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@@ -1,13 +1,19 @@
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-import { BaseTexture } from "../../Materials/Textures/baseTexture";
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+import { Engine } from "../../../Engines/engine";
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import { Constants } from "../../../Engines/constants";
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import { AbstractMesh } from "../../../Meshes/abstractMesh";
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import { VertexBuffer } from "../../../Meshes/buffer";
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import { Scene } from "../../../scene";
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+import { Material } from "../../material";
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+import { Texture } from "../texture";
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+import { DynamicTexture } from "../dynamicTexture";
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+import { Nullable } from "../../../types";
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+import { Vector2 } from "../../../Maths/math.vector";
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+import { TexturePackerFrame } from "./frame";
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/**
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- * Defines the basic options interface of a SpriteMap
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+ * Defines the basic options interface of a TexturePacker
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*/
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-export interface IPackerOptions{
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+export interface ITexturePackerOptions{
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/**
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* Custom targets for the channels of a texture packer. Default is all the channels of the Standard Material
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@@ -17,12 +23,12 @@ export interface IPackerOptions{
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/**
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* the UV input targets, as a single value for all meshes or an array of values that matches the mesh count. Defaults to VertexBuffer.UVKind
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*/
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- uvsIn?: string | string[];
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+ uvsIn?: string;// | string[];
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/**
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* the UV output targets, as a single value for all meshes or an array of values that matches the mesh count. Defaults to VertexBuffer.UVKind
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*/
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- uvsOut?: string | string[];
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+ uvsOut?: string;// | string[];
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/**
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* number representing the layout style. Defaults to LAYOUT_STRIP
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@@ -42,26 +48,37 @@ export interface IPackerOptions{
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/**
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* boolean flag to dispose all the source textures. Defaults to true.
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*/
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- disposeSource?: boolean;
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+ disposeSources?: boolean;
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/**
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* Fills the blank cells in a set to the customFillColor. Defaults to true.
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*/
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fillBlanks?: boolean;
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-
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+
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/**
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* string value representing the context fill style color. Defaults to 'black'.
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*/
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customFillColor?: string;
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+
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+ /**
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+ * Width and Height Value of each Frame in the TexturePacker Sets
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+ */
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+ frameSize?: number;
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+
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+ /**
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+ * Ratio of the value to add padding wise to each cell. Defaults to 0.0115
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+ */
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+ paddingRatio?: number;
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+
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}
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/**
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* This is a support class that generates a series of packed texture sets.
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* @see #TODO ADD THIS
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- */
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-export class Packer{
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-
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+ */
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+export class TexturePacker{
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+
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/** mag = nearest and min = nearest and mip = nearest */
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public static readonly LAYOUT_STRIP = Constants.LAYOUT_STRIP;
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/** mag = nearest and min = linear and mip = nearest */
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@@ -69,19 +86,47 @@ export class Packer{
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/** mag = nearest and min = linear and mip = linear */
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public static readonly LAYOUT_COLNUM = Constants.LAYOUT_COLNUM;
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+ /** The Name of the Texture Package */
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+ public name: string;
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+
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+ /** The scene scope of the TexturePacker */
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+ public scene: Scene;
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+
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+ /** The Meshes to target */
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+ public meshes: AbstractMesh[];
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+
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/** Arguments passed with the Constructor */
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- public options: IPackerOptions;
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+ public options: ITexturePackerOptions;
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+ /** The promise that is started upon initialization */
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+ public promise: Promise< TexturePacker | string >;
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+
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+ /** The Container object for the channel sets that are generated */
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+ public sets: object;
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+
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+ /** The Container array for the frames that are generated */
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+ public frames: TexturePackerFrame[];
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+
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+ /** The List of textures to purge from memory after compilation */
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+ private _disposeList: Texture[];
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+
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+ /** The padding value from Math.ceil(frameSize * paddingRatio) */
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+ private _paddingValue: number;
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/**
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- * Initializes a texture package series from an array of meshes or a single mesh.
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+ * Initializes a texture package series from an array of meshes or a single mesh.
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* @param name The name of the package
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* @param meshes The target meshes to compose the package from
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* @param options The arguments that texture packer should follow while building.
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* @param scene The scene which the textures are scoped to.
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- * @returns Packer
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+ * @returns TexturePacker
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*/
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- constructor(name: string, meshes: AbstractMesh | AbstractMesh[], options: IPackerOptions, scene: Scene ){
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+ constructor(name: string, meshes: AbstractMesh[], options: ITexturePackerOptions, scene: Scene) {
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+
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+ this.name = name;
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+ this.meshes = meshes;
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+ this.scene = scene;
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+
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/**
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* Run through the options and set what ever defaults are needed that where not declared.
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*/
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@@ -96,24 +141,414 @@ export class Packer{
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'reflectionTexture',
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'refractionTexture',
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'specularTexture'
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- ];
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-
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+ ];
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+
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this.options.uvsIn = this.options.uvsIn || VertexBuffer.UVKind;
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this.options.uvsOut = this.options.uvsOut || VertexBuffer.UVKind;
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- this.options.layout = this.options.layout || Packer.LAYOUT_STRIP;
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-
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- if(this.options.layout === Packer.LAYOUT_COLNUM){
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+ this.options.layout = this.options.layout || TexturePacker.LAYOUT_STRIP;
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+
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+ if (this.options.layout === TexturePacker.LAYOUT_COLNUM) {
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this.options.colcount = this.options.colcount || 4;
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}
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-
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+
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this.options.updateInputMeshes = this.options.updateInputMeshes || true;
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- this.options.disposeSource = this.options.disposeSource || true;
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+ this.options.disposeSources = this.options.disposeSources || true;
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this.options.fillBlanks = this.options.fillBlanks || true;
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-
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- if(this.options.fillBlanks === true){
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+
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+ if (this.options.fillBlanks === true) {
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this.options.customFillColor = this.options.customFillColor || 'black';
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- }
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+ }
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+
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+ this.options.frameSize = this.options.frameSize || 256;
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+ this.options.paddingRatio = this.options.paddingRatio || 0.0115;
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+
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+ this._paddingValue = Math.ceil(this.options.frameSize * this.options.paddingRatio);
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+
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+ //Make it an even padding Number.
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+ if (this._paddingValue % 2 !== 0 ) {
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+ this._paddingValue++;
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+ }
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+
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+ /**
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+ * Create the promise and then run through the materials on the meshes.
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+ */
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+ this.promise = new Promise ((resolve, reject) => {
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+ console.log("Promise Start");
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+ try{
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+ let done = 0;
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+ const doneCheck = ( mat: Material )=>{
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+ done++;
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+ //Check Status of all Textures on all meshes, till they are ready.
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+ if(this.options.map){
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+ for(let j = 0; j < this.options.map.length; j++){
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+ let index: string = this.options.map[j];
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+ let t: Texture = (mat as any)[index];
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+ if(t !== null){
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+
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+ if(!(this.sets as any)[this.options.map[j]]){
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+ (this.sets as any)[this.options.map[j]] = true;
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+ }
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+
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+ if(this.options.disposeSources){
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+ this._disposeList.push(t);
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+ }
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+ }
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+ }
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+
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+ if(done == this.meshes.length){
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+ this._createFrames(resolve);
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+ }
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+ }
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+ }
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+
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+ for(let i = 0; i < this.meshes.length; i++){
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+ let mesh = this.meshes[i];
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+ let material: Nullable<Material> | Material = mesh.material;
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+ if(!material){
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+ return new Error('Mesh has no Material Assigned!');
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+ }
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+
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+ material.forceCompilationAsync(mesh).then(() => {
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+ doneCheck((material as Material));
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+ })
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+
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+ }
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+ }catch(e){
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+ return reject(e);
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+ }
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+ })
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+
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+ return
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+ }
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+
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+
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+ /**
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+ * Starts the package process
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+ * @param resolve The promises resolution function
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+ * @returns TexturePacker
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+ */
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+ private _createFrames(resolve: Function){
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+
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+ let dtSize = this._calculateSize();
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+ let dtUnits = (new Vector2(1,1)).divide(dtSize);
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+ let doneCount = 0;
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+ let expecting = this._disposeList.length;
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+ let meshLength = this.meshes.length;
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+
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+ let sKeys = Object.keys(this.sets);
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+ for(let i = 0; i < sKeys.length; i++){
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+ let setName = sKeys[i];
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+
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+ let dt = new DynamicTexture(this.name+'.TexturePack.'+setName+'Set',
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+ {width:dtSize.x, height:dtSize.y},
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+ this.scene,
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+ true, //Generate Mips
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+ Texture.TRILINEAR_SAMPLINGMODE,
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+ Engine.TEXTUREFORMAT_RGBA
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+ );
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+
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+ let dtx = dt.getContext();
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+ dtx.fillStyle = 'rgba(0,0,0,0)';
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+ dtx.fillRect(0,0, dtSize.x, dtSize.y) ;
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+ dt.update();
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+ (this.sets as any)[setName] = dt;
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+ }
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+
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+ let baseSize = this.options.frameSize || 256;
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+ let padding = this._paddingValue;
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+ let tcs = baseSize + (2 * padding);
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+
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+ const done = ()=>{
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+ console.log("Compilation Done")
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+ this._calculateMeshUVFrames(baseSize, padding, dtSize, dtUnits, this.options.updateInputMeshes || false)
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+ }
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+
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+ //Update the Textures
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+ for(let i = 0; i < meshLength; i++){
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+ let m = this.meshes[i]
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+ let mat = m.material
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+
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+ //Check if the material has the texture
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+ //Create a temporary canvas the same size as 1 frame
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+ //Then apply the texture to the center and the 8 offsets
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+ //Copy the Context and place in the correct frame on the DT
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+
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+ for(let j = 0; j < sKeys.length; j++){
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+ let tempTexture = new DynamicTexture('temp', tcs, this.scene, true)
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+ let tcx = tempTexture.getContext()
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+
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+ //tempTexture.update(false)
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+
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+ let offset = this._getFrameOffset(i)
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+
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+ const updateDt = ()=>{
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+ doneCount++
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+ console.log("Done/To:", doneCount, expecting)
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+ let iDat = tcx.getImageData(0, 0, tcs, tcs)
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+ //Update Set
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+ let dt = (this.sets as any)[setName]
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+ let dtx = dt.getContext()
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+ dtx.putImageData(iDat, dtSize.x * offset.x, dtSize.y * offset.y)
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+ tempTexture.dispose()
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+ dt.update(false)
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+
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+ if(doneCount == expecting){
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+ console.log('Done Making Frames')
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+ done()
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+ resolve(this)
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+ }
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+ }
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+
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+ let setName = sKeys[j] || '_blank';
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+ if((mat as any)[setName] === null){
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+ console.log("Blank Frame:", i, setName);
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+ tcx.fillStyle = 'rgba(0,0,0,0)';
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+
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+ if(this.options.fillBlanks){
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+ tcx.fillStyle = (this.options.customFillColor as string);
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+ }
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+
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+ tcx.fillRect(0,0, tcs, tcs);
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+ tempTexture.update(false);
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+ updateDt();
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+
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+ }else{
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+ console.log("Generating Frame:", i, setName, offset)
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+ let img = new Image();
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+ img.src = (mat as any)[setName]!.url;
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+ img.onload = ()=>{
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+ tcx.fillStyle = 'rgba(0,0,0,0)'
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+ tcx.fillRect(0,0, tcs, tcs)
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+ tempTexture.update(false)
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+ console.log("Image Loaded")
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding,
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+ padding,
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+ baseSize,
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+ baseSize
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+ )
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+
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+ //Right
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding+baseSize,
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+ padding,
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+ baseSize,
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+ baseSize
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+ )
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+ //RightBottom
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding+baseSize,
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+ padding+baseSize,
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+ baseSize,
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+ baseSize
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+ )
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+ //Bottom
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding,
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+ padding+baseSize,
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+ baseSize,
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+ baseSize
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+ )
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+ //BottomLeft
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding-baseSize,
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+ padding+baseSize,
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+ baseSize,
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+ baseSize
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+ )
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+ //Left
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding-baseSize,
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+ padding,
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+ baseSize,
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+ baseSize
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+ )
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+ //LeftTop
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding-baseSize,
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+ padding-baseSize,
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+ baseSize,
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+ baseSize
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+ )
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+ //Top
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding,
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+ padding-baseSize,
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+ baseSize,
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+ baseSize
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+ )
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+ //TopRight
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+ tcx.drawImage(
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+ img,
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+ 0,
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+ 0,
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+ img.width,
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+ img.height,
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+ padding+baseSize,
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+ padding-baseSize,
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+ baseSize,
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+ baseSize
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+ )
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+
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+ updateDt()
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+
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+ }
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+
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+ }
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+ }
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+ }
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+ }
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+
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+ /**
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+ * Calculates the Size of the Channel Sets
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+ * @returns Vector2
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+ */
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+ private _calculateSize(): Vector2{
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|
|
+
|
|
|
+ let meshLength: number = this.meshes.length || 0;
|
|
|
+ let baseSize: number = this.options.frameSize || 0;
|
|
|
+ let padding: number = this._paddingValue || 0;
|
|
|
+
|
|
|
+ switch(this.options.layout){
|
|
|
+ case 0 :
|
|
|
+ //STRIP_LAYOUT
|
|
|
+ return new Vector2(
|
|
|
+ ( baseSize * meshLength ) + ( 2 * padding * meshLength ),
|
|
|
+ ( baseSize ) + (2 * padding )
|
|
|
+ );
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
-
|
|
|
+ return Vector2.Zero();
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Calculates the UV data for the frames.
|
|
|
+ * @param baseSize the base frameSize
|
|
|
+ * @param padding the base frame padding
|
|
|
+ * @param dtSize size of the Dynamic Texture for that channel
|
|
|
+ * @param dtUnits is 1/dtSize
|
|
|
+ * @param update flag to update the input meshes
|
|
|
+ * @returns Void
|
|
|
+ */
|
|
|
+ private _calculateMeshUVFrames(baseSize: number, padding: number, dtSize: Vector2, dtUnits: Vector2, update: boolean){
|
|
|
+ let meshLength = this.meshes.length;
|
|
|
+
|
|
|
+ for(let i = 0; i < meshLength; i++){
|
|
|
+ let m = this.meshes[i];
|
|
|
+
|
|
|
+ let scale = new Vector2(
|
|
|
+ baseSize / dtSize.x,
|
|
|
+ baseSize / dtSize.y,
|
|
|
+ );
|
|
|
+
|
|
|
+ let pOffset: Vector2 = dtUnits.clone().scale(padding);
|
|
|
+ let frameOffset: Vector2 = this._getFrameOffset(i);
|
|
|
+ let offset: Vector2 = frameOffset.add(pOffset);
|
|
|
+
|
|
|
+ let frame: TexturePackerFrame = new TexturePackerFrame( i, scale, offset );
|
|
|
+
|
|
|
+ this.frames.push(
|
|
|
+ frame
|
|
|
+ );
|
|
|
+
|
|
|
+ //Update Output UVs
|
|
|
+ if(update){
|
|
|
+ this._updateMeshUV(m, i);
|
|
|
+ this._updateTextureRefrences(m);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ private _getFrameOffset(index: number): Vector2{
|
|
|
+ let meshLength = this.meshes.length
|
|
|
+ switch(this.options.layout){
|
|
|
+ case 0 :
|
|
|
+ //STRIP_LAYOUT
|
|
|
+ let xStep = 1/meshLength
|
|
|
+ return new Vector2(
|
|
|
+ index * xStep,
|
|
|
+ 0
|
|
|
+ )
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ return Vector2.Zero();
|
|
|
+ }
|
|
|
+
|
|
|
+ private _updateMeshUV(mesh: AbstractMesh, frameID: number): void{
|
|
|
+ let frame: TexturePackerFrame = (this.frames as any)[frameID];
|
|
|
+ let uvIn = mesh.getVerticesData(this.options.uvsIn || VertexBuffer.UVKind)
|
|
|
+ let uvOut = []
|
|
|
+ let toCount = 0;
|
|
|
+
|
|
|
+ if(uvIn!.length){
|
|
|
+ toCount = uvIn!.length || 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ for(let i = 0; i < toCount; i+=2){
|
|
|
+ uvOut.push(
|
|
|
+ ( (uvIn as any)[i] * frame.scale.x ) + frame.offset.x,
|
|
|
+ ( (uvIn as any)[i + 1] * frame.scale.y ) + frame.offset.y
|
|
|
+ )
|
|
|
+ }
|
|
|
+
|
|
|
+ mesh.setVerticesData(this.options.uvsOut || VertexBuffer.UVKind, uvOut)
|
|
|
}
|
|
|
-}
|
|
|
+
|
|
|
+ private _updateTextureRefrences(m: AbstractMesh): void{
|
|
|
+ let mat = m.material
|
|
|
+ let sKeys = Object.keys(this.sets)
|
|
|
+ for(let i = 0; i < sKeys.length; i++){
|
|
|
+ let setName = sKeys[i]
|
|
|
+ if((mat as any)[setName] !== null){
|
|
|
+ if((mat as any)[setName].dispose){
|
|
|
+ (mat as any)[setName].dispose()
|
|
|
+ }
|
|
|
+ (mat as any)[setName] = (this.sets as any)[setName]
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+}
|