コード例 #1
0
ファイル: UPASession.cs プロジェクト: B1sounours/UPAToolkit
    public static bool ExportImage(UPAImage img, TextureType type, TextureExtension extension)
    {
        string path = EditorUtility.SaveFilePanel(
            "Export image as " + extension.ToString(),
            "Assets/",
            img.name + "." + extension.ToString().ToLower(),
            extension.ToString().ToLower());

        if (path.Length == 0)
            return false;

        byte[] bytes;
        if (extension == TextureExtension.PNG) {
            // Encode texture into PNG
            bytes = img.GetFinalImage(true).EncodeToPNG();
        } else {
            // Encode texture into JPG

            #if UNITY_4_2
            bytes = img.GetFinalImage(true).EncodeToPNG();
            #elif UNITY_4_3
            bytes = img.GetFinalImage(true).EncodeToPNG();
            #elif UNITY_4_5
            bytes = img.GetFinalImage(true).EncodeToJPG();
            #else
            bytes = img.GetFinalImage(true).EncodeToJPG();
            #endif
        }

        path = FileUtil.GetProjectRelativePath(path);

        //Write to a file in the project folder
        File.WriteAllBytes(path, bytes);
        AssetDatabase.Refresh();

        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;

        if (type == TextureType.texture)
            texImp.textureType = TextureImporterType.Image;
        else if (type == TextureType.sprite) {
            texImp.textureType = TextureImporterType.Sprite;

            #if UNITY_4_2
            texImp.spritePixelsToUnits = 10;
            #elif UNITY_4_3
            texImp.spritePixelsToUnits = 10;
            #elif UNITY_4_5
            texImp.spritePixelsToUnits = 10;
            #else
            texImp.spritePixelsPerUnit = 10;
            #endif
        }

        texImp.filterMode = FilterMode.Point;
        texImp.textureFormat = TextureImporterFormat.AutomaticTruecolor;

        AssetDatabase.ImportAsset(path);

        return true;
    }
コード例 #2
0
        public ApplicationContext(
            UndoRedoManager undoRedoManager,
            Channels channels,
            TextureResolution textureResolution,
            ImmutableTextureResolution chunkResolution,
            string cacheDirectory,
            TextureExtension cacheTextureExtension)
        {
            Assert.ArgumentNotNull(undoRedoManager, nameof(undoRedoManager));
            Assert.ArgumentNotNull(channels, nameof(channels));
            Assert.ArgumentNotNull(textureResolution, nameof(textureResolution));
            Assert.ArgumentNotNull(chunkResolution, nameof(chunkResolution));
            Assert.ArgumentNotNullOrEmptry(cacheDirectory, nameof(cacheDirectory));

            UndoRedoManager   = undoRedoManager;
            Channels          = channels;
            TextureResolution = textureResolution;

            CacheDirectory               = cacheDirectory;
            ResourcesCacheDirectory      = Path.Combine(CacheDirectory, "Resources");
            CacheTextureResolution       = cacheTextureExtension;
            CacheTextureResolutionString = CacheTextureResolution.ToString();

            initialChunkResolution = new ImmutableTextureResolution(chunkResolution.AsEnum);

            CalculateChunkProperties();

            Channels.Changed          += (s, e) => NotifyChanged();
            TextureResolution.Changed += (s, e) =>
            {
                CalculateChunkProperties();
                NotifyChanged();
            };
        }
コード例 #3
0
        public override bool Write(GH_IWriter writer)
        {
            writer.SetString("Image", ImageFile);
            writer.SetString("ImTexInterpolation", Interpolation.ToString());
            writer.SetString("ImTexColorSpace", ColorSpace.ToString());
            writer.SetString("ImTexTextureExtension", TextureExtension.ToString());
            writer.SetString("ImTexProjection", Projection.ToString());

            return(base.Write(writer));
        }
コード例 #4
0
        public ResourceMetadata(ApplicationContext context, string name, Guid guid, TextureExtension textureExtension, ResourceType resourceType)
        {
            Assert.ArgumentNotNull(context, nameof(context));
            Assert.ArgumentNotNullOrEmptry(name, nameof(name));

            Name             = name;
            Guid             = guid;
            TextureExtension = textureExtension;
            ResourceType     = resourceType;

            Context = context;
            ResourceCacheDirectory = Path.Combine(context.ResourcesCacheDirectory, name + "_" + guid.ToString());
            TextureExtensionString = textureExtension.ToString();
        }
コード例 #5
0
    public static bool ExportImage(UPAImage img, TextureType type, TextureExtension extension)
    {
        string path = EditorUtility.SaveFilePanel(
            "Export image as " + extension.ToString(),
            "Assets/",
            img.name + "." + extension.ToString().ToLower(),
            extension.ToString().ToLower());

        if (path.Length == 0)
        {
            return(false);
        }

        byte[] bytes;
        if (extension == TextureExtension.PNG)
        {
            // Encode texture into PNG
            bytes = img.GetFinalImage(true).EncodeToPNG();
        }
        else
        {
            // Encode texture into JPG

                        #if UNITY_4_2
            bytes = img.GetFinalImage(true).EncodeToPNG();
                        #elif UNITY_4_3
            bytes = img.GetFinalImage(true).EncodeToPNG();
                        #elif UNITY_4_5
            bytes = img.GetFinalImage(true).EncodeToJPG();
                        #else
            bytes = img.GetFinalImage(true).EncodeToJPG();
                        #endif
        }

        path = FileUtil.GetProjectRelativePath(path);

        //Write to a file in the project folder
        File.WriteAllBytes(path, bytes);
        AssetDatabase.Refresh();

        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;

        if (type == TextureType.texture)
        {
            texImp.textureType = TextureImporterType.Default;
        }
        else if (type == TextureType.sprite)
        {
            texImp.textureType = TextureImporterType.Sprite;

                        #if UNITY_4_2
            texImp.spritePixelsToUnits = 10;
                        #elif UNITY_4_3
            texImp.spritePixelsToUnits = 10;
                        #elif UNITY_4_5
            texImp.spritePixelsToUnits = 10;
                        #else
            texImp.spritePixelsPerUnit = 10;
                        #endif
        }

        texImp.filterMode    = FilterMode.Point;
        texImp.textureFormat = TextureImporterFormat.AutomaticTruecolor;

        AssetDatabase.ImportAsset(path);

        return(true);
    }
コード例 #6
0
ファイル: Utils.cs プロジェクト: undeadinu/GhShaderNodes
 public static string TextureExtensionToStringR(TextureExtension d) => d.ToString().Replace("_", " ");
コード例 #7
0
    public static bool ExportImage(UPAImage img, TextureType type, TextureExtension extension)
    {
        var folder   = "Assets/";
        var fileName = img.name + "." + extension.ToString().ToLower();

        if (PlayerPrefs.HasKey("pixelfile"))
        {
            folder   = PlayerPrefs.GetString("pixelfolder");
            fileName = PlayerPrefs.GetString("pixelfile");
        }

        string path = EditorUtility.SaveFilePanel(
            "Export image as " + extension.ToString(),
            folder,
            fileName,
            extension.ToString().ToLower());

        if (path.Length == 0)
        {
            return(false);
        }

        byte[] bytes;
        if (extension == TextureExtension.PNG)
        {
            // Encode texture into PNG
            bytes = img.GetFinalImage(true).EncodeToPNG();
        }
        else
        {
            // Encode texture into JPG

                        #if UNITY_4_2
            bytes = img.GetFinalImage(true).EncodeToPNG();
                        #elif UNITY_4_3
            bytes = img.GetFinalImage(true).EncodeToPNG();
                        #elif UNITY_4_5
            bytes = img.GetFinalImage(true).EncodeToJPG();
                        #else
            bytes = img.GetFinalImage(true).EncodeToJPG();
                        #endif
        }

        path = FileUtil.GetProjectRelativePath(path);

        PlayerPrefs.SetString("pixeldir", Path.GetDirectoryName(path));
        PlayerPrefs.SetString("pixelfile", Path.GetFileName(path));
        PlayerPrefs.Save();

        //Write to a file in the project folder
        File.WriteAllBytes(path, bytes);
        AssetDatabase.Refresh();

        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;

        if (type == TextureType.texture)
        {
            texImp.textureType = TextureImporterType.Default;
        }
        else if (type == TextureType.sprite)
        {
            texImp.textureType = TextureImporterType.Sprite;

                        #if UNITY_4_2
            texImp.spritePixelsToUnits = 10;
                        #elif UNITY_4_3
            texImp.spritePixelsToUnits = 10;
                        #elif UNITY_4_5
            texImp.spritePixelsToUnits = 10;
                        #else
            texImp.spritePixelsPerUnit = 32;
                        #endif
        }

        texImp.filterMode         = FilterMode.Point;
        texImp.textureCompression = TextureImporterCompression.Uncompressed;

        AssetDatabase.ImportAsset(path);

        return(true);
    }
コード例 #8
0
    public static bool ExportImage(UPAImage img, TextureType type, TextureExtension extension)
    {
        string path = EditorUtility.SaveFilePanel(
            "Export image as " + extension.ToString(),
            "Assets/",
            img.name + "." + extension.ToString(),
            extension.ToString());

        if (path.Length == 0)
        {
            return(false);
        }

        Texture2D tex = new Texture2D(img.width, img.height, TextureFormat.RGBA32, false);

        for (int x = 0; x < img.width; x++)
        {
            for (int y = 0; y < img.height; y++)
            {
                tex.SetPixel(x, img.height - y - 1, img.map[x + y * img.width].color);
            }
        }

        tex.Apply();

        byte[] bytes;
        if (extension == TextureExtension.PNG)
        {
            // Encode texture into PNG
            bytes = tex.EncodeToPNG();
        }
        else
        {
            // Encode texture into JPG

                        #if UNITY_4_2
            bytes = tex.EncodeToPNG();
                        #elif UNITY_4_3
            bytes = tex.EncodeToPNG();
                        #elif UNITY_4_5
            bytes = tex.EncodeToJPG();
                        #else
            bytes = tex.EncodeToJPG();
                        #endif
        }

        GameObject.DestroyImmediate(tex);

        path = FileUtil.GetProjectRelativePath(path);

        //Write to a file in the project folder
        File.WriteAllBytes(path, bytes);
        AssetDatabase.Refresh();

        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;

        if (type == TextureType.texture)
        {
            texImp.textureType = TextureImporterType.Image;
        }
        else if (type == TextureType.sprite)
        {
            texImp.textureType = TextureImporterType.Sprite;

                        #if UNITY_4_2
            texImp.spritePixelsToUnits = 10;
                        #elif UNITY_4_3
            texImp.spritePixelsToUnits = 10;
                        #elif UNITY_4_5
            texImp.spritePixelsToUnits = 10;
                        #else
            texImp.spritePixelsPerUnit = 10;
                        #endif
        }

        texImp.filterMode = FilterMode.Point;

        AssetDatabase.ImportAsset(path);

        return(true);
    }