ToukaScreenShot.cs 8.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Globalization;
  5. using System.IO;
  6. using System.Reflection;
  7. using ExIni;
  8. using UnityEngine;
  9. using UnityInjector;
  10. using UnityInjector.Attributes;
  11. namespace CM3D2.ToukaScreenShot.Plugin
  12. {
  13. [PluginVersion("0.1.1.0")]
  14. [PluginName("Com3d2.ToukaScreenShot.Plugin")]
  15. [PluginFilter("COM3D2x64")]
  16. public class ToukaScreenShot : PluginBase
  17. {
  18. private readonly bool[] bLayerMask = new bool[32];
  19. private readonly FieldInfo fBloom =
  20. typeof(CameraMain).GetField("m_gcBloom", BindingFlags.Instance | BindingFlags.NonPublic);
  21. private bool altKey;
  22. private bool bgActiveBack = true;
  23. private Color bgColorBack = Color.black;
  24. private bool bgVisible = true;
  25. private bool bloomBack;
  26. private bool bloomOff = true;
  27. private bool ctrlKey = true;
  28. private string fileNameEnd = "";
  29. private string fileNameHead = "img";
  30. private string folderName = "ScreenShot";
  31. private Camera mainCamera;
  32. private int maskBack;
  33. private bool noConfigFlg;
  34. private bool shiftKey;
  35. private IniFile sPreferences;
  36. private string triggerKey = "s";
  37. private void Start()
  38. {
  39. sPreferences = Preferences;
  40. var defaultVisibleLayers = new HashSet<int>
  41. {
  42. 0,
  43. 1,
  44. 10
  45. };
  46. for (var i = 0; i < bLayerMask.Length; i++)
  47. bLayerMask[i] = GetValueIni("Visible", $"Layer{i}", defaultVisibleLayers.Contains(i));
  48. folderName = GetValueIni("File", "Folder", "ScreenShot");
  49. fileNameHead = GetValueIni("File", "Head", "img");
  50. fileNameEnd = GetValueIni("File", "End", "");
  51. bgVisible = GetValueIni("Visible", "BG", false);
  52. bloomOff = GetValueIni("Effect", "BloomOff", true);
  53. altKey = GetValueIni("Command", "Alt", false);
  54. ctrlKey = GetValueIni("Command", "Ctrl", true);
  55. shiftKey = GetValueIni("Command", "Shift", false);
  56. triggerKey = GetValueIni("Command", "Trigger", "s");
  57. if (noConfigFlg) SaveConfig();
  58. }
  59. private T GetValueIni<T>(string section, string key, T @default)
  60. {
  61. bool TryParse(string value, out T resultVal)
  62. {
  63. try
  64. {
  65. resultVal = (T) Convert.ChangeType(value, typeof(T), CultureInfo.InvariantCulture);
  66. return true;
  67. }
  68. catch (Exception e)
  69. {
  70. Debug.LogWarning($"Failed to parse {section} => {key} value {value} because {e.Message}");
  71. resultVal = default;
  72. return false;
  73. }
  74. }
  75. var iniKey = sPreferences[section][key];
  76. if (iniKey != null && !string.IsNullOrEmpty(iniKey.Value) &&
  77. TryParse(iniKey.Value, out var result)) return result;
  78. iniKey.Value = Convert.ToString(@default, CultureInfo.InvariantCulture);
  79. result = @default;
  80. noConfigFlg = true;
  81. return result;
  82. }
  83. private void Update()
  84. {
  85. var pressedAlt = Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt);
  86. var pressedCtrl = Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
  87. var pressedShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
  88. if (altKey == pressedAlt && ctrlKey == pressedCtrl && shiftKey == pressedShift && Input.GetKeyDown(triggerKey))
  89. StartCoroutine(ExecScreenShot());
  90. }
  91. private IEnumerator ExecScreenShot()
  92. {
  93. yield return new WaitForEndOfFrame();
  94. mainCamera = Camera.main;
  95. BackUpCamera();
  96. var ss = GetToukaScreenShot();
  97. File.WriteAllBytes(GetTimeFileName(), ss.EncodeToPNG());
  98. Destroy(ss);
  99. // Actually unload textures and GC unused stuff to free up memory
  100. yield return Resources.UnloadUnusedAssets();
  101. GC.Collect();
  102. GameMain.Instance.SoundMgr.PlaySe("se022.ogg", false);
  103. }
  104. private Texture2D GetToukaScreenShot()
  105. {
  106. var ss = GameMain.Instance.CMSystem.ScreenShotSuperSize switch
  107. {
  108. CMSystem.SSSuperSizeType.X1 => 1,
  109. CMSystem.SSSuperSizeType.X2 => 2,
  110. CMSystem.SSSuperSizeType.X4 => 4,
  111. _ => 1
  112. };
  113. var aa = GameMain.Instance.CMSystem.Antialias switch
  114. {
  115. CMSystem.AntiAliasType.None => 0,
  116. CMSystem.AntiAliasType.X2 => 2,
  117. CMSystem.AntiAliasType.X4 => 4,
  118. CMSystem.AntiAliasType.X8 => 8,
  119. _ => 8,
  120. };
  121. var w = Screen.width * ss;
  122. var h = Screen.height * ss;
  123. var rt = RenderTexture.GetTemporary(w, h, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB, aa);
  124. rt.filterMode = FilterMode.Bilinear;
  125. SetCameraMask();
  126. mainCamera.backgroundColor = new Color(0f, 0f, 0f, 1f);
  127. var blackBgTex = RenderScreenShot(rt, w, h);
  128. mainCamera.backgroundColor = new Color(1f, 1f, 1f, 1f);
  129. var whiteBgTex = RenderScreenShot(rt, w, h);
  130. ResetCamera();
  131. mainCamera.targetTexture = null;
  132. RenderTexture.ReleaseTemporary(rt);
  133. var blackPix = blackBgTex.GetPixels32();
  134. var whitePix = whiteBgTex.GetPixels32();
  135. var resultPix = new Color32[blackPix.Length];
  136. for (var i = 0; i < resultPix.Length; i++)
  137. {
  138. var wp = whitePix[i];
  139. var bp = blackPix[i];
  140. var diff = wp.r - bp.r;
  141. if (diff < 0) diff = 0;
  142. resultPix[i] = new Color32((byte)((wp.r + bp.r) >> 1), (byte)((wp.g + bp.g) >> 1), (byte)((wp.b + bp.b) >> 1), (byte) ~diff);
  143. }
  144. var result = new Texture2D(w, h);
  145. result.SetPixels32(resultPix);
  146. // Mark both for destroying so they can be unloaded by UnloadUnusedAssets
  147. Destroy(blackBgTex);
  148. Destroy(whiteBgTex);
  149. return result;
  150. }
  151. private string GetTimeFileName()
  152. {
  153. var targetFolder = Path.Combine(UTY.gameProjectPath, folderName);
  154. if (!Directory.Exists(targetFolder)) Directory.CreateDirectory(targetFolder);
  155. return Path.Combine(targetFolder, $"{fileNameHead}{DateTime.Now:yyyyMMddHHmmss}{fileNameEnd}.png");
  156. }
  157. private void BackUpCamera()
  158. {
  159. maskBack = mainCamera.cullingMask;
  160. bgColorBack = mainCamera.backgroundColor;
  161. if (!bgVisible) bgActiveBack = GameMain.Instance.BgMgr.current_bg_object.activeSelf;
  162. if (!bloomOff) return;
  163. var bloom = (Bloom) fBloom.GetValue(GameMain.Instance.MainCamera);
  164. bloomBack = bloom.enabled;
  165. }
  166. private void ResetCamera()
  167. {
  168. mainCamera.cullingMask = maskBack;
  169. mainCamera.backgroundColor = bgColorBack;
  170. if (!bgVisible) GameMain.Instance.BgMgr.current_bg_object.SetActive(bgActiveBack);
  171. if (!bloomOff) return;
  172. var bloom = (Bloom) fBloom.GetValue(GameMain.Instance.MainCamera);
  173. bloom.enabled = bloomBack;
  174. }
  175. private void SetCameraMask()
  176. {
  177. var num = 0;
  178. for (var i = 0; i < bLayerMask.Length; i++)
  179. if (bLayerMask[i])
  180. num += 1 << i;
  181. mainCamera.cullingMask = num;
  182. if (!bgVisible) GameMain.Instance.BgMgr.current_bg_object.SetActive(false);
  183. if (!bloomOff) return;
  184. var bloom = (Bloom) fBloom.GetValue(GameMain.Instance.MainCamera);
  185. bloom.enabled = false;
  186. }
  187. private Texture2D RenderScreenShot(RenderTexture rt, int w, int h)
  188. {
  189. mainCamera.targetTexture = rt;
  190. mainCamera.Render();
  191. var texture2D = new Texture2D(w, h, TextureFormat.ARGB32, false);
  192. var prev = RenderTexture.active;
  193. RenderTexture.active = rt;
  194. texture2D.ReadPixels(new Rect(0f, 0f, w, h), 0, 0, false);
  195. RenderTexture.active = prev;
  196. return texture2D;
  197. }
  198. }
  199. }