111 lines
2.6 KiB
C#
111 lines
2.6 KiB
C#
using UnityEngine;
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public class TextureScale
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{
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public class ThreadData
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{
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public int start;
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public int end;
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public ThreadData(int s, int e)
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{
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start = s;
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end = e;
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}
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}
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private static Color[] texColors;
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private static Color[] newColors;
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private static int w;
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private static float ratioX;
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private static float ratioY;
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private static int w2;
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private static int finishCount;
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public static void Point(Texture2D tex, int newWidth, int newHeight)
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{
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ThreadedScale(tex, newWidth, newHeight, false);
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}
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public static void Bilinear(Texture2D tex, int newWidth, int newHeight)
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{
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ThreadedScale(tex, newWidth, newHeight, true);
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}
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private static void ThreadedScale(Texture2D tex, int newWidth, int newHeight, bool useBilinear)
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{
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texColors = tex.GetPixels();
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newColors = new Color[newWidth * newHeight];
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if (useBilinear)
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{
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ratioX = 1f / ((float)newWidth / (float)(tex.width - 1));
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ratioY = 1f / ((float)newHeight / (float)(tex.height - 1));
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}
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else
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{
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ratioX = (float)tex.width / (float)newWidth;
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ratioY = (float)tex.height / (float)newHeight;
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}
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w = tex.width;
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w2 = newWidth;
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ThreadData obj = new ThreadData(0, newHeight);
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if (useBilinear)
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{
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BilinearScale(obj);
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}
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else
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{
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PointScale(obj);
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}
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tex.Resize(newWidth, newHeight);
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tex.SetPixels(newColors);
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tex.Apply();
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}
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public static void BilinearScale(object obj)
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{
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ThreadData threadData = (ThreadData)obj;
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for (int i = threadData.start; i < threadData.end; i++)
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{
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int num = (int)Mathf.Floor((float)i * ratioY);
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int num2 = num * w;
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int num3 = (num + 1) * w;
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int num4 = i * w2;
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for (int j = 0; j < w2; j++)
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{
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int num5 = (int)Mathf.Floor((float)j * ratioX);
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float value = (float)j * ratioX - (float)num5;
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newColors[num4 + j] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[num2 + num5], texColors[num2 + num5 + 1], value), ColorLerpUnclamped(texColors[num3 + num5], texColors[num3 + num5 + 1], value), (float)i * ratioY - (float)num);
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}
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}
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finishCount++;
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}
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public static void PointScale(object obj)
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{
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ThreadData threadData = (ThreadData)obj;
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for (int i = threadData.start; i < threadData.end; i++)
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{
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int num = (int)(ratioY * (float)i) * w;
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int num2 = i * w2;
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for (int j = 0; j < w2; j++)
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{
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newColors[num2 + j] = texColors[(int)((float)num + ratioX * (float)j)];
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}
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}
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finishCount++;
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}
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private static Color ColorLerpUnclamped(Color c1, Color c2, float value)
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{
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return new Color(c1.r + (c2.r - c1.r) * value, c1.g + (c2.g - c1.g) * value, c1.b + (c2.b - c1.b) * value, c1.a + (c2.a - c1.a) * value);
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}
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}
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