UnityExplorer/src/Core/Runtime/TextureUtilProvider.cs
2021-03-21 15:16:36 +11:00

161 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Core.Runtime
{
public abstract class TextureUtilProvider
{
public static TextureUtilProvider Instance;
public TextureUtilProvider()
{
Instance = this;
}
public abstract byte[] EncodeToPNG(Texture2D tex);
public abstract Texture2D NewTexture2D(int width, int height);
public abstract void Blit(Texture2D tex, RenderTexture rt);
public abstract bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable);
public abstract Sprite CreateSprite(Texture2D texture);
public static bool IsReadable(Texture2D tex)
{
try
{
// This will cause an exception if it's not readable.
// Reason for doing it this way is not all Unity versions
// ship with the 'Texture.isReadable' property.
tex.GetPixel(0, 0);
return true;
}
catch
{
return false;
}
}
public static bool LoadImage(Texture2D tex, string filePath, bool markNonReadable)
{
if (!File.Exists(filePath))
return false;
return Instance.LoadImage(tex, File.ReadAllBytes(filePath), markNonReadable);
}
public static Texture2D Copy(Texture2D orig, Rect rect)
{
Color[] pixels;
if (!IsReadable(orig))
orig = ForceReadTexture(orig);
pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
Texture2D newTex = Instance.NewTexture2D((int)rect.width, (int)rect.height);
newTex.SetPixels(pixels);
return newTex;
}
public static Texture2D ForceReadTexture(Texture2D tex)
{
try
{
FilterMode origFilter = tex.filterMode;
tex.filterMode = FilterMode.Point;
var rt = RenderTexture.GetTemporary(tex.width, tex.height, 0, RenderTextureFormat.ARGB32);
rt.filterMode = FilterMode.Point;
RenderTexture.active = rt;
Instance.Blit(tex, rt);
var _newTex = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
_newTex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
_newTex.Apply(false, false);
RenderTexture.active = null;
tex.filterMode = origFilter;
return _newTex;
}
catch (Exception e)
{
ExplorerCore.Log("Exception on ForceReadTexture: " + e.ToString());
return default;
}
}
public static void SaveTextureAsPNG(Texture2D tex, string dir, string name, bool isDTXnmNormal = false)
{
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
byte[] data;
string savepath = dir + @"\" + name + ".png";
// Make sure we can EncodeToPNG it.
if (tex.format != TextureFormat.ARGB32 || !IsReadable(tex))
{
tex = ForceReadTexture(tex);
}
if (isDTXnmNormal)
{
tex = DTXnmToRGBA(tex);
tex.Apply(false, false);
}
data = Instance.EncodeToPNG(tex);
if (data == null || !data.Any())
{
ExplorerCore.LogWarning("Couldn't get any data for the texture!");
}
else
{
File.WriteAllBytes(savepath, data);
}
}
// Converts DTXnm-format Normal Map to RGBA-format Normal Map.
public static Texture2D DTXnmToRGBA(Texture2D tex)
{
Color[] colors = tex.GetPixels();
for (int i = 0; i < colors.Length; i++)
{
var c = colors[i];
c.r = c.a * 2 - 1; // red <- alpha
c.g = c.g * 2 - 1; // green is always the same
var rg = new Vector2(c.r, c.g); //this is the red-green vector
c.b = Mathf.Sqrt(1 - Mathf.Clamp01(Vector2.Dot(rg, rg))); //recalculate the blue channel
colors[i] = new Color(
(c.r * 0.5f) + 0.5f,
(c.g * 0.5f) + 0.25f,
(c.b * 0.5f) + 0.5f
);
}
var newtex = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
newtex.SetPixels(colors);
return newtex;
}
}
}