mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2024-11-09 23:42:56 +01:00
103 lines
2.3 KiB
C#
103 lines
2.3 KiB
C#
using System.Threading;
|
|
using UnityEngine;
|
|
|
|
namespace MA_Texture
|
|
{
|
|
public static class TextureScaler
|
|
{
|
|
public class ThreadData
|
|
{
|
|
public int start;
|
|
public int end;
|
|
public ThreadData (int s, int e) {
|
|
start = s;
|
|
end = e;
|
|
}
|
|
}
|
|
|
|
private static Color[] texColors;
|
|
private static Color[] newColors;
|
|
private static int w;
|
|
private static float ratioX;
|
|
private static float ratioY;
|
|
private static int w2;
|
|
private static int finishCount;
|
|
|
|
public static void Scale (Texture2D tex, int newWidth, int newHeight, bool useBilinear)
|
|
{
|
|
texColors = tex.GetPixels();
|
|
newColors = new Color[newWidth * newHeight];
|
|
if (useBilinear)
|
|
{
|
|
ratioX = 1.0f / ((float)newWidth / (tex.width-1));
|
|
ratioY = 1.0f / ((float)newHeight / (tex.height-1));
|
|
}
|
|
else {
|
|
ratioX = ((float)tex.width) / newWidth;
|
|
ratioY = ((float)tex.height) / newHeight;
|
|
}
|
|
w = tex.width;
|
|
w2 = newWidth;
|
|
finishCount = 0;
|
|
if (useBilinear)
|
|
{
|
|
BilinearScale(0, newHeight);
|
|
}
|
|
else
|
|
{
|
|
PointScale(0, newHeight);
|
|
}
|
|
|
|
|
|
tex.Resize(newWidth, newHeight);
|
|
tex.SetPixels(newColors);
|
|
tex.Apply();
|
|
|
|
texColors = null;
|
|
newColors = null;
|
|
}
|
|
|
|
public static void BilinearScale (int start, int end)
|
|
{
|
|
for (var y = start; y < end; y++)
|
|
{
|
|
int yFloor = (int)Mathf.Floor(y * ratioY);
|
|
var y1 = yFloor * w;
|
|
var y2 = (yFloor+1) * w;
|
|
var yw = y * w2;
|
|
|
|
for (var x = 0; x < w2; x++) {
|
|
int xFloor = (int)Mathf.Floor(x * ratioX);
|
|
var xLerp = x * ratioX-xFloor;
|
|
newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor+1], xLerp),
|
|
ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor+1], xLerp),
|
|
y*ratioY-yFloor);
|
|
}
|
|
}
|
|
|
|
finishCount++;
|
|
}
|
|
|
|
public static void PointScale (int start, int end)
|
|
{
|
|
for (var y = start; y < end; y++)
|
|
{
|
|
var thisY = (int)(ratioY * y) * w;
|
|
var yw = y * w2;
|
|
for (var x = 0; x < w2; x++) {
|
|
newColors[yw + x] = texColors[(int)(thisY + ratioX*x)];
|
|
}
|
|
}
|
|
|
|
finishCount++;
|
|
}
|
|
|
|
private static Color ColorLerpUnclamped (Color c1, Color c2, float value)
|
|
{
|
|
return new Color (c1.r + (c2.r - c1.r)*value,
|
|
c1.g + (c2.g - c1.g)*value,
|
|
c1.b + (c2.b - c1.b)*value,
|
|
c1.a + (c2.a - c1.a)*value);
|
|
}
|
|
}
|
|
} |