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TextureModifier.cs
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TextureModifier.cs
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// テクスチャの色変え処理
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
using CM3D2.AlwaysColorChangeEx.Plugin.Data;
using CM3D2.AlwaysColorChangeEx.Plugin.Util;
using CM3D2.AlwaysColorChangeEx.Plugin.UI;
namespace CM3D2.AlwaysColorChangeEx.Plugin {
public class TextureModifier {
private static readonly TextureModifier INSTANCE = new TextureModifier();
public static TextureModifier Instance {
get { return INSTANCE; }
}
private readonly FilterParams _filterParams = new FilterParams();
private readonly OriginalTextureCache _originalTexCache = new OriginalTextureCache();
public static UIParams uiParams;
public static GUIStyle lStyle;
private static readonly OutputUtil OUT_UTIL = OutputUtil.Instance;
public void Clear() {
_originalTexCache.Clear();
_filterParams.Clear();
}
public bool IsValidTarget(Maid maid, string slotName, Material material, string propName) {
return GetKey(maid, slotName, material, propName) != null;
}
public void ProcGUI(Maid maid, string slotName, Material material, string propName) {
// material 抽出 => texture 抽出
var tex2D = material.GetTexture(propName) as Texture2D;
if (tex2D == null || string.IsNullOrEmpty(tex2D.name)) return ;
var key = CreateKey(MaidHelper.GetGuid(maid), slotName, material.name, tex2D.name);
var fp = _filterParams.GetOrAdd(key.ToString());
fp.ProcGUI(tex2D);
}
public void Update(Maid maid, Dictionary<string, List<Material>> slotMaterials,
List<Texture2D> textures, EditTarget texEdit ) {
_originalTexCache.Refresh(textures.ToArray());
FilterTexture(slotMaterials, textures, maid, texEdit);
}
private StringBuilder CreateKey(params string[] names) {
var length= names.Sum(name => name.Length);
length += names.Length;// -1
var key = new StringBuilder(length);
// wear/Dress_cmo_004_z2/Dress_cmo_004_z2_wear_2
for (var i=0; i< names.Length; i++) {
if (i != 0) key.Append('/');
key.Append(names[i]);
}
return key;
}
public bool UpdateTex(Maid maid, Material[] slotMaterials, EditTarget texEdit) {
// material 抽出 => texture 抽出
if (slotMaterials.Length <= texEdit.matNo) return false;
var mat = slotMaterials[texEdit.matNo];
return UpdateTex(maid, mat, texEdit);
}
public bool UpdateTex(Maid maid, Material mat, EditTarget texEdit) {
var tex2D = mat.GetTexture(texEdit.propName) as Texture2D;
if (tex2D == null || string.IsNullOrEmpty(tex2D.name)) return false;
var key = CreateKey(MaidHelper.GetGuid(maid), texEdit.slotName, mat.name, tex2D.name);
var filterParam = _filterParams.GetOrAdd(key.ToString());
// スライダー変更がなければ何もしない
if (!filterParam.IsDirty) return false;
//LogUtil.DebugLogF("Update Texture. slot={0}, material={0}, tex={1}", texEdit.slotName, mat.name, tex2d.name);
FilterTexture(tex2D, filterParam);
return true;
}
public bool RemoveCache(Texture2D tex2D) {
return _originalTexCache.Remove(tex2D.name);
}
public bool RemoveFilter(Maid maid, string slotName, Material mat, string propName) {
var tex2D = mat.GetTexture(propName) as Texture2D;
if (tex2D == null || string.IsNullOrEmpty(tex2D.name)) return false;
return RemoveFilter(maid, slotName, mat, tex2D);
}
public bool RemoveFilter(Maid maid, string slotName, Material mat, Texture2D tex2D) {
var key = CreateKey(MaidHelper.GetGuid(maid), slotName, mat.name, tex2D.name);
return _filterParams.Remove(key.ToString());
}
public bool IsChanged(Maid maid, string slotName, Material mat, string propName) {
var tex2d = mat.GetTexture(propName) as Texture2D;
if (tex2d == null || string.IsNullOrEmpty(tex2d.name)) return false;
return IsChanged(maid, slotName, mat.name, tex2d.name);
}
public bool IsChanged(Maid maid, string slotName, string matName, string texName) {
var key = CreateKey(MaidHelper.GetGuid(maid), slotName, matName, texName);
var filterParam = _filterParams.Get(key.ToString());
return (filterParam != null) && !filterParam.HasNotChanged();
}
public FilterParam GetFilter(Maid maid, string slotName, Material mat, int propId) {
var tex2d = mat.GetTexture(propId) as Texture2D;
if (tex2d == null || string.IsNullOrEmpty(tex2d.name)) return null;
return GetFilter(maid, slotName, mat.name, tex2d.name);
}
public FilterParam GetFilter(Maid maid, string slotName, Material mat, string propName) {
var tex2d = mat.GetTexture(propName) as Texture2D;
if (tex2d == null || string.IsNullOrEmpty(tex2d.name)) return null;
return GetFilter(maid, slotName, mat.name, tex2d.name);
}
public FilterParam GetFilter(Maid maid, string slotName, string matName, string texName) {
var key = CreateKey(MaidHelper.GetGuid(maid), slotName, matName, texName);
return _filterParams.Get(key.ToString());
}
public bool DuplicateFilter(Maid maid, string slotName, Material mat, string fromPropName, string toPropName) {
var srcTex2d = mat.GetTexture(fromPropName) as Texture2D;
if (srcTex2d == null || string.IsNullOrEmpty(srcTex2d.name)) return false;
var srcFilter = GetFilter(maid, slotName, mat.name, srcTex2d.name);
var dstTex2d = mat.GetTexture(toPropName) as Texture2D;
if (dstTex2d == null || string.IsNullOrEmpty(dstTex2d.name)) return false;
var key = CreateKey(MaidHelper.GetGuid(maid), slotName, mat.name, dstTex2d.name);
var dstFilter = new FilterParam(srcFilter);
_filterParams.Add(key.ToString(), dstFilter);
FilterTexture(dstTex2d, dstFilter);
return true;
}
public bool ApplyFilter(Maid maid, string slotName, Material mat, string propName, FilterParam filter) {
var tex2d = mat.GetTexture(propName) as Texture2D;
if (tex2d == null || string.IsNullOrEmpty(tex2d.name)) return false;
var key = CreateKey(MaidHelper.GetGuid(maid), slotName, mat.name, tex2d.name);
var filter2 = new FilterParam(filter);
_filterParams.Add(key.ToString(), filter2);
FilterTexture(tex2d, filter2);
return true;
}
private string GetKey(Maid maid, string slotName, Material material, string propName) {
if (maid == null || material == null || string.IsNullOrEmpty(propName)) {
return null;
}
var tex2d = material.GetTexture(propName) as Texture2D;
if (tex2d == null || string.IsNullOrEmpty(tex2d.name)) {
return null;
}
return CreateKey(MaidHelper.GetGuid(maid), slotName, material.name, tex2d.name).ToString();
}
// 途中版
public static Texture2D convert(RenderTexture rtex) {
var tex2d = new Texture2D(rtex.width, rtex.height, TextureFormat.ARGB32, false, false);
var old = RenderTexture.active;
try {
RenderTexture.active = rtex;
tex2d.ReadPixels(new Rect(0, 0, rtex.width, rtex.height), 0, 0);
tex2d.Apply();
} finally {
RenderTexture.active = old;
}
return tex2d;
}
// private FilterParam GetFilterParam(Material material, TextureEdit texEdit) {
//
// var tex2d = material.GetTexture(texEdit.propName) as Texture2D;
// if (tex2d == null || string.IsNullOrEmpty(tex2d.name)) {
// return null;
// }
// var key = new StringBuilder();
// key.Append(texEdit.slotName).Append('/').Append(material.name).Append('/').Append(tex2d.name);
// rerturn filterParams.GetOrAdd(key.ToString());
// }
private FilterParam GetFilterParam(Maid maid, string slotName, Material material, string propName) {
var key = GetKey(maid, slotName, material, propName);
return _filterParams.GetOrAdd(key);
}
private void FilterTexture(
IDictionary<string, List<Material>> slotMaterials,
List<Texture2D> textures, Maid maid, EditTarget texEdit) {
List<Material> materials;
if (slotMaterials.TryGetValue(texEdit.slotName, out materials)) {
FilterTexture(materials, textures, maid, texEdit);
}
}
private void FilterTexture(
ICollection<Material> slotMaterials,
List<Texture2D> textures, Maid maid, EditTarget texEdit) {
Material material = null;
Texture2D texture = null;
{
if ( slotMaterials != null ) {
material = slotMaterials.ElementAtOrDefault(texEdit.matNo);
if (material != null) {
texture = material.GetTexture(texEdit.propName) as Texture2D;
}
}
}
if (material == null || texture == null) return;
var filterParam = GetFilterParam(maid, texEdit.slotName, material, texEdit.propName);
if (!filterParam.Dirty.Value) return;
FilterTexture(texture, filterParam);
}
// キャッシュにテクスチャソースを保持する
private void FilterTexture(Texture2D texture, FilterParam filter) {
var orgTex = _originalTexCache.GetOrAdd(texture);
orgTex.dirty = false;
filter.ClearDirtyFlag();
FilterTexture(texture, orgTex.texture, filter);
}
public Texture2D ApplyFilter(Texture2D srcTex, FilterParam filter) {
var dstTex = UnityEngine.Object.Instantiate(srcTex) as Texture2D;
FilterTexture(dstTex, srcTex, filter);
return dstTex;
}
public void FilterTexture(Texture2D dstTex, Texture2D srcTex, FilterParam filterParam) {
var outputBase = filterParam.OutputMin * 0.01f;
var outputScale = (filterParam.OutputMax - filterParam.OutputMin) * 0.01f;
var inputDelta = filterParam.InputMax - filterParam.InputMin;
if (inputDelta < 0.001f) inputDelta = 0.01f; // ゼロ除算を避けるため
float mid = filterParam.InputMid;
if (mid < 0.001f) mid = 0.01f; // NegativeInfinityを避けるため
var inputExp = Mathf.Log(mid * 0.01f) / Mathf.Log(0.5f);
var inputBase = (-filterParam.InputMin / (inputDelta));
var inputScale = 1f / (inputDelta * 0.01f);
var hue = filterParam.Hue / 360f;
var saturation = filterParam.Saturation / 100f;
var lightness = filterParam.Lightness / 100f;
Filter(dstTex, srcTex, (color) =>
{
Color c = color;
c.r = Mathf.Clamp01(c.r * inputScale + inputBase);
c.g = Mathf.Clamp01(c.g * inputScale + inputBase);
c.b = Mathf.Clamp01(c.b * inputScale + inputBase);
if (!ColorUtil.Equals(inputExp, 1f)) {
c.r = Mathf.Pow(c.r, inputExp);
c.g = Mathf.Pow(c.g, inputExp);
c.b = Mathf.Pow(c.b, inputExp);
}
var hsl = ColorUtil.RGB2HSL(ref c);
hsl.x = (hsl.x + hue) % 1f;
hsl.y *= saturation;
hsl.z *= lightness;
c = ColorUtil.HSL2RGB(ref hsl);
c.r = c.r * outputScale + outputBase;
c.g = c.g * outputScale + outputBase;
c.b = c.b * outputScale + outputBase;
return c;
});
}
private void Filter(Texture2D dstTexture, Texture2D srcTexture, Func<Color32, Color32> mapFunc) {
if (dstTexture == null || srcTexture == null || dstTexture.width != srcTexture.width || dstTexture.height != srcTexture.height) {
return;
}
var maxIndex = dstTexture.width * dstTexture.height;
var src = srcTexture.GetPixels32(0);
var dst = dstTexture.GetPixels32(0);
for (var i = 0; i < maxIndex; i++) {
dst[i] = mapFunc(src[i]);
}
dstTexture.SetPixels32(dst);
dstTexture.Apply();
}
private class FilterParams {
private readonly Dictionary<string, FilterParam> _params = new Dictionary<string, FilterParam>();
public void Clear() {
_params.Clear();
}
public void Add(string key, FilterParam filter) {
_params[key] = filter;
}
public FilterParam Get(string key) {
FilterParam p;
return _params.TryGetValue(key, out p) ? p : null;
}
public FilterParam GetOrAdd(string key) {
FilterParam p;
if (_params.TryGetValue(key, out p)) return p;
p = new FilterParam();
_params[key] = p;
return p;
}
public bool Remove(string key) {
return _params.Remove(key);
}
}
public class FilterParam {
private static readonly NamedRange HueRange = new NamedRange("色相", 0f, 360f);
private static readonly NamedRange SaturRange = new NamedRange("彩度", 0f, 200f);
private static readonly NamedRange LightRange = new NamedRange("明度", 0f, 200f);
private static readonly NamedRange InpMinRange = new NamedRange("InpMin", 0f, 100f);
private static readonly NamedRange InpMaxRange = new NamedRange("InpMax", 0f, 100f);
private static readonly NamedRange InpMidRange = new NamedRange("InpMid", 0f, 100f);
private static readonly NamedRange OutMinRange = new NamedRange("OutMin", 0f, 100f);
private static readonly NamedRange OutMaxRange = new NamedRange("OutMax", 0f, 100f);
public bool IsDirty { get { return Dirty.Value; } }
public DirtyFlag Dirty;
public DirtyValue Hue;
public DirtyValue Saturation;
public DirtyValue Lightness;
public DirtyValue InputMin;
public DirtyValue InputMax;
public DirtyValue InputMid;
public DirtyValue OutputMin;
public DirtyValue OutputMax;
public FilterParam() {
Dirty = new DirtyFlag();
Hue = new DirtyValue(Dirty, HueRange, HueRange.Min);
Saturation = new DirtyValue(Dirty, SaturRange, SaturRange.Max*0.5f);
Lightness = new DirtyValue(Dirty, LightRange, LightRange.Max*0.5f);
InputMin = new DirtyValue(Dirty, InpMinRange, InpMinRange.Min);
InputMax = new DirtyValue(Dirty, InpMaxRange, InpMaxRange.Max);
InputMid = new DirtyValue(Dirty, InpMidRange, InpMidRange.Max*0.5f);
OutputMin = new DirtyValue(Dirty, OutMinRange, OutMinRange.Min);
OutputMax = new DirtyValue(Dirty, OutMaxRange, OutMaxRange.Max);
}
public FilterParam(FilterParam filter) {
Dirty = new DirtyFlag();
Hue = new DirtyValue(Dirty, HueRange, filter.Hue.Value);
Saturation = new DirtyValue(Dirty, SaturRange, filter.Saturation.Value);
Lightness = new DirtyValue(Dirty, LightRange, filter.Lightness.Value);
InputMin = new DirtyValue(Dirty, InpMinRange, filter.InputMin.Value);
InputMax = new DirtyValue(Dirty, InpMaxRange, filter.InputMax.Value);
InputMid = new DirtyValue(Dirty, InpMidRange, filter.InputMid.Value);
OutputMin = new DirtyValue(Dirty, OutMinRange, filter.OutputMin.Value);
OutputMax = new DirtyValue(Dirty, OutMaxRange, filter.OutputMax.Value);
}
public void Clear() {
Dirty.Value = false;
Hue.Value = HueRange.Min;
Saturation.Value = SaturRange.Max*0.5f;
Lightness.Value = LightRange.Max*0.5f;
InputMin.Value = InpMinRange.Min;
InputMax.Value = InpMaxRange.Max;
InputMid.Value = InpMidRange.Max*0.5f;
OutputMin.Value = OutMinRange.Min;
OutputMax.Value = OutMaxRange.Max;
}
private static readonly float THRESHOLD = 0.01f;
// 初期値から変更されたかを判定する
public bool HasNotChanged() {
return ( Hue.Value < THRESHOLD &&
InputMin.Value < THRESHOLD &&
OutputMin.Value < THRESHOLD &&
(InpMaxRange.Max - InputMax.Value) < THRESHOLD &&
(OutMaxRange.Max - OutputMax.Value) < THRESHOLD &&
Math.Abs(Lightness.Value - 100f) < THRESHOLD &&
Math.Abs(Saturation.Value - 100f) < THRESHOLD &&
Math.Abs(InputMid.Value - 50f) < THRESHOLD );
}
public void ClearDirtyFlag() {
Dirty.Value = false;
}
private string message;
private long endTicks;
public void ProcGUI(Texture2D tex2d) {
float margin = uiParams.margin;
guiSlider(margin, Hue);
guiSlider(margin, Saturation);
guiSlider(margin, Lightness);
if (guiSlider(margin, InputMin)) {
if (InputMin.Value > InputMax.Value) InputMax.Value = InputMin.Value;
//if (InputMin.Value > InputMid.Value) InputMid.Value = InputMin.Value;
}
if (guiSlider(margin, InputMax)) {
if (InputMax.Value < InputMin.Value) InputMin.Value = InputMax.Value;
//if (InputMax.Value < InputMid.Value) InputMid.Value = InputMax.Value;
}
guiSlider(margin, InputMid);
// if (InputMid.Value > InputMax.Value) InputMax.Value = InputMid.Value;
// if (InputMid.Value < InputMin.Value) InputMin.Value = InputMid.Value;
if (guiSlider(margin, OutputMin)) {
if (OutputMin.Value > OutputMax.Value) OutputMax.Value = OutputMin.Value;
}
if (guiSlider(margin, OutputMax)) {
if (OutputMin.Value > OutputMax.Value) OutputMin.Value = OutputMax.Value;
}
GUILayout.Space(margin);
GUILayout.BeginHorizontal();
try {
GUILayout.Space(margin * 4f);
if (GUILayout.Button("リセット", uiParams.bStyleSC)) {
Clear();
Dirty.Value = true;
}
if (GUILayout.Button("png出力", uiParams.bStyleSC)) {
try {
var bytes = tex2d.EncodeToPNG();
var dir = OUT_UTIL.GetExportDirectory();
var date = DateTime.Now;
var name = tex2d.name + "_" + date.ToString("MMddHHmmss") + ".png";
var path = Path.Combine(dir, name);
OUT_UTIL.WriteBytes(path, bytes);
endTicks = date.Ticks + 10000000L * 10;
message = name + "を出力しました";
LogUtil.Log("png ファイルを出力しました。file=", path);
} catch(Exception e) {
var date = DateTime.Now;
endTicks = date.Ticks + 10000000L * 10;
message = "png出力に失敗しました。";
LogUtil.Log(message, e);
}
//StartCoroutine( DelaySecond(10, () => {message = string.Empty; }) );
}
GUILayout.Space(margin * 4f);
} finally {
GUILayout.EndHorizontal();
}
if (!string.IsNullOrEmpty(message)) {
GUILayout.Label(message, uiParams.lStyleS);
if (endTicks <= DateTime.Now.Ticks) {
message = string.Empty;
}
} else {
GUILayout.Space(margin * 2f);
}
}
private bool guiSlider(float margin, DirtyValue dirtyValue) {
var val = dirtyValue.Value;
GUILayout.BeginHorizontal();
try {
GUILayout.Label(dirtyValue.Name, uiParams.lStyle, GUILayout.Width(64));
GUILayout.Label(val.ToString("F0"), uiParams.lStyle, GUILayout.Width(32));
GUILayout.BeginVertical();
GUILayout.Space(margin*5f);
val = GUILayout.HorizontalSlider(val, dirtyValue.Min, dirtyValue.Max );
GUILayout.EndVertical();
GUILayout.Space(margin *3);
} finally {
GUILayout.EndHorizontal();
}
if (NumberUtil.Equals(dirtyValue.Value, val)) return false;
dirtyValue.Value = val;
return true;
}
}
public class DirtyFlag {
public bool Value;
}
public class NamedRange {
public string Name { get; private set; }
public float Min { get; private set; }
public float Max { get; private set; }
public NamedRange(string name, float min, float max) {
Name = name;
Min = min;
Max = max;
}
}
public class DirtyValue {
private DirtyFlag dirtyFlag;
private float val;
private NamedRange range;
public string Name { get { return range.Name;} }
public float Min { get { return range.Min;} }
public float Max { get { return range.Max;} }
public float Value {
get { return val; }
set {
var v = Mathf.Clamp(value, Min, Max);
if (val.Equals(v)) return;
val = v;
dirtyFlag.Value = true;
}
}
public DirtyValue(DirtyFlag dirtyFlag, NamedRange range, float val ) {
this.range = range;
this.dirtyFlag = dirtyFlag;
this.val = val;
}
public static implicit operator float (DirtyValue dirtyValue) {
return dirtyValue.val;
}
}
private class TextureHolder {
public bool dirty;
public Texture2D texture;
}
private class OriginalTextureCache {
private readonly Dictionary<string, TextureHolder> _cacheDic =
new Dictionary<string, TextureHolder>();
public void Clear() {
// テクスチャの開放
foreach (var texHolder in _cacheDic.Values) {
try {
UnityEngine.Object.Destroy(texHolder.texture);
} catch {
// ignored
}
}
}
public void Refresh(Texture2D[] maidTextures) {
// 既に使われなくなったテクスチャを削除
var nonExistNames = new List<string>();
foreach (var key in _cacheDic.Keys) {
var b = maidTextures.Any(t => t.name == key);
if (!b) {
nonExistNames.Add(key);
}
}
foreach (var name in nonExistNames) {
TextureHolder texHolder;
if (_cacheDic.TryGetValue(name, out texHolder)) {
UnityEngine.Object.Destroy(texHolder.texture);
}
_cacheDic.Remove(name);
}
// 知らないテクスチャを追加
foreach (var t in maidTextures) {
if (_cacheDic.ContainsKey(t.name)) continue;
var texHolder = new TextureHolder {
texture = UnityEngine.Object.Instantiate(t),
dirty = false
};
_cacheDic[t.name] = texHolder;
}
}
public TextureHolder GetOrAdd(Texture2D tex) {
TextureHolder holder;
if (_cacheDic.TryGetValue(tex.name, out holder)) return holder;
holder = new TextureHolder {texture = UnityEngine.Object.Instantiate(tex)};
_cacheDic[tex.name] = holder;
return holder;
}
/// <summary>テクスチャキャッシュを削除する</summary>
/// <param name="texName">テクスチャ名</param>
/// <returns>削除された場合にtrue</returns>
public bool Remove(string texName) {
TextureHolder holder;
if (!_cacheDic.TryGetValue(texName, out holder)) return false;
UnityEngine.Object.DestroyImmediate(holder.texture);
return _cacheDic.Remove(texName);
}
public void SetDirty(Texture2D texture) {
if (texture != null) {
SetDirty(texture.name);
}
}
public void SetDirty(string name) {
_cacheDic[name].dirty = true;
}
public bool IsDirty(Texture2D texture) {
return texture != null && IsDirty(texture.name);
}
public bool IsDirty(string name) {
TextureHolder texHolder;
return _cacheDic.TryGetValue(name, out texHolder) && texHolder.dirty;
}
public Texture2D GetOriginalTexture(Texture2D texture) {
return texture != null ? GetOriginalTexture(texture.name) : null;
}
public Texture2D GetOriginalTexture(string name) {
TextureHolder t;
return _cacheDic.TryGetValue(name, out t) ? t.texture : null;
}
}
}
public class EditTarget {
public string slotName;
public int matNo;
public string propName;
public PropKey propKey;
public EditTarget() {
Clear();
}
// テクスチャエディット対象を無効にする
public void Clear() {
slotName = string.Empty;
matNo = -1;
propName = string.Empty;
propKey = PropKey.Unkown;
}
public bool IsValid() {
return (matNo >= 0 && slotName.Length != 0 && propName.Length != 0);
}
}
}