Added VRAM preview, changed the quantization output so it resables what we wish to export
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@@ -1,20 +1,18 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class ImageQuantizer
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{
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/// <summary>
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/// Quantizes a texture and outputs a 3D pixel array.
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/// </summary>
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/// <param name="image">The input texture.</param>
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/// <param name="maxColors">The maximum number of colors in the quantized image.</param>
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/// <param name="maxIterations">The maximum number of iterations for the k-means algorithm.</param>
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/// <returns>A tuple containing a 3D pixel array and the color lookup table.</returns>
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public static (float[,,], Vector3[,]) Quantize(Texture2D image, int maxColors, int maxIterations = 10)
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public static (ushort[], float[]) Quantize(Texture2D image, int bpp, int maxIterations = 10)
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{
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int width = image.width;
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int height = image.height;
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int maxColors = (int)Math.Pow(bpp, 2);
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List<Vector3> centroids = InitializeCentroids(image, maxColors);
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Color[] pixels = image.GetPixels();
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@@ -24,17 +22,16 @@ public class ImageQuantizer
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pixelColors[i] = new Vector3(pixels[i].r, pixels[i].g, pixels[i].b);
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}
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// Storage for pixel-to-centroid assignments
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int[] assignments = new int[pixelColors.Length];
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ushort[] assignments = new ushort[pixelColors.Length];
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// Perform k-means clustering
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for (int iteration = 0; iteration < maxIterations; iteration++)
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{
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bool centroidsChanged = false;
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// Step 1: Assign each pixel to the closest centroid
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for (int i = 0; i < pixelColors.Length; i++)
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{
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int closestCentroid = GetClosestCentroid(pixelColors[i], centroids);
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ushort closestCentroid = (ushort)GetClosestCentroid(pixelColors[i], centroids);
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if (assignments[i] != closestCentroid)
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{
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assignments[i] = closestCentroid;
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@@ -42,7 +39,6 @@ public class ImageQuantizer
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}
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}
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// Step 2: Recalculate centroids
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Vector3[] newCentroids = new Vector3[centroids.Count];
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int[] centroidCounts = new int[centroids.Count];
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@@ -70,23 +66,59 @@ public class ImageQuantizer
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centroids = new List<Vector3>(newCentroids);
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}
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float[,,] pixelArray = new float[width, height, 3];
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int pixelSize = bpp == 4 ? 4 : bpp == 8 ? 2 : 1;
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int adjustedWidth = width / pixelSize;
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ushort[] pixelArray = new ushort[adjustedWidth * height];
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ushort packIndex = 0;
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int bitShift = 0;
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for (int i = 0; i < pixelColors.Length; i++)
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{
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int x = i % width;
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int y = i / width;
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ushort centroidIndex = assignments[i];
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Vector3 centroidColor = centroids[assignments[i]];
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pixelArray[x, y, 0] = centroidColor.x; // Red
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pixelArray[x, y, 1] = centroidColor.y; // Green
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pixelArray[x, y, 2] = centroidColor.z; // Blue
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// For 4bpp, we need to pack 4 indices into a single integer
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if (bpp == 4)
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{
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pixelArray[packIndex] |= (ushort)(centroidIndex << (bitShift * 4)); // Shift by 4 bits for each index
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bitShift++;
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// Every 4 indices, move to the next position in the pixelArray
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if (bitShift == 4)
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{
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bitShift = 0;
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packIndex++;
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}
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}
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// For 8bpp, we need to pack 2 indices into a single integer
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else if (bpp == 8)
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{
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pixelArray[packIndex] |= (ushort)(centroidIndex << (bitShift * 8)); // Shift by 8 bits for each index
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bitShift++;
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// Every 2 indices, move to the next position in the pixelArray
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if (bitShift == 2)
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{
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bitShift = 0;
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packIndex++;
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}
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}
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// For 15bpp, just place each index directly (no packing)
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else
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{
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pixelArray[packIndex] = centroidIndex;
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packIndex++;
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}
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}
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// Create the CLUT as a 1D array of RGB values
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int actualColors = centroids.Count;
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Vector3[,] clut = new Vector3[actualColors, 1];
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float[] clut = new float[actualColors * 3];
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for (int i = 0; i < actualColors; i++)
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{
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clut[i, 0] = centroids[i];
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clut[i * 3 + 0] = centroids[i].x; // Red
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clut[i * 3 + 1] = centroids[i].y; // Green
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clut[i * 3 + 2] = centroids[i].z; // Blue
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}
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return (pixelArray, clut);
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