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https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2024-11-21 12:55:36 +01:00
Added bilinear scaling and mesh replacing export mode
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@ -315,6 +315,25 @@ namespace MA_TextureAtlasserPro
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}
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}
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public static void ModifyMeshes(MA_TextureAtlasserProAtlas atlas)
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{
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if (atlas == null || atlas.textureQuads == null) return;
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var quads = atlas.textureQuads;
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for (var index = 0; index < quads.Count; index++)
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{
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var quad = quads[index];
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if (quad.meshes == null) continue;
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var meshes = quad.meshes;
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for (var meshIndex = 0; meshIndex < quad.meshes.Count; meshIndex++)
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{
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if (meshes[meshIndex] == null) continue;
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MA_MeshUtils.MA_UVReMap(meshes[meshIndex], atlas.textureAtlasSize, quad.guiRect);
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EditorUtility.SetDirty(meshes[meshIndex]);
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}
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}
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AssetDatabase.SaveAssets();
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}
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// public static void ExportAtlasTexturePNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
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// {
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// if(atlas != null && atlas.textureQuads != null)
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@ -363,7 +382,7 @@ namespace MA_TextureAtlasserPro
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//Create new texture part
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Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture);
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//Scale it
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newTexturePart = newTexturePart.MA_Scale32D((int)q.guiRect.width, (int)q.guiRect.height);
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newTexturePart = newTexturePart.ScaleTexture((int)q.guiRect.width, (int)q.guiRect.height, true);
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//Add it
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newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);
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}
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@ -130,9 +130,7 @@ namespace MA_TextureAtlasserPro
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}
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if (_replaceMeshes)
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{
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}
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MA_TextureAtlasserProUtils.ModifyMeshes(curWindow.textureAtlas);
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if(exportPngDefault)
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{
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@ -44,6 +44,7 @@ namespace MA_Texture
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// Copy the pixels from the RenderTexture to the new Texture
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myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0);
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myTexture2D.Apply();
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myTexture2D.name = texture.name;
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// Reset the active RenderTexture
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RenderTexture.active = previous;
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@ -174,11 +175,18 @@ namespace MA_Texture
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}
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}
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newTexture.name = texture.name;
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newTexture.name = texture.name;
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newTexture.Apply();
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return newTexture;
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}
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public static Texture2D ScaleTexture(this Texture2D texture, int width, int height, bool bilinear)
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{
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TextureScaler.Scale(texture, width, height, bilinear);
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return texture;
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}
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#endregion
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#region combine
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103
MA_ToolBox/MA_Utilities/TextureUtils/TextureScaler.cs
Normal file
103
MA_ToolBox/MA_Utilities/TextureUtils/TextureScaler.cs
Normal file
@ -0,0 +1,103 @@
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using System.Threading;
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using UnityEngine;
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namespace MA_Texture
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{
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public static class TextureScaler
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{
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public class ThreadData
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{
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public int start;
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public int end;
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public ThreadData (int s, int e) {
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start = s;
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end = e;
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}
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}
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private static Color[] texColors;
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private static Color[] newColors;
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private static int w;
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private static float ratioX;
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private static float ratioY;
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private static int w2;
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private static int finishCount;
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public static void Scale (Texture2D tex, int newWidth, int newHeight, bool useBilinear)
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{
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texColors = tex.GetPixels();
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newColors = new Color[newWidth * newHeight];
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if (useBilinear)
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{
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ratioX = 1.0f / ((float)newWidth / (tex.width-1));
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ratioY = 1.0f / ((float)newHeight / (tex.height-1));
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}
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else {
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ratioX = ((float)tex.width) / newWidth;
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ratioY = ((float)tex.height) / newHeight;
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}
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w = tex.width;
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w2 = newWidth;
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finishCount = 0;
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if (useBilinear)
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{
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BilinearScale(0, newHeight);
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}
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else
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{
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PointScale(0, newHeight);
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}
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tex.Resize(newWidth, newHeight);
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tex.SetPixels(newColors);
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tex.Apply();
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texColors = null;
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newColors = null;
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}
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public static void BilinearScale (int start, int end)
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{
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for (var y = start; y < end; y++)
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{
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int yFloor = (int)Mathf.Floor(y * ratioY);
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var y1 = yFloor * w;
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var y2 = (yFloor+1) * w;
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var yw = y * w2;
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for (var x = 0; x < w2; x++) {
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int xFloor = (int)Mathf.Floor(x * ratioX);
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var xLerp = x * ratioX-xFloor;
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newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor+1], xLerp),
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ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor+1], xLerp),
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y*ratioY-yFloor);
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}
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}
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finishCount++;
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}
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public static void PointScale (int start, int end)
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{
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for (var y = start; y < end; y++)
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{
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var thisY = (int)(ratioY * y) * w;
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var yw = y * w2;
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for (var x = 0; x < w2; x++) {
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newColors[yw + x] = texColors[(int)(thisY + ratioX*x)];
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}
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}
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finishCount++;
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}
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private static Color ColorLerpUnclamped (Color c1, Color c2, float value)
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{
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return new Color (c1.r + (c2.r - c1.r)*value,
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c1.g + (c2.g - c1.g)*value,
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c1.b + (c2.b - c1.b)*value,
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c1.a + (c2.a - c1.a)*value);
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}
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}
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}
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