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zhangyang-libzt/integrations/Unity3D/Assets/OBJ-IO/Plugins/Extension/Texture2DExtension.cs

55 lines
2.0 KiB
C#

using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
namespace UnityExtension
{
public static class Texture2DExt
{
//------------------------------------------------------------------------------------------------------------
public static byte[] EncodeToTGA(this Texture2D lTexture)
{
MemoryStream lDataStream = new MemoryStream(18 + (lTexture.width * lTexture.height * 3));
BinaryWriter lDataWriter = new BinaryWriter(lDataStream);
if (lDataWriter != null)
{
lDataWriter.Write((short)0);
lDataWriter.Write((byte)2);
lDataWriter.Write((int)0);
lDataWriter.Write((int)0);
lDataWriter.Write((byte)0);
lDataWriter.Write((short)lTexture.width);
lDataWriter.Write((short)lTexture.height);
lDataWriter.Write((byte)24);
lDataWriter.Write((byte)0);
Color32[] lPixelData = lTexture.GetPixels32();
for (int lCount = 0; lCount < lPixelData.Length; ++lCount)
{
lDataWriter.Write(lPixelData[lCount].b);
lDataWriter.Write(lPixelData[lCount].g);
lDataWriter.Write(lPixelData[lCount].r);
}
}
return lDataStream.GetBuffer();
}
//------------------------------------------------------------------------------------------------------------
public static void ConvertLightmapToMobile(this Texture2D lTexture)
{
Color[] lColorData = lTexture.GetPixels();
for (int lCount = 0; lCount < lColorData.Length; ++lCount)
{
lColorData[lCount] = (lColorData[lCount] * (8f * lColorData[lCount].a)) * 0.5f;
}
lTexture.SetPixels(lColorData);
lTexture.Apply();
lColorData = null;
}
}
}