mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
- 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)
225 lines
11 KiB
C#
225 lines
11 KiB
C#
using SixLabors.ImageSharp;
|
|
using SixLabors.ImageSharp.Drawing;
|
|
using SixLabors.ImageSharp.Drawing.Processing;
|
|
using SixLabors.ImageSharp.PixelFormats;
|
|
using SixLabors.ImageSharp.Processing;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Numerics;
|
|
|
|
namespace AssetStudio
|
|
{
|
|
public enum SpriteMaskMode
|
|
{
|
|
Off,
|
|
On,
|
|
MaskOnly
|
|
}
|
|
|
|
public static class SpriteHelper
|
|
{
|
|
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))
|
|
{
|
|
if (m_SpriteAtlas.m_RenderDataMap.TryGetValue(m_Sprite.m_RenderDataKey, out var spriteAtlasData) && spriteAtlasData.texture.TryGet(out var m_Texture2D))
|
|
{
|
|
return CutImage(m_Sprite, m_Texture2D, spriteAtlasData.textureRect, spriteAtlasData.textureRectOffset, spriteAtlasData.downscaleMultiplier, spriteAtlasData.settingsRaw);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
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);
|
|
if (originalImage != null)
|
|
{
|
|
using (originalImage)
|
|
{
|
|
if (downscaleMultiplier > 0f && downscaleMultiplier != 1f)
|
|
{
|
|
var width = (int)(m_Texture2D.m_Width / downscaleMultiplier);
|
|
var height = (int)(m_Texture2D.m_Height / downscaleMultiplier);
|
|
originalImage.Mutate(x => x.Resize(width, height));
|
|
}
|
|
var rectX = (int)Math.Floor(textureRect.x);
|
|
var rectY = (int)Math.Floor(textureRect.y);
|
|
var rectRight = (int)Math.Ceiling(textureRect.x + textureRect.width);
|
|
var rectBottom = (int)Math.Ceiling(textureRect.y + textureRect.height);
|
|
rectRight = Math.Min(rectRight, originalImage.Width);
|
|
rectBottom = Math.Min(rectBottom, originalImage.Height);
|
|
var rect = new Rectangle(rectX, rectY, rectRight - rectX, rectBottom - rectY);
|
|
var spriteImage = originalImage.Clone(x => x.Crop(rect));
|
|
if (settingsRaw.packed == 1)
|
|
{
|
|
//RotateAndFlip
|
|
switch (settingsRaw.packingRotation)
|
|
{
|
|
case SpritePackingRotation.FlipHorizontal:
|
|
spriteImage.Mutate(x => x.Flip(FlipMode.Horizontal));
|
|
break;
|
|
case SpritePackingRotation.FlipVertical:
|
|
spriteImage.Mutate(x => x.Flip(FlipMode.Vertical));
|
|
break;
|
|
case SpritePackingRotation.Rotate180:
|
|
spriteImage.Mutate(x => x.Rotate(180));
|
|
break;
|
|
case SpritePackingRotation.Rotate90:
|
|
spriteImage.Mutate(x => x.Rotate(270));
|
|
break;
|
|
}
|
|
}
|
|
|
|
//Tight
|
|
if (settingsRaw.packingMode == SpritePackingMode.Tight)
|
|
{
|
|
try
|
|
{
|
|
var triangles = GetTriangles(m_Sprite.m_RD);
|
|
var polygons = triangles.Select(x => new Polygon(new LinearLineSegment(x.Select(y => new PointF(y.X, y.Y)).ToArray()))).ToArray();
|
|
IPathCollection path = new PathCollection(polygons);
|
|
var matrix = Matrix3x2.CreateScale(m_Sprite.m_PixelsToUnits);
|
|
matrix *= Matrix3x2.CreateTranslation(m_Sprite.m_Rect.width * m_Sprite.m_Pivot.X - textureRectOffset.X, m_Sprite.m_Rect.height * m_Sprite.m_Pivot.Y - textureRectOffset.Y);
|
|
path = path.Transform(matrix);
|
|
var graphicsOptions = new GraphicsOptions
|
|
{
|
|
Antialias = false,
|
|
AlphaCompositionMode = PixelAlphaCompositionMode.DestOut
|
|
};
|
|
var options = new DrawingOptions
|
|
{
|
|
GraphicsOptions = graphicsOptions
|
|
};
|
|
using (var mask = new Image<Bgra32>(rect.Width, rect.Height, SixLabors.ImageSharp.Color.Black))
|
|
{
|
|
mask.Mutate(x => x.Fill(options, SixLabors.ImageSharp.Color.Red, path));
|
|
var brush = new ImageBrush(mask);
|
|
spriteImage.Mutate(x => x.Fill(options, brush));
|
|
spriteImage.Mutate(x => x.Flip(FlipMode.Vertical));
|
|
return spriteImage;
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
//Rectangle
|
|
spriteImage.Mutate(x => x.Flip(FlipMode.Vertical));
|
|
return spriteImage;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
|
|
{
|
|
if (m_RD.vertices != null) //5.6 down
|
|
{
|
|
var vertices = m_RD.vertices.Select(x => (Vector2)x.pos).ToArray();
|
|
var triangleCount = m_RD.indices.Length / 3;
|
|
var triangles = new Vector2[triangleCount][];
|
|
for (int i = 0; i < triangleCount; i++)
|
|
{
|
|
var first = m_RD.indices[i * 3];
|
|
var second = m_RD.indices[i * 3 + 1];
|
|
var third = m_RD.indices[i * 3 + 2];
|
|
var triangle = new[] { vertices[first], vertices[second], vertices[third] };
|
|
triangles[i] = triangle;
|
|
}
|
|
return triangles;
|
|
}
|
|
else //5.6 and up
|
|
{
|
|
var triangles = new List<Vector2[]>();
|
|
var m_VertexData = m_RD.m_VertexData;
|
|
var m_Channel = m_VertexData.m_Channels[0]; //kShaderChannelVertex
|
|
var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
|
|
using (var vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)))
|
|
{
|
|
using (var indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
|
|
{
|
|
foreach (var subMesh in m_RD.m_SubMeshes)
|
|
{
|
|
vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
|
|
|
|
var vertices = new Vector2[subMesh.vertexCount];
|
|
for (int v = 0; v < subMesh.vertexCount; v++)
|
|
{
|
|
vertices[v] = vertexReader.ReadVector3();
|
|
vertexReader.BaseStream.Position += m_Stream.stride - 12;
|
|
}
|
|
|
|
indexReader.BaseStream.Position = subMesh.firstByte;
|
|
|
|
var triangleCount = subMesh.indexCount / 3u;
|
|
for (int i = 0; i < triangleCount; i++)
|
|
{
|
|
var first = indexReader.ReadUInt16() - subMesh.firstVertex;
|
|
var second = indexReader.ReadUInt16() - subMesh.firstVertex;
|
|
var third = indexReader.ReadUInt16() - subMesh.firstVertex;
|
|
var triangle = new[] { vertices[first], vertices[second], vertices[third] };
|
|
triangles.Add(triangle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return triangles.ToArray();
|
|
}
|
|
}
|
|
}
|
|
}
|