Files
crtr/Assets/EricHaines/TextureScale.cs
2022-09-30 17:32:21 +08:00

145 lines
3.7 KiB
C#

namespace EricHaines {
// Only works on ARGB32, RGB24 and Alpha8 textures that are marked readable
using System.Threading;
using UnityEngine;
public class TextureScale {
public class ThreadData {
public int start;
public int end;
public ThreadData(int s, int e) {
start = s;
end = e;
}
}
private static Color[] texColors;
private static Color[] newColors;
private static int w;
private static float ratioX;
private static float ratioY;
private static int w2;
private static int finishCount;
private static Mutex mutex;
public static void Point(Texture2D tex, int newWidth, int newHeight) {
ThreadedScale(tex, newWidth, newHeight, false);
}
public static void Bilinear(Texture2D tex, int newWidth, int newHeight) {
ThreadedScale(tex, newWidth, newHeight, true);
}
private static void ThreadedScale(Texture2D tex, int newWidth, int newHeight, bool useBilinear) {
texColors = tex.GetPixels();
newColors = new Color[newWidth * newHeight];
if (useBilinear) {
ratioX = 1.0f / ((float)newWidth / (tex.width - 1));
ratioY = 1.0f / ((float)newHeight / (tex.height - 1));
}
else {
ratioX = (float)tex.width / newWidth;
ratioY = (float)tex.height / newHeight;
}
w = tex.width;
w2 = newWidth;
var cores = Mathf.Min(SystemInfo.processorCount, newHeight);
var slice = newHeight/cores;
finishCount = 0;
if (mutex == null) {
mutex = new Mutex(false);
}
if (cores > 1) {
int i = 0;
ThreadData threadData;
for (i = 0; i < cores - 1; i++) {
threadData = new ThreadData(slice * i, slice * (i + 1));
ParameterizedThreadStart ts = useBilinear ? new ParameterizedThreadStart(BilinearScale) : new ParameterizedThreadStart(PointScale);
Thread thread = new Thread(ts);
thread.Start(threadData);
}
threadData = new ThreadData(slice * i, newHeight);
if (useBilinear) {
BilinearScale(threadData);
}
else {
PointScale(threadData);
}
while (finishCount < cores) {
Thread.Sleep(1);
}
}
else {
ThreadData threadData = new ThreadData(0, newHeight);
if (useBilinear) {
BilinearScale(threadData);
}
else {
PointScale(threadData);
}
}
#if UNITY_2021_2_OR_NEWER
tex.Reinitialize(newWidth, newHeight);
#else
tex.Resize(newWidth, newHeight);
#endif
tex.SetPixels(newColors);
tex.Apply();
texColors = null;
newColors = null;
}
public static void BilinearScale(object obj) {
ThreadData threadData = (ThreadData) obj;
for (var y = threadData.start; y < threadData.end; y++) {
int yFloor = (int)Mathf.Floor(y * ratioY);
var y1 = yFloor * w;
var y2 = (yFloor+1) * w;
var yw = y * w2;
for (var x = 0; x < w2; x++) {
int xFloor = (int)Mathf.Floor(x * ratioX);
var xLerp = x * ratioX-xFloor;
newColors[yw + x] = ColorLerpUnclamped(
ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor + 1], xLerp),
ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor + 1], xLerp),
y * ratioY - yFloor
);
}
}
mutex.WaitOne();
finishCount++;
mutex.ReleaseMutex();
}
public static void PointScale(object obj) {
ThreadData threadData = (ThreadData) obj;
for (var y = threadData.start; y < threadData.end; y++) {
var thisY = (int)(ratioY * y) * w;
var yw = y * w2;
for (var x = 0; x < w2; x++) {
newColors[yw + x] = texColors[(int)(thisY + ratioX * x)];
}
}
mutex.WaitOne();
finishCount++;
mutex.ReleaseMutex();
}
private static Color ColorLerpUnclamped(Color c1, Color c2, float value) {
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
);
}
}
}