new-horizons/NewHorizons/Utility/ImageUtilities.cs
2021-12-20 22:32:10 -05:00

106 lines
3.7 KiB
C#

using System.IO;
using UnityEngine;
namespace NewHorizons.Utility
{
static class ImageUtilities
{
public static Texture2D TintImage(Texture2D image, Color tint)
{
var pixels = image.GetPixels();
for (int i = 0; i < pixels.Length; i++)
{
pixels[i].r *= tint.r;
pixels[i].g *= tint.g;
pixels[i].b *= tint.b;
}
var newImage = new Texture2D(image.width, image.height);
newImage.SetPixels(pixels);
return newImage;
}
public static Texture2D LoadImage(string filepath)
{
Texture2D tex = new Texture2D(2, 2);
tex.LoadRawTextureData(File.ReadAllBytes(filepath));
return tex;
}
public static Texture2D ClearTexture(int width, int height)
{
var tex = (new Texture2D(1, 1, TextureFormat.ARGB32, false));
Color fillColor = Color.clear;
Color[] fillPixels = new Color[tex.width * tex.height];
for(int i = 0; i < fillPixels.Length; i++)
{
fillPixels[i] = fillColor;
}
tex.SetPixels(fillPixels);
tex.Apply();
return tex;
}
public static Texture2D CanvasScaled(Texture2D src, int width, int height)
{
var tex = (new Texture2D(width, height, TextureFormat.ARGB32, false));
Color[] fillPixels = new Color[tex.width * tex.height];
for (int i = 0; i < tex.width; i++)
{
for(int j = 0; j < tex.height; j++)
{
fillPixels[i + j * tex.width] = src.GetPixel(i, j);
}
}
tex.SetPixels(fillPixels);
tex.Apply();
return tex;
}
// Thank you PETERSVP
public static Texture2D Scaled(Texture2D src, int width, int height, FilterMode mode = FilterMode.Trilinear)
{
Rect texR = new Rect(0, 0, width, height);
_gpu_scale(src, width, height, mode);
//Get rendered data back to a new texture
Texture2D result = new Texture2D(width, height, TextureFormat.ARGB32, true);
result.Resize(width, height);
result.ReadPixels(texR, 0, 0, true);
return result;
}
public static void Scale(Texture2D tex, int width, int height, FilterMode mode = FilterMode.Trilinear)
{
Rect texR = new Rect(0, 0, width, height);
_gpu_scale(tex, width, height, mode);
// Update new texture
tex.Resize(width, height);
tex.ReadPixels(texR, 0, 0, true);
tex.Apply(true); //Remove this if you hate us applying textures for you :)
}
// Internal unility that renders the source texture into the RTT - the scaling method itself.
static void _gpu_scale(Texture2D src, int width, int height, FilterMode fmode)
{
//We need the source texture in VRAM because we render with it
src.filterMode = fmode;
src.Apply(true);
//Using RTT for best quality and performance. Thanks, Unity 5
RenderTexture rtt = new RenderTexture(width, height, 32);
//Set the RTT in order to render to it
Graphics.SetRenderTarget(rtt);
//Setup 2D matrix in range 0..1, so nobody needs to care about sized
GL.LoadPixelMatrix(0, 1, 1, 0);
//Then clear & draw the texture to fill the entire RTT.
GL.Clear(true, true, new Color(0, 0, 0, 0));
Graphics.DrawTexture(new Rect(0, 0, 1, 1), src);
}
}
}