Decodificar y codificar textura usando System.Drawing
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Usando Aspose.3D for .NET, los desarrolladores usan codificadores y decodificadores de imágenes externos para cargar texturas o guardar texturas en diferentes formatos de imagen.
Implemente un códec de textura usando System.Drawing
Utilice la siguiente clase para definir los codificadores de textura y el decodificador de textura:
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Drawing; | |
using System.Drawing.Imaging; | |
using Aspose.ThreeD.Render; | |
using System.Runtime.InteropServices; | |
namespace Aspose.ThreeD | |
{ | |
/// <summary> | |
/// Uses System.Drawing for encoding/decoding textures for Aspose.3D textures. | |
/// </summary> | |
public class GdiPlusCodec : ITextureCodec, ITextureDecoder | |
{ | |
class GdiPlusEncoder : ITextureEncoder | |
{ | |
public string FileExtension { get; } | |
private ImageCodecInfo encoder; | |
public GdiPlusEncoder(ImageCodecInfo encoder, string ext) | |
{ | |
this.encoder = encoder; | |
FileExtension = ext; | |
} | |
public void Encode(TextureData texture, Stream stream) | |
{ | |
var bmp = ToBitmap(texture); | |
bmp.Save(stream, encoder, null); | |
} | |
} | |
/// <summary> | |
/// Convert <see cref="TextureData"/> to <see cref="Bitmap"/> | |
/// </summary> | |
/// <param name="td"></param> | |
/// <returns></returns> | |
public static Bitmap ToBitmap(TextureData td) | |
{ | |
using (var map = td.MapPixels(PixelMapMode.ReadOnly, Render.PixelFormat.A8R8G8B8)) | |
{ | |
var ret = new Bitmap(td.Width, td.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb); | |
var bits = ret.LockBits(new Rectangle(0, 0, td.Width, td.Height), ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); | |
for (int y = 0; y < td.Height; y++) | |
{ | |
var srcOffset = y * map.Stride; | |
var destination = bits.Scan0 + y * bits.Stride; | |
Marshal.Copy(map.Data, srcOffset, destination, map.Stride); | |
} | |
ret.UnlockBits(bits); | |
return ret; | |
} | |
} | |
/// <summary> | |
/// Convert <see cref="Bitmap"/> to <see cref="TextureData"/> | |
/// </summary> | |
/// <param name="img"></param> | |
/// <param name="reverseY"></param> | |
/// <returns></returns> | |
public static TextureData ToTextureData(Bitmap img, bool reverseY) | |
{ | |
var ret = new TextureData(img.Width, img.Height, Render.PixelFormat.A8R8G8B8); | |
var bits = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb); | |
using (var map = ret.MapPixels(PixelMapMode.WriteOnly)) | |
{ | |
for (int y = 0; y < map.Height; y++) | |
{ | |
IntPtr srcPtr = bits.Scan0; | |
if(reverseY) | |
srcPtr += (map.Height - y - 1) * bits.Stride; | |
else | |
srcPtr += y * bits.Stride; | |
var dstOffset = y * map.Stride; | |
Marshal.Copy(srcPtr, map.Data, dstOffset, map.Stride); | |
} | |
} | |
img.UnlockBits(bits); | |
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 TextureData Decode(Stream stream, bool reverseY) | |
{ | |
using (var img = (Bitmap)Image.FromStream(stream)) | |
{ | |
var ret = ToTextureData(img, reverseY); | |
return ret; | |
} | |
} | |
/// <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>(); | |
foreach (var encoder in ImageCodecInfo.GetImageEncoders()) | |
{ | |
if (encoder.FilenameExtension == null) | |
continue; | |
var exts = encoder.FilenameExtension.Split(';'); | |
foreach(var fileExt in exts) | |
{ | |
var ext = fileExt; | |
int p = ext.IndexOf('.'); | |
if (p != -1) | |
ext = ext.Substring(p + 1); | |
ret.Add(new GdiPlusEncoder(encoder, ext.ToLowerInvariant())); | |
} | |
} | |
return ret.ToArray(); | |
} | |
} | |
} |
Registrarlo en Aspose.3D
Ahora vamos a registrarlo en Aspsoe.3D:
Aspose.ThreeD.Render.TextureCodec.RegisterCodec(new Aspose.ThreeD.GdiPlusCodec());
Una vez registrado este códec, todos los formatos de imagen compatibles con System.Drawing se pueden utilizar en TextureData.Save.