コード例 #1
0
    private void CheckMarkerTextureImporter(Texture2D texture)
    {
        if (texture == null) return;

        string textureFilename = AssetDatabase.GetAssetPath(texture.GetInstanceID());
        TextureImporter textureImporter = AssetImporter.GetAtPath(textureFilename) as TextureImporter;
        if (textureImporter != null)
        {
            bool needReimport = false;
            if (textureImporter.mipmapEnabled)
            {
                textureImporter.mipmapEnabled = false;
                needReimport = true;
            }
            if (!textureImporter.isReadable)
            {
                textureImporter.isReadable = true;
                needReimport = true;
            }
            if (textureImporter.textureFormat != TextureImporterFormat.ARGB32)
            {
                textureImporter.textureFormat = TextureImporterFormat.ARGB32;
                needReimport = true;
            }

            if (needReimport) AssetDatabase.ImportAsset(textureFilename, ImportAssetOptions.ForceUpdate);
        }
    }
コード例 #2
0
ファイル: SPTools.cs プロジェクト: penspanic/Mawang
        /// <summary>
        /// Gets the asset path of a texture.
        /// </summary>
        /// <returns>The asset path.</returns>
        /// <param name="texture">Texture.</param>
        public static string GetAssetPath(Texture2D texture)
        {
            if (texture == null)
                return string.Empty;

            return AssetDatabase.GetAssetPath(texture.GetInstanceID());
        }
コード例 #3
0
    public static void FlattenSSBump(Texture2D Normal, bool flipXZ)
    {
        if (!flipXZ)
        {
            Texture2D SSBumpTex = new Texture2D(Normal.width, Normal.height, TextureFormat.RGB24, true);
            Color[] SSBumpColor;
            Color[] NormalColor;

            Vector4[] Basis = new Vector4[3];
            Basis[0] = new Vector4(0.816496580927726f, 0.0f, 0.5773502691896258f, 0.0f);
            Basis[1] = new Vector4(-0.408248290463863f, 0.7071067811865475f, 0.5773502691896258f, 0.0f);
            Basis[2] = new Vector4(-0.408248290463863f, -0.7071067811865475f, 0.5773502691896258f, 0.0f);

            //Make our Normal Texture readible temporarily
            TextureImporter tempRNMImport = TextureImporter.GetAtPath(AssetDatabase.GetAssetPath(Normal.GetInstanceID())) as TextureImporter;
            tempRNMImport.textureType = TextureImporterType.Image;
            tempRNMImport.isReadable = true;
            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(Normal.GetInstanceID()), ImportAssetOptions.ForceUpdate);

            SSBumpColor = Normal.GetPixels();
            NormalColor = Normal.GetPixels();

            for (int i = 0; i < SSBumpColor.Length; i++)
            {
                SSBumpColor[i].r = (DotBasis(UnpackNormal(NormalColor[i]), Basis[0]) + 1) / 2;
                SSBumpColor[i].g = (DotBasis(UnpackNormal(NormalColor[i]), Basis[1]) + 1) / 2;
                SSBumpColor[i].b = (DotBasis(UnpackNormal(NormalColor[i]), Basis[2]) + 1) / 2;
            }

            SSBumpTex.SetPixels(SSBumpColor);
            GzCRNMMergeUtil.TextureImportHelper(SSBumpTex, AssetDatabase.GetAssetPath(Normal.GetInstanceID()) + "_SSBump.png");

            tempRNMImport.textureType = TextureImporterType.Bump;
            tempRNMImport.isReadable = false;
            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(Normal.GetInstanceID()), ImportAssetOptions.ForceUpdate);
        }
        else
        {
            Color[] SSBumpColor;

            TextureImporter tempRNMImport = TextureImporter.GetAtPath(AssetDatabase.GetAssetPath(Normal.GetInstanceID())) as TextureImporter;
            tempRNMImport.isReadable = true;
            tempRNMImport.textureFormat = TextureImporterFormat.ARGB32;
            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(Normal.GetInstanceID()), ImportAssetOptions.ForceUpdate);
            SSBumpColor = Normal.GetPixels();
            for (int i = 0; i < SSBumpColor.Length; i++)
            {
                SSBumpColor[i].a = SSBumpColor[i].b;
                SSBumpColor[i].b = SSBumpColor[i].g;
                SSBumpColor[i].g = SSBumpColor[i].a;
                SSBumpColor[i].a = 0.0f;
            }

            Normal.SetPixels(SSBumpColor);
            GzCRNMMergeUtil.TextureImportHelper(Normal, AssetDatabase.GetAssetPath(Normal.GetInstanceID()) + "_ConvertedSSBump.png");
            tempRNMImport.isReadable = false;
            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(Normal.GetInstanceID()), ImportAssetOptions.ForceUpdate);
        }
    }
コード例 #4
0
        public uint RegisterTexture(Texture2D tex)
        {
            if (tex == null) return 0;

            int texID = tex.GetInstanceID();
            uint id = GetTextureID(texID);
            if (id == 0)
            {
                id = guid++;
                texs.Add(texID, id);

                if ( id > (1 << 9) )
                    Debug.LogError("Error, Sprite used Texture2D counts greater than 1024. You need Combine some texture to keep it less than 1024");
            }
            return id;
        }
コード例 #5
0
    public void InitAwesomium(int width, int height)
    {
        Debug.Log("init awsommium");
        this.width = width;
        this.height = height;
        m_texture = new Texture2D(width, height, TextureFormat.ARGB32, true);
        //Get Color[] (pixels) from texture
        m_pixels = m_texture.GetPixels(0);
        // Create window handle id - future usage
        m_TextureID = m_texture.GetInstanceID();
        Debug.Log("textID : " + m_TextureID);
        // assign m_texture to this GUITexture texture
        gameObject.renderer.material.mainTexture = m_texture;
        // Create GCHandle - Allocation of m_pixels in memory.
        m_pixelsHandler = GCHandle.Alloc(m_pixels, GCHandleType.Pinned);
        AwesomiumWrapper.Init();
        AwesomiumWrapper.CreateAwesomiumWebView(m_TextureID, m_pixelsHandler.AddrOfPinnedObject(), width, height, this.SetPixels, this.ApplyTexture);

        isAwesomiumInit = true;
        GetComponent<BrowserGUIEvents>().interactive = true;
        Debug.Log("done init awsommium");
    }
コード例 #6
0
    IEnumerable<Sprite> GetTextureSprites(Texture2D tex)
    {
        var sprites = new List<Sprite>();
        
        string path = AssetDatabase.GetAssetPath(tex.GetInstanceID());
        if (string.IsNullOrEmpty(path)) return sprites;
        TextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter;
        if (ti == null) return sprites;

        foreach (var dat in ti.spritesheet)
        {
            var sp = Sprite.Create(tex, dat.rect, dat.pivot, ti.spritePixelsToUnits);
            sp.name = dat.name;
            sprites.Add(sp);
        }

        return sprites;
    }
コード例 #7
0
ファイル: nodeParser.cs プロジェクト: lightszero/EgretUnity
        public string SaveTexture(Texture2D tex)
        {

            int id = tex.GetInstanceID();
            string name = null;
            if (savecache.TryGetValue(id, out name))
            {
                return name;
            }
#if UNITY_EDITOR
            name = SaveTextureEditor(tex);
            savecache[id] = name;
            return name;
#endif
            if (parser.debug)
                Debug.Log("SaveTexture" + tex.name);
            int i = tex.name.LastIndexOf(".");
            string ext = "png";
            if (i < 0)
            {
                tex.name = tex.name + ".png";
            }
            else
            {
                ext = tex.name.Substring(i + 1);
            }
            if (ext == "png")
            {
                byte[] bs = tex.EncodeToPNG();
                string sha1 = ResLibTool.ComputeHashString(bs);
                name = sha1 + "." + ext;
                bufs[name] = bs;
            }
            else if (ext == "jpg")
            {
                byte[] bs = tex.EncodeToJPG();
                string sha1 = ResLibTool.ComputeHashString(bs);
                name = sha1 + "." + ext;
                bufs[name] = bs;
            }
            else
            {
                throw new Exception("不知道文件类型" + ext);
            }
            savecache[id] = name;
            return name;

        }
コード例 #8
0
ファイル: ExportSceneWizard.cs プロジェクト: Joelone/FFWD
 public void ExportTexture(Texture2D asset)
 {
     string assetPath = AssetDatabase.GetAssetPath(asset.GetInstanceID());
     string exportPath = Path.Combine(assets.TextureDir, assetPath.Replace("Assets/", ""));
     if (!Directory.Exists(Path.GetDirectoryName(exportPath)))
     {
         Directory.CreateDirectory(Path.GetDirectoryName(exportPath));
     }
     if (Path.GetExtension(assetPath) == ".png")
     {
         File.Copy(assetPath, exportPath, true);
     }
     else
     {
         if (asset.format == TextureFormat.ARGB32 || asset.format == TextureFormat.RGB24)
         {
             File.WriteAllBytes(exportPath, asset.EncodeToPNG());
         }
         else
         {
             Color[] texPixels = asset.GetPixels();
             Texture2D tex2 = new Texture2D(asset.width, asset.height, TextureFormat.ARGB32, false);
             tex2.SetPixels(texPixels);
             File.WriteAllBytes(exportPath, tex2.EncodeToPNG());
         }
     }
     //Debug.Log("Exported Texture asset to " + exportPath);
 }
コード例 #9
0
    private void SetReadWrite( Texture2D texture,bool readWrite)
    {
        // Get the path of the texture
        string 	path = AssetDatabase.GetAssetPath( texture.GetInstanceID());

        // Get the textureImporter object
        TextureImporter textureImporter = AssetImporter.GetAtPath(  path ) as TextureImporter;

        // Texture type to advanced
        textureImporter.textureType = TextureImporterType.Advanced;

        // Creat a new setting
        TextureImporterSettings st = new TextureImporterSettings();
        textureImporter.ReadTextureSettings(st);

        // Texture must be in ARgB32
        st.textureFormat = TextureImporterFormat.ARGB32;
        // Set write/read flag
        st.readable = readWrite;

        // Import the new setting
        textureImporter.SetTextureSettings(st);

        // Update the asset
        AssetDatabase.ImportAsset(path);
    }
コード例 #10
0
 void Start()
 {
     m_Texture = new Texture2D (width, height, TextureFormat.ARGB32, false);
     if (m_Texture == null)
         Debug.Log("Texture error.");
     m_Texture.Apply();
     HTMLTexturePlugin.htmlTexture_start(m_Texture.GetInstanceID(), width, height, "www.google.com");
     // put the texture on something
     if (transform == null)
         Debug.Log("transorm null.");
     if (transform.GetComponent<Renderer>() == null)
         Debug.Log("render null.");
     transform.GetComponent<Renderer>().sharedMaterial.mainTexture = m_Texture;
 }
コード例 #11
0
    void Start()
    {
        // Initialize Berkelium
        UnityBerkelium.init();

        // Create the texture that will represent the website (with optional transparency and without mipmaps)
        TextureFormat texFormat = transparency ? TextureFormat.ARGB32 : TextureFormat.RGB24;
        m_Texture = new Texture2D (width, height, texFormat, false);

        // Create the pixel array for the plugin to write into at startup
        m_Pixels = m_Texture.GetPixels (0);
        // "pin" the array in memory, so we can pass direct pointer to it's data to the plugin,
        // without costly marshaling of array of structures.
        m_PixelsHandle = GCHandle.Alloc(m_Pixels, GCHandleType.Pinned);

        // Save the texture ID
        m_TextureID = m_Texture.GetInstanceID();

        // Improve rendering at shallow angles
        m_Texture.filterMode = FilterMode.Trilinear;
        m_Texture.anisoLevel = 2;

        // Assign texture to the renderer
        if (renderer)
        {
            renderer.material.mainTexture = m_Texture;

            // Transparency?
            if(transparency)
                renderer.material.shader = Shader.Find("Transparent/Diffuse");
            else
                renderer.material.shader = Shader.Find("Diffuse");

            // The texture has to be flipped
            renderer.material.mainTextureScale = new Vector2(1,-1);
        }
        // or gui texture
        else if (GetComponent(typeof(GUITexture)))
        {
            GUITexture gui = GetComponent(typeof(GUITexture)) as GUITexture;
            gui.texture = m_Texture;
        }
        else
        {
            Debug.Log("Game object has no renderer or gui texture to assign the generated texture to!");
        }

        // Create new web window
        UnityBerkelium.Window.create(m_TextureID, m_PixelsHandle.AddrOfPinnedObject(), transparency, width,height, url);
        print("Created new web window: " + m_TextureID);

        // Paint callbacks
        m_setPixelsFunc = new UnityBerkelium.SetPixelsFunc(this.SetPixels);
        m_applyTextureFunc = new UnityBerkelium.ApplyTextureFunc(this.ApplyTexture);
        UnityBerkelium.Window.setPaintFunctions(m_TextureID, m_setPixelsFunc, m_applyTextureFunc);

        // Set the external host callback (for calling Unity functions from javascript)
        m_externalHostFunc = new UnityBerkelium.ExternalHostFunc(this.onExternalHost);
        UnityBerkelium.Window.setExternalHostCallback(m_TextureID, m_externalHostFunc);
    }
コード例 #12
0
ファイル: SaveSceneTexture.cs プロジェクト: bjsvochak/hof16
    public static void SetTextureImporter( Texture2D texture,TextureImporterFormat format, int size,bool readWrite=true, string path=null)
    {
        // Get the path of the texture
        if (string.IsNullOrEmpty(path)){
            path = AssetDatabase.GetAssetPath( texture.GetInstanceID());
        }

        // Get the textureImporter object
        TextureImporter textureImporter = AssetImporter.GetAtPath(  path ) as TextureImporter;

        // Texture type to advanced
        textureImporter.textureType = TextureImporterType.Advanced;

        // Creat a new setting
        TextureImporterSettings st = new TextureImporterSettings();
        textureImporter.ReadTextureSettings(st);

        // Texture must be in ARgB32
        st.textureFormat = format;

        // Set write/read flag
        st.readable = readWrite;
        st.maxTextureSize = size;
        st.mipmapEnabled = false;
        st.wrapMode = TextureWrapMode.Clamp;

        // Import the new setting
        textureImporter.SetTextureSettings(st);

        // Update the asset
        AssetDatabase.ImportAsset(path);
    }
コード例 #13
0
ファイル: TextureUtil.cs プロジェクト: happyjiahan/colorus
    public static void updateTextureAsset(Texture2D texture)
    {
        #if UNITY_EDITOR
        byte[] bytes = texture.EncodeToPNG();
        string assetPath= AssetDatabase.GetAssetPath(texture.GetInstanceID());
        FileStream file=File.Open(assetPath,FileMode.Create);
        BinaryWriter bw=new BinaryWriter(file);
        bw.Write(bytes);
        file.Close();

        #endif
    }