Textur mithilfe von ImageS harp decodieren und codieren
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Mit Aspose.3D for .NET verwenden Entwickler externe Bildcodierer und-decoder, um Texturen zu laden oder Texturen in verschiedene Bildformate zu speichern.
Implemen tieren Sie einen Textur-Codec mit ImageS harp
Verwenden Sie die folgende Klasse, um Textur-Encoder und Textur-Decoder zu definieren:
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Text; | |
using Aspose.ThreeD.Utilities; | |
using Aspose.ThreeD.Render; | |
using SixLabors.ImageSharp; | |
using SixLabors.ImageSharp.PixelFormats; | |
using System.Runtime.InteropServices; | |
using SixLabors.ImageSharp.Formats; | |
namespace Aspose.ThreeD | |
{ | |
/// <summary> | |
/// Uses ImageSharp for encoding/decoding textures for Aspose.3D textures. | |
/// </summary> | |
public class ImageSharpCodec : ITextureCodec, ITextureDecoder | |
{ | |
class Encoder<T> : ITextureEncoder where T:IImageEncoder, new() | |
{ | |
public string FileExtension { get; } | |
public Encoder(string ext) | |
{ | |
FileExtension = ext; | |
} | |
public void Encode(TextureData texture, Stream stream) | |
{ | |
var bmp = ToBitmap(texture); | |
var encoder = new T(); | |
bmp.Save(stream, encoder); | |
} | |
} | |
/// <summary> | |
/// Convert TextureData to Image | |
/// </summary> | |
/// <param name="td"></param> | |
/// <returns></returns> | |
public unsafe static Image<Bgra32> ToBitmap(TextureData td) | |
{ | |
using(var map = td.MapPixels(PixelMapMode.ReadOnly, PixelFormat.A8R8G8B8)) | |
{ | |
var ret = new Image<Bgra32>(td.Width, td.Height); | |
ret.ProcessPixelRows(accessor => | |
{ | |
fixed (byte* p = map.Data) | |
{ | |
for (int y = 0; y < ret.Height; y++) | |
{ | |
var offset = y * map.Stride; | |
var src = new Span<Bgra32>(p + offset, map.Stride); | |
var dst = accessor.GetRowSpan(y); | |
src.CopyTo(dst); | |
} | |
} | |
}); | |
return ret; | |
} | |
} | |
/// <summary> | |
/// Convert Image to TextureData | |
/// </summary> | |
/// <param name="img"></param> | |
/// <param name="reverseY"></param> | |
/// <returns></returns> | |
public unsafe static TextureData ToTextureData(Image<Bgra32> img, bool reverseY) | |
{ | |
var ret = new TextureData(img.Width, img.Height, PixelFormat.A8R8G8B8); | |
using (var map = ret.MapPixels(PixelMapMode.WriteOnly)) | |
{ | |
img.ProcessPixelRows(accessor => | |
{ | |
fixed (byte* src = map.Data) | |
{ | |
for (int y = 0; y < img.Height; y++) | |
{ | |
var offset = 0; | |
if (reverseY) | |
offset = (map.Height - y - 1) * map.Stride; | |
else | |
offset = y * map.Stride; | |
var dst = new Span<Bgra32>(src + offset, map.Stride); | |
var row = accessor.GetRowSpan(y); | |
row.CopyTo(dst); | |
} | |
} | |
}); | |
} | |
return ret; | |
} | |
/// <summary> | |
/// Decode texture from stream, return null if failed to decode. | |
/// </summary> | |
/// <param name="stream">Texture data source stream</param> | |
/// <param name="reverseY">Flip the texture</param> | |
/// <returns>Decoded texture data or null if not supported.</returns> | |
public unsafe TextureData Decode(Stream stream, bool reverseY) | |
{ | |
using (var img = Image.Load<Bgra32>(stream)) | |
{ | |
return ToTextureData(img, reverseY); | |
} | |
} | |
/// <summary> | |
/// Gets supported texture decoders. | |
/// </summary> | |
/// <returns></returns> | |
public ITextureDecoder[] GetDecoders() | |
{ | |
return new ITextureDecoder[] { this }; | |
} | |
/// <summary> | |
/// Gets supported texture encoders. | |
/// </summary> | |
/// <returns></returns> | |
public ITextureEncoder[] GetEncoders() | |
{ | |
List<ITextureEncoder> ret = new List<ITextureEncoder>(); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Bmp.BmpEncoder>("bmp")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Png.PngEncoder>("png")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Jpeg.JpegEncoder>("jpg")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Jpeg.JpegEncoder>("jpeg")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Pbm.PbmEncoder>("pbm")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Gif.GifEncoder>("gif")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Tga.TgaEncoder>("tga")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Tiff.TiffEncoder>("tif")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Tiff.TiffEncoder>("tiff")); | |
ret.Add(new Encoder<SixLabors.ImageSharp.Formats.Webp.WebpEncoder>("webp")); | |
return ret.ToArray(); | |
} | |
} | |
} |
Registrieren Sie es bei Aspose.3D
Jetzt registrieren wir es in Aspsoe.3D:
Aspose.ThreeD.Render.TextureCodec.RegisterCodec(new Aspose.ThreeD.ImageSharpCodec());
Wenn dieser Codec registriert wurde, können alle von ImageS harp unterstützten Bildformate in Texture Data.Save verwendet werden.