mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2024-11-14 01:15:37 +01:00
230 lines
7.4 KiB
C#
230 lines
7.4 KiB
C#
//https://github.com/maxartz15/MA_TextureUtils
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//References:
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//http://www.gamasutra.com/blogs/JoshSutphin/20131007/201829/Adding_to_Unitys_BuiltIn_Classes_Using_Extension_Methods.php
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//https://forum.unity3d.com/threads/contribution-texture2d-blur-in-c.185694/
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//http://orbcreation.com/orbcreation/page.orb?1180
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//https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
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//https://github.com/maxartz15/MA_TextureAtlasser/commit/9f5240967a51692fa2a17a6b3c8d124dd5dc60f9
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace MA_Texture
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{
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public static class MA_TextureUtils
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{
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public static Texture ConvertToReadableTexture(Texture texture)
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{
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if (texture == null)
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return texture;
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// Create a temporary RenderTexture of the same size as the texture
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RenderTexture tmp = RenderTexture.GetTemporary(
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texture.width,
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texture.height,
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0,
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RenderTextureFormat.Default,
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RenderTextureReadWrite.Linear);
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// Blit the pixels on texture to the RenderTexture
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Graphics.Blit(texture, tmp);
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// Backup the currently set RenderTexture
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RenderTexture previous = RenderTexture.active;
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// Set the current RenderTexture to the temporary one we created
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RenderTexture.active = tmp;
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// Create a new readable Texture2D to copy the pixels to it
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Texture2D myTexture2D = new Texture2D(texture.width, texture.width);
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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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// Release the temporary RenderTexture
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RenderTexture.ReleaseTemporary(tmp);
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// "myTexture2D" now has the same pixels from "texture" and it's readable.
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return myTexture2D;
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}
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#region Save
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public static Texture2D MA_Save2D(this Texture2D texture, string textureName, string savePath)
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{
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if (!Directory.Exists(savePath))
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Directory.CreateDirectory(savePath);
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FileStream fs = new FileStream(savePath + "/" + textureName + ".png", FileMode.Create);
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BinaryWriter bw = new BinaryWriter(fs);
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bw.Write(texture.EncodeToPNG());
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bw.Close();
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fs.Close();
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AssetDatabase.Refresh();
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return texture;
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}
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public static Texture MA_Save(this Texture texture, string name, string savePath)
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{
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Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
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texture2D.MA_Save2D(name, savePath);
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texture = texture2D;
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return texture;
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}
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#endregion
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#region Scale
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public enum TextureScaleMode
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{
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Bilinear,
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Point
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}
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public static Texture MA_Scale(this Texture texture, int width, int height, TextureScaleMode scaleMode)
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{
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Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
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texture2D.MA_Scale2D(width, height, scaleMode);
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texture = texture2D;
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return texture;
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}
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public static Texture2D MA_Scale2D(this Texture2D texture, int newWidth, int newHeight, TextureScaleMode scaleMode)
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{
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Color[] curColors = texture.GetPixels();
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Color[] newColors = new Color[newWidth * newHeight];
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switch (scaleMode)
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{
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case TextureScaleMode.Bilinear:
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newColors = MA_BilinearScale(curColors, texture.width, texture.height, newWidth, newHeight);
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break;
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case TextureScaleMode.Point:
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newColors = MA_PointScale(curColors, texture.width, texture.height, newWidth, newHeight);
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break;
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}
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texture.Resize(newWidth, newHeight);
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texture.SetPixels(newColors);
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texture.Apply();
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return texture;
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}
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private static Color[] MA_BilinearScale(Color[] curColors, int curWidth, int curHeight, int newWidth, int newHeight)
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{
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Color[] newColors = new Color[newWidth * newHeight];
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float ratioX = 1.0f / ((float)newWidth / (curWidth - 1));
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float ratioY = 1.0f / ((float)newHeight / (curHeight - 1));
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for (int y = 0; y < newHeight; y++)
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{
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int yFloor = Mathf.FloorToInt(y * ratioY);
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var y1 = yFloor * curWidth;
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var y2 = (yFloor + 1) * curWidth;
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var yw = y * newWidth;
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for (int x = 0; x < newWidth; x++)
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{
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int xFloor = Mathf.FloorToInt(x * ratioX);
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var xLerp = x * ratioX - xFloor;
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newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(curColors[y1 + xFloor], curColors[y1 + xFloor + 1], xLerp),
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ColorLerpUnclamped(curColors[y2 + xFloor], curColors[y2 + xFloor + 1], xLerp),
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y * ratioY - yFloor);
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}
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}
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return newColors;
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}
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private static Color[] MA_PointScale(Color[] curColors, int curWidth, int curHeight, int newWidth, int newHeight)
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{
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Color[] newColors = new Color[newWidth * newHeight];
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float ratioX = ((float)curWidth) / newWidth;
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float ratioY = ((float)curHeight) / newHeight;
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for (int y = 0; y < newHeight; y++)
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{
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var thisY = Mathf.RoundToInt((ratioY * y) * curWidth);
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var yw = y * newWidth;
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for (int x = 0; x < newWidth; x++)
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{
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newColors[yw + x] = curColors[Mathf.RoundToInt(thisY + ratioX * x)];
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}
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}
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return newColors;
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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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#endregion
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#region combine
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public static Texture2D MA_Combine2D(this Texture2D texture, Texture2D combineTexture, int offsetX, int offsetY, bool flipY = true)
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{
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for (int x = 0; x < combineTexture.width; x++)
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{
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if(flipY)
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{
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//Y is 'flipped' because textures are made from left to right, bottom to top. We want to draw from left to right and top to bottom.
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for (int y = combineTexture.height; y > 0; y--)
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{
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texture.SetPixel(x + offsetX, y + (texture.height - offsetY - combineTexture.height), combineTexture.GetPixel(x, y));
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}
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}
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else
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{
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for (int y = 0; y < combineTexture.height; y++)
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{
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texture.SetPixel(x + offsetX, y + offsetY, combineTexture.GetPixel(x, y));
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}
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}
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}
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texture.Apply();
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return texture;
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}
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public static Texture MA_Combine(this Texture texture, Texture combineTexture, int offsetX, int offsetY)
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{
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Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
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Texture2D combineTexture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(combineTexture);
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texture = texture2D.MA_Combine2D(combineTexture2D, offsetX, offsetY);
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return texture;
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}
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#endregion
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}
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}
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#endif |