Texture resize done using raw data from texture2d. Got rid of unused plugins. Improved image change timing
This commit is contained in:
@@ -1,15 +1,13 @@
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using System.Collections;
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using System.IO;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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using Image = UnityEngine.UI.Image;
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using Color = UnityEngine.Color;
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using SixLabors.ImageSharp.Processing;
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using SixLabors.ImageSharp;
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public class PhotoFrame : MonoBehaviour
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{
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const float PHOTO_INTERVAL = 5f;
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const float ANIMATION_LENGTH = 2f;
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[SerializeField]
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GameObject mainUI;
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@@ -35,6 +33,7 @@ public class PhotoFrame : MonoBehaviour
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public void Start()
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{
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Screen.sleepTimeout = SleepTimeout.NeverSleep;
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currentImage = 0;
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ActivateUI(true);
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}
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@@ -86,13 +85,12 @@ public class PhotoFrame : MonoBehaviour
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NextImage.color = transparent;
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while (true)
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{
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var startTime = Time.realtimeSinceStartup;
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int imageIndex = Random.Range(0, loader.images.Count);
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string imageUrl = loader.images[imageIndex];
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var path = Application.persistentDataPath + "/source." + System.IO.Path.GetExtension(imageUrl);
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var request = UnityWebRequest.Get(imageUrl);
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request.downloadHandler = new DownloadHandlerFile(path);
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request.downloadHandler = new DownloadHandlerTexture(true);
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yield return request.SendWebRequest();
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if (request.isNetworkError || request.isHttpError)
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@@ -101,19 +99,28 @@ public class PhotoFrame : MonoBehaviour
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continue;
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}
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SetImageTexture(NextImage, path);
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request.downloadHandler.Dispose();
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var downloadTime = Time.realtimeSinceStartup - startTime;
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if (PHOTO_INTERVAL > downloadTime)
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{
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yield return new WaitForSeconds(PHOTO_INTERVAL - downloadTime);
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}
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var dh = request.downloadHandler as DownloadHandlerTexture;
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var tex = dh.texture;
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SetImageTexture(NextImage, tex);
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dh.Dispose();
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request.Dispose();
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float currentStart = CurrentImage.color.a;
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float currentFinish = transparent.a;
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float nextStart = NextImage.color.a;
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float nextFinish = opaque.a;
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float startTime = Time.time;
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while (Time.time < startTime + 2f)
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startTime = Time.time;
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while (Time.time < startTime + ANIMATION_LENGTH)
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{
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float ct = Time.time;
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float x = (ct - startTime) / 2f;
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float x = (ct - startTime) / ANIMATION_LENGTH;
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float currentA = currentStart + x * (currentFinish - currentStart);
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Color cC = new Color(CurrentImage.color.r, CurrentImage.color.g, CurrentImage.color.b, currentA);
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CurrentImage.color = cC;
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@@ -122,7 +129,6 @@ public class PhotoFrame : MonoBehaviour
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NextImage.color = nC;
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yield return null;
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}
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yield return new WaitForSeconds(5f);
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currentImage = (currentImage + 1) % images.Length;
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Resources.UnloadUnusedAssets();
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@@ -130,7 +136,7 @@ public class PhotoFrame : MonoBehaviour
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}
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}
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private void SetImageTexture(Image nextImage, string path)
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private void SetImageTexture(Image nextImage, Texture2D tex)
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{
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if (nextImage.sprite != null)
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{
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@@ -155,31 +161,13 @@ public class PhotoFrame : MonoBehaviour
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maxWidth = 2048;
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maxHeight = (int)(2048 / imageWidth * imageHeight);
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}
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Texture2D tex = new Texture2D(2, 2);
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tex.LoadImage(File.ReadAllBytes(path));
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float factor = Mathf.Min((float) maxWidth / tex.width, (float)maxHeight / tex.height);
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int newWidth = (int)(tex.width * factor);
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int newHeight = (int)(tex.height * factor);
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Destroy(tex);
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var newPath = Scale(path, newWidth, newHeight);
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tex = new Texture2D(2, 2);
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tex.LoadImage(File.ReadAllBytes(newPath));
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//TextureScale.Bilinear(tex, newWidth, newHeight);
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//TextureScale.Point(tex, newWidth, newHeight);
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//Color[] cs = tex.GetPixels();
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TextureScale.Bilinear(tex, newWidth, newHeight);
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var sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
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nextImage.sprite = sprite;
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nextImage.rectTransform.anchorMin = new Vector2((maxWidth - (float)newWidth) / maxWidth / 2, (maxHeight - (float)newHeight) / maxHeight / 2);
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}
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private string Scale(string path, int newWidth, int newHeight)
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{
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var resultPath = Path.GetDirectoryName(path) + "/target." + Path.GetExtension(path);
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using (SixLabors.ImageSharp.Image image = SixLabors.ImageSharp.Image.Load(path))
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{
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image.Mutate(x => x.Resize(newWidth, newHeight));
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image.Save(resultPath);
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}
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return resultPath;
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}
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}
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@@ -1,4 +1,10 @@
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using System.Threading;
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// Initial version at: http://wiki.unity3d.com/index.php/TextureScale#TextureScale.cs
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// Modified by ftc to work with raw texture data (it consumes less memory).
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// Currently works only on RGB24 and RGBA32 textures.
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using System;
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using System.Threading;
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using Unity.Collections;
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using UnityEngine;
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public class TextureScale
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@@ -14,8 +20,10 @@ public class TextureScale
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}
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}
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private static Color32[] texColors;
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private static NativeArray<byte> texBytes;
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private static TextureFormat texFormat;
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private static Color32[] newColors;
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private static int h;
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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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@@ -35,8 +43,16 @@ public class TextureScale
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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.GetPixels32();
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newColors = new Color32[newWidth * newHeight];
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texBytes = tex.GetRawTextureData<byte>();
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texFormat = tex.format;
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if (texFormat != TextureFormat.RGB24 && texFormat != TextureFormat.RGBA32)
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{
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throw new NotImplementedException();
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}
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if (newColors == null || newColors.Length < newWidth * newHeight)
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{
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newColors = new Color32[newWidth * newHeight];
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}
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if (useBilinear)
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{
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ratioX = 1.0f / ((float)newWidth / (tex.width - 1));
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@@ -48,6 +64,7 @@ public class TextureScale
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ratioY = ((float)tex.height) / newHeight;
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}
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w = tex.width;
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h = tex.height;
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w2 = newWidth;
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var cores = Mathf.Min(SystemInfo.processorCount, newHeight);
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var slice = newHeight / cores;
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@@ -96,19 +113,63 @@ public class TextureScale
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}
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tex.Resize(newWidth, newHeight);
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tex.SetPixels32(newColors);
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var newBytes = tex.GetRawTextureData<byte>();
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for (int i = 0; i < newWidth * newHeight; i++)
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{
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var color = newColors[i];
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if (tex.format == TextureFormat.RGB24)
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{
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int s = 3 * i;
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newBytes[s] = color.r;
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newBytes[s + 1] = color.g;
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newBytes[s + 2] = color.b;
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}
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else if (tex.format == TextureFormat.RGBA32)
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{
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int s = 4 * i;
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newBytes[s] = color.r;
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newBytes[s + 1] = color.g;
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newBytes[s + 2] = color.b;
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newBytes[s + 3] = color.a;
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}
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}
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tex.Apply();
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texColors = null;
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newColors = null;
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//newColors = null;
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}
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private static Color32 GetColor(int position)
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{
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if (texFormat == TextureFormat.RGB24)
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{
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int s = (int)position * 3;
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Color32 result = new Color32();
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result.r = texBytes[s];
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result.g = texBytes[s + 1];
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result.b = texBytes[s + 2];
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result.a = 0;
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return result;
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}
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else if (texFormat == TextureFormat.RGBA32)
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{
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int s = (int)position * 4;
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Color32 result = new Color32();
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result.r = texBytes[s];
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result.g = texBytes[s + 1];
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result.b = texBytes[s + 2];
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result.a = texBytes[s + 3];
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return result;
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}
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else throw new NotImplementedException();
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}
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public static void BilinearScale(System.Object obj)
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{
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ThreadData threadData = (ThreadData)obj;
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for (var y = threadData.start; y < threadData.end; y++)
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{
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int yFloor = (int)Mathf.Floor(y * ratioY);
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while (yFloor + 1 >= h) yFloor--;
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var y1 = yFloor * w;
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var y2 = (yFloor + 1) * w;
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var yw = y * w2;
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@@ -117,12 +178,11 @@ public class TextureScale
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{
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int xFloor = (int)Mathf.Floor(x * ratioX);
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var xLerp = x * ratioX - xFloor;
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newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor + 1], xLerp),
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ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor + 1], xLerp),
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y * ratioY - yFloor);
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var c1 = ColorLerpUnclamped(GetColor(y1 + xFloor), GetColor(y1 + xFloor + 1), xLerp);
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var c2 = ColorLerpUnclamped(GetColor(y2 + xFloor), GetColor(y2 + xFloor + 1), xLerp);
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newColors[yw + x] = ColorLerpUnclamped(c1, c2, y * ratioY - yFloor);
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}
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}
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mutex.WaitOne();
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finishCount++;
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mutex.ReleaseMutex();
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@@ -137,7 +197,7 @@ public class TextureScale
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var yw = y * w2;
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for (var x = 0; x < w2; x++)
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{
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newColors[yw + x] = texColors[(int)(thisY + ratioX * x)];
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newColors[yw + x] = GetColor((int)(thisY + ratioX * x));
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}
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}
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