering { public class AtlasAllocator { private class AtlasNode { public AtlasNode m_RightChild = null; public AtlasNode m_BottomChild = null; public Vector4 m_Rect = new Vector4(0,0,0,0); // x,y is width and height (scale) z,w offset into atlas (bias) public AtlasNode Allocate(int width, int height) { // not a leaf node, try children if(m_RightChild != null) { AtlasNode node = m_RightChild.Allocate(width, height); if(node == null) { node = m_BottomChild.Allocate(width, height); } return node; } //leaf node, check for fit if ((width <= m_Rect.x) && (height <= m_Rect.y)) { // perform the split m_RightChild = new AtlasNode(); m_BottomChild = new AtlasNode(); if (width > height) // logic to decide which way to split { // +--------+------+ m_RightChild.m_Rect.z = m_Rect.z + width; // | | | m_RightChild.m_Rect.w = m_Rect.w; // +--------+------+ m_RightChild.m_Rect.x = m_Rect.x - width; // | | m_RightChild.m_Rect.y = height; // | | // +---------------+ m_BottomChild.m_Rect.z = m_Rect.z; m_BottomChild.m_Rect.w = m_Rect.w + height; m_BottomChild.m_Rect.x = m_Rect.x; m_BottomChild.m_Rect.y = m_Rect.y - height; } else { // +---+-----------+ m_RightChild.m_Rect.z = m_Rect.z + width; // | | | m_RightChild.m_Rect.w = m_Rect.w; // | | | m_RightChild.m_Rect.x = m_Rect.x - width; // +---+ + m_RightChild.m_Rect.y = m_Rect.y; // | | | // +---+-----------+ m_BottomChild.m_Rect.z = m_Rect.z; m_BottomChild.m_Rect.w = m_Rect.w + height; m_BottomChild.m_Rect.x = width; m_BottomChild.m_Rect.y = m_Rect.y - height; } m_Rect.x = width; m_Rect.y = height; return this; } return null; } public void Release() { if (m_RightChild != null) { m_RightChild.Release(); m_BottomChild.Release(); } m_RightChild = null; m_BottomChild = null; } } private AtlasNode m_Root; private int m_Width; private int m_Height; public AtlasAllocator(int width, int height) { m_Root = new AtlasNode(); m_Root.m_Rect.Set(width, height, 0, 0); m_Width = width; m_Height = height; } public Vector4 Allocate(int width, int height) { AtlasNode node = m_Root.Allocate(width, height); if(node != null) { return node.m_Rect; } else { return new Vector4(0, 0, 0, 0); } } public void Release() { m_Root.Release(); m_Root = new AtlasNode(); m_Root.m_Rect.Set(m_Width, m_Height, 0, 0); } } public class Texture2DAtlas { private RTHandle m_AtlasTexture = null; private int m_Width; private int m_Height; private RenderTextureFormat m_Format; private AtlasAllocator m_AtlasAllocator = null; private Dictionary m_AllocationCache = new Dictionary(); public RTHandle AtlasTexture { get { return m_AtlasTexture; } } public Texture2DAtlas(int width, int height, RenderTextureFormat format) { m_Width = width; m_Height = height; m_Format = format; m_AtlasTexture = RTHandle.Alloc(m_Width, m_Height, 1, DepthBits.None, RenderTextureFormat.ARGB32, FilterMode.Point, TextureWrapMode.Clamp, TextureDimension.Tex2D, false, false, true, false); m_AtlasAllocator = new AtlasAllocator(width, height); } public void Release() { ResetAllocator(); RTHandle.Release(m_AtlasTexture); } public void ResetAllocator() { m_AtlasAllocator.Release(); m_AllocationCache.Clear(); } public Vector4 AddTexture(CommandBuffer cmd, Texture texture) { IntPtr key = texture.GetNativeTexturePtr(); Vector4 scaleBias; if (!m_AllocationCache.TryGetValue(key, out scaleBias)) { int width = texture.width; int height = texture.height; scaleBias = m_AtlasAllocator.Allocate(width, height); if ((scaleBias.x > 0) && (scaleBias.y > 0)) { scaleBias.Scale(new Vector4(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Width, 1.0f / m_Height)); for (int mipLevel = 0; mipLevel < (texture as Texture2D).mipmapCount; mipLevel++) { cmd.SetRenderTarget(m_AtlasTexture, mipLevel); HDUtils.BlitQuad(cmd, texture, new Vector4(1, 1, 0, 0), scaleBias, mipLevel, false); } m_AllocationCache.Add(key, scaleBias); return scaleBias; } else { return new Vector4(0, 0, 0, 0); } } return scaleBias; } } }