Add support for sprites with alpha mask

- Sprites with alpha mask can now be viewed and exported with transparency
- Added hotkeys to control display of an alpha mask  on the preview tab
- Added an option to the export settings to enable/disable export with alpha mask as well
- Prevented texture2D preview options from being changed with hotkeys outside of texture preview (e.g. when some other asset is selected)
This commit is contained in:
VaDiM
2022-11-21 01:52:40 +03:00
parent 7fa5b4f355
commit ea09a8de64
9 changed files with 208 additions and 104 deletions

View File

@ -11,9 +11,16 @@ using System.Numerics;
namespace AssetStudio
{
public enum SpriteMaskMode
{
Off,
On,
MaskOnly
}
public static class SpriteHelper
{
public static Image<Bgra32> GetImage(this Sprite m_Sprite)
public static Image<Bgra32> GetImage(this Sprite m_Sprite, SpriteMaskMode spriteMaskVisibleMode = SpriteMaskMode.On)
{
if (m_Sprite.m_SpriteAtlas != null && m_Sprite.m_SpriteAtlas.TryGet(out var m_SpriteAtlas))
{
@ -24,7 +31,26 @@ namespace AssetStudio
}
else
{
if (m_Sprite.m_RD.texture.TryGet(out var m_Texture2D))
if (m_Sprite.m_RD.texture.TryGet(out var m_Texture2D) && m_Sprite.m_RD.alphaTexture.TryGet(out var m_AlphaTexture2D) && spriteMaskVisibleMode != SpriteMaskMode.Off)
{
var tex = CutImage(m_Sprite, m_Texture2D, m_Sprite.m_RD.textureRect, m_Sprite.m_RD.textureRectOffset, m_Sprite.m_RD.downscaleMultiplier, m_Sprite.m_RD.settingsRaw);
var alphaTex = CutImage(m_Sprite, m_AlphaTexture2D, m_Sprite.m_RD.textureRect, m_Sprite.m_RD.textureRectOffset, m_Sprite.m_RD.downscaleMultiplier, m_Sprite.m_RD.settingsRaw);
if (tex.Width != alphaTex.Width || tex.Height != alphaTex.Height)
{
alphaTex.Mutate(x => x.Resize(tex.Width, tex.Height));
}
switch (spriteMaskVisibleMode)
{
case SpriteMaskMode.On:
return ApplyRGBMask(tex, alphaTex);
case SpriteMaskMode.MaskOnly:
tex.Dispose();
return alphaTex;
}
}
else if (m_Sprite.m_RD.texture.TryGet(out m_Texture2D))
{
return CutImage(m_Sprite, m_Texture2D, m_Sprite.m_RD.textureRect, m_Sprite.m_RD.textureRectOffset, m_Sprite.m_RD.downscaleMultiplier, m_Sprite.m_RD.settingsRaw);
}
@ -32,6 +58,28 @@ namespace AssetStudio
return null;
}
private static Image<Bgra32> ApplyRGBMask(Image<Bgra32> tex, Image<Bgra32> texMask)
{
using (texMask)
{
tex.ProcessPixelRows(texMask, (sourceTex, targetTexMask) =>
{
for (int y = 0; y < texMask.Height; y++)
{
var texRow = sourceTex.GetRowSpan(y);
var maskRow = targetTexMask.GetRowSpan(y);
for (int x = 0; x < maskRow.Length; x++)
{
var grayscale = (byte)((maskRow[x].R + maskRow[x].G + maskRow[x].B) / 3);
texRow[x].A = grayscale;
}
}
});
return tex;
}
}
private static Image<Bgra32> CutImage(Sprite m_Sprite, Texture2D m_Texture2D, Rectf textureRect, Vector2 textureRectOffset, float downscaleMultiplier, SpriteSettings settingsRaw)
{
var originalImage = m_Texture2D.ConvertToImage(false);