mirror of
https://github.com/GrahamKracker/UnityExplorer.git
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Project refactor, namespace cleanup, splitting UI/functionality.
This commit is contained in:
160
src/Core/Runtime/TextureUtilProvider.cs
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160
src/Core/Runtime/TextureUtilProvider.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace UnityExplorer.Core.Runtime
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{
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public abstract class TextureUtilProvider
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{
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public static TextureUtilProvider Instance;
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public TextureUtilProvider()
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{
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Instance = this;
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}
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public abstract byte[] EncodeToPNG(Texture2D tex);
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public abstract Texture2D NewTexture2D(int width, int height);
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public abstract void Blit(Texture2D tex, RenderTexture rt);
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public abstract bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable);
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public abstract Sprite CreateSprite(Texture2D texture);
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public static bool IsReadable(Texture2D tex)
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{
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try
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{
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// This will cause an exception if it's not readable.
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// Reason for doing it this way is not all Unity versions
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// ship with the 'Texture.isReadable' property.
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tex.GetPixel(0, 0);
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return true;
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}
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catch
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{
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return false;
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}
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}
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public static bool LoadImage(Texture2D tex, string filePath, bool markNonReadable)
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{
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if (!File.Exists(filePath))
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return false;
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return Instance.LoadImage(tex, File.ReadAllBytes(filePath), markNonReadable);
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}
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public static Texture2D Copy(Texture2D orig, Rect rect)
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{
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Color[] pixels;
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if (IsReadable(orig))
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orig = ForceReadTexture(orig);
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pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
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Texture2D newTex = Instance.NewTexture2D((int)rect.width, (int)rect.height);
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newTex.SetPixels(pixels);
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return newTex;
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}
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public static Texture2D ForceReadTexture(Texture2D tex)
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{
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try
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{
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FilterMode origFilter = tex.filterMode;
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tex.filterMode = FilterMode.Point;
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var rt = RenderTexture.GetTemporary(tex.width, tex.height, 0, RenderTextureFormat.ARGB32);
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rt.filterMode = FilterMode.Point;
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RenderTexture.active = rt;
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Instance.Blit(tex, rt);
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var _newTex = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
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_newTex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
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_newTex.Apply(false, false);
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RenderTexture.active = null;
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tex.filterMode = origFilter;
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return _newTex;
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}
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catch (Exception e)
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{
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ExplorerCore.Log("Exception on ForceReadTexture: " + e.ToString());
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return default;
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}
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}
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public static void SaveTextureAsPNG(Texture2D tex, string dir, string name, bool isDTXnmNormal = false)
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{
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if (!Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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byte[] data;
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string savepath = dir + @"\" + name + ".png";
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// Make sure we can EncodeToPNG it.
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if (tex.format != TextureFormat.ARGB32 || !IsReadable(tex))
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{
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tex = ForceReadTexture(tex);
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}
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if (isDTXnmNormal)
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{
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tex = DTXnmToRGBA(tex);
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tex.Apply(false, false);
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}
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data = Instance.EncodeToPNG(tex);
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if (data == null || !data.Any())
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{
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ExplorerCore.LogWarning("Couldn't get any data for the texture!");
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}
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else
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{
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File.WriteAllBytes(savepath, data);
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}
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}
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// Converts DTXnm-format Normal Map to RGBA-format Normal Map.
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public static Texture2D DTXnmToRGBA(Texture2D tex)
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{
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Color[] colors = tex.GetPixels();
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for (int i = 0; i < colors.Length; i++)
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{
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var c = colors[i];
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c.r = c.a * 2 - 1; // red <- alpha
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c.g = c.g * 2 - 1; // green is always the same
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var rg = new Vector2(c.r, c.g); //this is the red-green vector
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c.b = Mathf.Sqrt(1 - Mathf.Clamp01(Vector2.Dot(rg, rg))); //recalculate the blue channel
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colors[i] = new Color(
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(c.r * 0.5f) + 0.5f,
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(c.g * 0.5f) + 0.25f,
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(c.b * 0.5f) + 0.5f
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);
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}
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var newtex = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
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newtex.SetPixels(colors);
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return newtex;
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}
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}
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}
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