mirror of
https://github.com/Dongyifengs/AssetStudio-Genshin-MoYi.git
synced 2025-04-22 12:39:18 +08:00
176 lines
8.5 KiB
C#
176 lines
8.5 KiB
C#
using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Drawing;
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using SixLabors.ImageSharp.Drawing.Processing;
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using SixLabors.ImageSharp.PixelFormats;
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using SixLabors.ImageSharp.Processing;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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namespace AssetStudio
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{
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public static class SpriteHelper
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{
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public static Image<Bgra32> GetImage(this Sprite m_Sprite)
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{
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if (m_Sprite.m_SpriteAtlas != null && m_Sprite.m_SpriteAtlas.TryGet(out var m_SpriteAtlas))
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{
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if (m_SpriteAtlas.m_RenderDataMap.TryGetValue(m_Sprite.m_RenderDataKey, out var spriteAtlasData) && spriteAtlasData.texture.TryGet(out var m_Texture2D))
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{
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return CutImage(m_Sprite, m_Texture2D, spriteAtlasData.textureRect, spriteAtlasData.textureRectOffset, spriteAtlasData.downscaleMultiplier, spriteAtlasData.settingsRaw);
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}
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}
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else
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{
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if (m_Sprite.m_RD.texture.TryGet(out var m_Texture2D))
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{
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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);
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}
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}
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return null;
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}
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private static Image<Bgra32> CutImage(Sprite m_Sprite, Texture2D m_Texture2D, Rectf textureRect, Vector2 textureRectOffset, float downscaleMultiplier, SpriteSettings settingsRaw)
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{
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var originalImage = m_Texture2D.ConvertToImage(false);
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if (originalImage != null)
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{
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using (originalImage)
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{
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if (downscaleMultiplier > 0f && downscaleMultiplier != 1f)
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{
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var width = (int)(m_Texture2D.m_Width / downscaleMultiplier);
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var height = (int)(m_Texture2D.m_Height / downscaleMultiplier);
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originalImage.Mutate(x => x.Resize(width, height));
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}
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var rectX = (int)Math.Floor(textureRect.x);
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var rectY = (int)Math.Floor(textureRect.y);
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var rectRight = (int)Math.Ceiling(textureRect.x + textureRect.width);
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var rectBottom = (int)Math.Ceiling(textureRect.y + textureRect.height);
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rectRight = Math.Min(rectRight, originalImage.Width);
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rectBottom = Math.Min(rectBottom, originalImage.Height);
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var rect = new Rectangle(rectX, rectY, rectRight - rectX, rectBottom - rectY);
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var spriteImage = originalImage.Clone(x => x.Crop(rect));
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if (settingsRaw.packed == 1)
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{
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//RotateAndFlip
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switch (settingsRaw.packingRotation)
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{
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case SpritePackingRotation.FlipHorizontal:
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spriteImage.Mutate(x => x.Flip(FlipMode.Horizontal));
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break;
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case SpritePackingRotation.FlipVertical:
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spriteImage.Mutate(x => x.Flip(FlipMode.Vertical));
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break;
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case SpritePackingRotation.Rotate180:
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spriteImage.Mutate(x => x.Rotate(180));
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break;
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case SpritePackingRotation.Rotate90:
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spriteImage.Mutate(x => x.Rotate(270));
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break;
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}
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}
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//Tight
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if (settingsRaw.packingMode == SpritePackingMode.Tight)
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{
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try
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{
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var triangles = GetTriangles(m_Sprite.m_RD);
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var polygons = triangles.Select(x => new Polygon(new LinearLineSegment(x.Select(y => new PointF(y.X, y.Y)).ToArray()))).ToArray();
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IPathCollection path = new PathCollection(polygons);
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var matrix = Matrix3x2.CreateScale(m_Sprite.m_PixelsToUnits);
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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);
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path = path.Transform(matrix);
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var options = new DrawingOptions
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{
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GraphicsOptions = new GraphicsOptions
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{
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Antialias = false,
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AlphaCompositionMode = PixelAlphaCompositionMode.DestOut
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}
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};
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using (var mask = new Image<Bgra32>(rect.Width, rect.Height, SixLabors.ImageSharp.Color.Black))
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{
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mask.Mutate(x => x.Fill(options, SixLabors.ImageSharp.Color.Red, path));
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var bursh = new ImageBrush(mask);
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spriteImage.Mutate(x => x.Fill(options, bursh));
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spriteImage.Mutate(x => x.Flip(FlipMode.Vertical));
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return spriteImage;
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}
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}
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catch
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{
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// ignored
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}
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}
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//Rectangle
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spriteImage.Mutate(x => x.Flip(FlipMode.Vertical));
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return spriteImage;
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}
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}
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return null;
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}
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private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
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{
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if (m_RD.vertices != null) //5.6 down
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{
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var vertices = m_RD.vertices.Select(x => (Vector2)x.pos).ToArray();
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var triangleCount = m_RD.indices.Length / 3;
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var triangles = new Vector2[triangleCount][];
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for (int i = 0; i < triangleCount; i++)
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{
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var first = m_RD.indices[i * 3];
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var second = m_RD.indices[i * 3 + 1];
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var third = m_RD.indices[i * 3 + 2];
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles[i] = triangle;
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}
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return triangles;
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}
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else //5.6 and up
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{
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var triangles = new List<Vector2[]>();
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var m_VertexData = m_RD.m_VertexData;
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var m_Channel = m_VertexData.m_Channels[0]; //kShaderChannelVertex
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var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
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using (var vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)))
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{
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using (var indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
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{
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foreach (var subMesh in m_RD.m_SubMeshes)
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{
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vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
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var vertices = new Vector2[subMesh.vertexCount];
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for (int v = 0; v < subMesh.vertexCount; v++)
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{
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vertices[v] = vertexReader.ReadVector3();
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vertexReader.BaseStream.Position += m_Stream.stride - 12;
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}
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indexReader.BaseStream.Position = subMesh.firstByte;
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var triangleCount = subMesh.indexCount / 3u;
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for (int i = 0; i < triangleCount; i++)
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{
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var first = indexReader.ReadUInt16() - subMesh.firstVertex;
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var second = indexReader.ReadUInt16() - subMesh.firstVertex;
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var third = indexReader.ReadUInt16() - subMesh.firstVertex;
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles.Add(triangle);
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}
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}
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}
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}
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return triangles.ToArray();
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}
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}
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}
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}
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