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minor improvements
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96ea522e83
commit
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@ -707,14 +707,13 @@ namespace AssetStudio
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return;
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}
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using (var memStream = new MemoryStream())
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var bitmap = new Texture2DConverter(tex2D).ConvertToBitmap(true);
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if (bitmap != null)
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{
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var bitmap = new Texture2DConverter(tex2D).ConvertToBitmap(true);
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if (bitmap != null)
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using (var stream = new MemoryStream())
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{
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bitmap.Save(memStream, ImageFormat.Png);
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memStream.Position = 0;
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iTex = new ImportedTexture(memStream, name);
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bitmap.Save(stream, ImageFormat.Png);
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iTex = new ImportedTexture(stream, name);
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TextureList.Add(iTex);
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bitmap.Dispose();
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}
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@ -65,21 +65,21 @@ namespace AssetStudio
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{
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var polygon = GetPolygon(m_Sprite.m_RD);
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var points = polygon.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
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using (var brush = new TextureBrush(spriteImage))
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using (var path = new GraphicsPath())
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{
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using (var path = new GraphicsPath())
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foreach (var p in points)
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{
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foreach (var p in points)
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path.AddPolygon(p);
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}
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using (var matr = new System.Drawing.Drawing2D.Matrix())
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{
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matr.Translate(m_Sprite.m_Rect.Width * m_Sprite.m_Pivot.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y);
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matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits);
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path.Transform(matr);
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var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
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using (var graphic = Graphics.FromImage(bitmap))
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{
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path.AddPolygon(p);
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}
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using (var matr = new System.Drawing.Drawing2D.Matrix())
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{
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matr.Translate(m_Sprite.m_Rect.Width * m_Sprite.m_Pivot.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y);
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matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits);
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path.Transform(matr);
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var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
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using (var graphic = Graphics.FromImage(bitmap))
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using (var brush = new TextureBrush(spriteImage))
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{
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graphic.FillPath(brush, path);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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@ -91,7 +91,6 @@ namespace AssetStudio
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}
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catch
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{
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spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb);
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spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
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return spriteImage;
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}
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@ -130,7 +129,8 @@ namespace AssetStudio
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GetStreams(m_VertexData);
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var m_Channel = m_VertexData.m_Channels[0]; //kShaderChannelVertex
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var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
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using (var vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)))
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using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)),
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indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
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{
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foreach (var subMesh in m_RD.m_SubMeshes)
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{
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@ -144,17 +144,14 @@ namespace AssetStudio
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}
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var triangleCount = subMesh.indexCount / 3u;
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using (var indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
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indexReader.BaseStream.Position = subMesh.firstByte;
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for (int i = 0; i < triangleCount; i++)
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{
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indexReader.BaseStream.Position = subMesh.firstByte;
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for (int i = 0; i < triangleCount; i++)
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{
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int first = indexReader.ReadInt16();
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int second = indexReader.ReadInt16();
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int third = indexReader.ReadInt16();
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles.Add(triangle);
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}
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var first = indexReader.ReadUInt16() - subMesh.firstVertex;
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var second = indexReader.ReadUInt16() - subMesh.firstVertex;
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var third = indexReader.ReadUInt16() - subMesh.firstVertex;
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles.Add(triangle);
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}
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}
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}
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