Textur mit SkiaS 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.
Verwenden Sie den folgenden Code, um einen Textur-Codec von SkiaS harp zu definieren
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using Aspose.ThreeD.Render; | |
using System.Runtime.InteropServices; | |
using SkiaSharp; | |
namespace Aspose.ThreeD | |
{ | |
/// <summary> | |
/// Uses SkiaSharp for encoding/decoding textures for Aspose.3D textures. | |
/// </summary> | |
public class SkiaSharpCodec : ITextureCodec, ITextureDecoder | |
{ | |
class SkiaSharpEncoder : ITextureEncoder | |
{ | |
SKEncodedImageFormat format; | |
public string FileExtension { get; } | |
public SkiaSharpEncoder(string ext, SKEncodedImageFormat format) | |
{ | |
FileExtension = ext; | |
this.format = format; | |
} | |
public void Encode(TextureData texture, Stream stream) | |
{ | |
var bmp = ToBitmap(texture); | |
using (var tmp = bmp.Encode(format, 100).AsStream()) | |
{ | |
tmp.CopyTo(stream); | |
} | |
} | |
} | |
/// <summary> | |
/// Convert TextureData to Image | |
/// </summary> | |
/// <param name="td"></param> | |
/// <returns></returns> | |
public unsafe static SKBitmap ToBitmap(TextureData td) | |
{ | |
var info = new SKImageInfo(td.Width, td.Height, SKColorType.Rgba8888); | |
var ret = new SKBitmap(info); | |
var pixels = new SKColor[td.Width * td.Height]; | |
var pout = 0; | |
using (var map = td.MapPixels(PixelMapMode.ReadOnly, PixelFormat.A8R8G8B8)) | |
{ | |
var bytes = map.Data; | |
for (int y = 0; y < map.Height; y++) | |
{ | |
int p = map.Stride * y; | |
for (int x = 0; x < map.Width; x++, p += 4) | |
{ | |
byte a = bytes[p+0]; | |
byte r = bytes[p+1]; | |
byte g = bytes[p+2]; | |
byte b = bytes[p+3]; | |
pixels[pout++] = new SKColor(r, g, b, a); | |
} | |
} | |
} | |
ret.Pixels = pixels; | |
return ret; | |
} | |
/// <summary> | |
/// Convert Image to TextureData | |
/// </summary> | |
/// <param name="img"></param> | |
/// <param name="reverseY"></param> | |
/// <returns></returns> | |
public unsafe static TextureData ToTextureData(SKBitmap img, bool reverseY) | |
{ | |
var ret = new TextureData(img.Width, img.Height, PixelFormat.A8R8G8B8); | |
if (img.ColorType == SKColorType.Rgba8888) | |
CopyTo(img, ret, reverseY); | |
else | |
{ | |
using (var tmp = new SKBitmap(img.Width, img.Height, SKColorType.Bgra8888, SKAlphaType.Opaque)) | |
{ | |
using (var canvas = new SKCanvas(tmp)) | |
{ | |
canvas.DrawBitmap(img, SKPoint.Empty); | |
} | |
CopyTo(tmp, ret, reverseY); | |
} | |
} | |
return ret; | |
} | |
private unsafe static void CopyTo(SKBitmap bitmap, TextureData td, bool reverseY) | |
{ | |
var src = bitmap.GetPixels(); | |
using (var map = td.MapPixels(PixelMapMode.WriteOnly, PixelFormat.A8R8G8B8)) | |
{ | |
var stride = 4 * bitmap.Width; | |
var rows = map.Height; | |
for (int y = 0; y < rows; y++) | |
{ | |
var sRow = src + stride * y; | |
var dRow = reverseY ? (rows - 1 - y) * stride : y * stride; | |
Marshal.Copy(sRow, map.Data, dRow, stride); | |
} | |
} | |
} | |
/// <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 bmp = SKBitmap.Decode(stream)) | |
{ | |
return ToTextureData(bmp, 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 SkiaSharpEncoder("bmp", SKEncodedImageFormat.Bmp)); | |
ret.Add(new SkiaSharpEncoder("dng", SKEncodedImageFormat.Dng)); | |
ret.Add(new SkiaSharpEncoder("webp", SKEncodedImageFormat.Webp)); | |
ret.Add(new SkiaSharpEncoder("avif", SKEncodedImageFormat.Avif)); | |
ret.Add(new SkiaSharpEncoder("heif", SKEncodedImageFormat.Heif)); | |
ret.Add(new SkiaSharpEncoder("png", SKEncodedImageFormat.Png)); | |
ret.Add(new SkiaSharpEncoder("jpg", SKEncodedImageFormat.Jpeg)); | |
ret.Add(new SkiaSharpEncoder("jpeg", SKEncodedImageFormat.Jpeg)); | |
ret.Add(new SkiaSharpEncoder("astc", SKEncodedImageFormat.Astc)); | |
ret.Add(new SkiaSharpEncoder("ktx", SKEncodedImageFormat.Ktx)); | |
ret.Add(new SkiaSharpEncoder("gif", SKEncodedImageFormat.Gif)); | |
ret.Add(new SkiaSharpEncoder("ico", SKEncodedImageFormat.Ico)); | |
ret.Add(new SkiaSharpEncoder("pkm", SKEncodedImageFormat.Pkm)); | |
ret.Add(new SkiaSharpEncoder("wbmp", SKEncodedImageFormat.Wbmp)); | |
return ret.ToArray(); | |
} | |
} | |
} |
Registrieren Sie es bei Aspose.3D
Aspose.ThreeD.Render.TextureCodec.RegisterCodec(new Aspose.ThreeD.SkiaSharpCodec());
Wenn dieser Codec registriert wurde, können alle von SkiaS harp unterstützten Bildformate in Texture Data.Save verwendet werden.