Added VRAM preview, changed the quantization output so it resables what we wish to export

This commit is contained in:
2025-01-14 14:29:52 +01:00
parent 65e52940ec
commit 242d6ce94c
2 changed files with 144 additions and 49 deletions

View File

@@ -1,22 +1,20 @@
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using PSXSplash.RuntimeCode;
using UnityEngine.Rendering; using UnityEngine.Rendering;
using System.Threading.Tasks;
using UnityEditor.PackageManager.UI;
public class QuantizedPreviewWindow : EditorWindow public class QuantizedPreviewWindow : EditorWindow
{ {
private Texture2D originalTexture; private Texture2D originalTexture;
private Texture2D resizedTexture;
private Texture2D quantizedTexture; private Texture2D quantizedTexture;
private Vector3[,] clut; private Texture2D vramTexture; // New VRAM Texture
private float[] clut; // Changed to 1D array
private ushort[] indexedPixelData; // New field for indexed pixel data
private int bpp = 4; private int bpp = 4;
private int targetWidth = 128; private int targetWidth = 128;
private int targetHeight = 128; private int targetHeight = 128;
private int maxKMeans = 100;
private int previewSize = 256; private int previewSize = 256;
[MenuItem("Window/Quantized Preview")] [MenuItem("Window/Quantized Preview")]
public static void ShowWindow() public static void ShowWindow()
{ {
@@ -33,7 +31,8 @@ public class QuantizedPreviewWindow : EditorWindow
targetWidth = EditorGUILayout.IntField("Target Width", targetWidth); targetWidth = EditorGUILayout.IntField("Target Width", targetWidth);
targetHeight = EditorGUILayout.IntField("Target Height", targetHeight); targetHeight = EditorGUILayout.IntField("Target Height", targetHeight);
bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp", "15 bpp" }, new[] { 4, 8, 15 }); bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp", "16 bpp" }, new[] { 4, 8, 16 });
maxKMeans = EditorGUILayout.IntField("Max K-Means", maxKMeans);
if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null) if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
{ {
@@ -50,11 +49,11 @@ public class QuantizedPreviewWindow : EditorWindow
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
if (resizedTexture != null) if (vramTexture != null)
{ {
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label("Resized Texture"); GUILayout.Label("VRAM View (Indexed Data as 16bpp)");
DrawTexturePreview(resizedTexture, previewSize); DrawTexturePreview(vramTexture, previewSize);
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
@@ -65,7 +64,9 @@ public class QuantizedPreviewWindow : EditorWindow
DrawTexturePreview(quantizedTexture, previewSize); DrawTexturePreview(quantizedTexture, previewSize);
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
if (clut != null) if (clut != null)
{ {
GUILayout.Label("Color Lookup Table (CLUT)"); GUILayout.Label("Color Lookup Table (CLUT)");
@@ -75,42 +76,105 @@ public class QuantizedPreviewWindow : EditorWindow
private void GenerateQuantizedPreview() private void GenerateQuantizedPreview()
{ {
resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight); Texture2D resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight);
if (bpp == 15) // Handle 15bpp (R5G5B5) without CLUT if (bpp == 16)
{ {
quantizedTexture = ConvertTo15Bpp(resizedTexture); quantizedTexture = ConvertTo16Bpp(resizedTexture);
clut = null; // No CLUT for 15bpp clut = null;
vramTexture = resizedTexture;
} }
else else
{ {
int maxColors = (int)Mathf.Pow(2, bpp); var (indexedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, bpp, maxKMeans);
var (quantizedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, maxColors); indexedPixelData = indexedPixels;
clut = generatedClut;
int pixelSize = bpp == 4 ? 4 : bpp == 8 ? 2 : 1;
quantizedTexture = new Texture2D(resizedTexture.width, resizedTexture.height); quantizedTexture = new Texture2D(resizedTexture.width, resizedTexture.height);
Color[] quantizedColors = new Color[resizedTexture.width * resizedTexture.height]; Color[] quantizedColors = new Color[resizedTexture.width * resizedTexture.height];
int pixelIndex = 0;
for (int y = 0; y < resizedTexture.height; y++) for (int y = 0; y < resizedTexture.height; y++)
{ {
for (int x = 0; x < resizedTexture.width; x++) for (int x = 0; x < resizedTexture.width; x++)
{ {
quantizedColors[y * resizedTexture.width + x] = new Color( int index = 0;
quantizedPixels[x, y, 0],
quantizedPixels[x, y, 1], if (pixelSize == 4)
quantizedPixels[x, y, 2] {
); int packedValue = indexedPixelData[pixelIndex];
index = (packedValue >> ((x % 4) * 4)) & 0xF;
}
else if (pixelSize == 2)
{
int packedValue = indexedPixelData[pixelIndex];
index = (packedValue >> ((x % 2) * 8)) & 0xFF;
}
else
{
index = indexedPixelData[pixelIndex];
}
Vector3 color = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]);
quantizedColors[y * resizedTexture.width + x] = new Color(color.x, color.y, color.z);
if ((x % pixelSize) == (pixelSize - 1))
{
pixelIndex++;
}
} }
} }
quantizedTexture.SetPixels(quantizedColors); quantizedTexture.SetPixels(quantizedColors);
quantizedTexture.Apply(); quantizedTexture.Apply();
clut = generatedClut; vramTexture = CreateVramTexture(resizedTexture.width, resizedTexture.height, indexedPixelData);
} }
} }
private Texture2D ConvertTo15Bpp(Texture2D source)
private Texture2D CreateVramTexture(int width, int height, ushort[] indexedData)
{
int adjustedWidth = width;
if (bpp == 4)
{
adjustedWidth = Mathf.CeilToInt(width / 4f);
}
else if (bpp == 8)
{
adjustedWidth = Mathf.CeilToInt(width / 2f);
}
Texture2D vramTexture = new Texture2D(adjustedWidth, height);
Color[] vramColors = new Color[adjustedWidth * height];
for (int i = 0; i < indexedData.Length; i++)
{
int index = indexedData[i];
float r = Mathf.Floor((index >> 11) & 31) / 31.0f;
float g = Mathf.Floor((index >> 5) & 31) / 31.0f;
float b = Mathf.Floor(index & 31) / 31.0f;
vramColors[i] = new Color(r, g, b);
}
vramTexture.SetPixels(vramColors);
vramTexture.Apply();
return vramTexture;
}
private Texture2D ConvertTo16Bpp(Texture2D source)
{ {
int width = source.width; int width = source.width;
int height = source.height; int height = source.height;
@@ -128,7 +192,7 @@ public class QuantizedPreviewWindow : EditorWindow
float g = Mathf.Floor(pixel.g * 31) / 31.0f; // 5 bits for green float g = Mathf.Floor(pixel.g * 31) / 31.0f; // 5 bits for green
float b = Mathf.Floor(pixel.b * 31) / 31.0f; // 5 bits for blue float b = Mathf.Floor(pixel.b * 31) / 31.0f; // 5 bits for blue
convertedPixels[i] = new Color(r, g, b, pixel.a); // Maintain alpha channel convertedPixels[i] = new Color(r, g, b, pixel.a);
} }
convertedTexture.SetPixels(convertedPixels); convertedTexture.SetPixels(convertedPixels);
@@ -152,7 +216,7 @@ public class QuantizedPreviewWindow : EditorWindow
GUILayout.Space(10); GUILayout.Space(10);
int totalColors = clut.GetLength(0); int totalColors = clut.Length / 3;
int totalRows = Mathf.CeilToInt((float)totalColors / maxColorsPerRow); int totalRows = Mathf.CeilToInt((float)totalColors / maxColorsPerRow);
for (int row = 0; row < totalRows; row++) for (int row = 0; row < totalRows; row++)
@@ -164,7 +228,7 @@ public class QuantizedPreviewWindow : EditorWindow
for (int col = 0; col < colorsInRow; col++) for (int col = 0; col < colorsInRow; col++)
{ {
int index = row * maxColorsPerRow + col; int index = row * maxColorsPerRow + col;
Vector3 color = clut[index, 0]; Vector3 color = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]);
Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false)); Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false));
EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z)); EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z));
} }
@@ -173,7 +237,6 @@ public class QuantizedPreviewWindow : EditorWindow
} }
} }
private Texture2D ResizeTexture(Texture2D source, int newWidth, int newHeight) private Texture2D ResizeTexture(Texture2D source, int newWidth, int newHeight)
{ {
RenderTexture rt = RenderTexture.GetTemporary(newWidth, newHeight); RenderTexture rt = RenderTexture.GetTemporary(newWidth, newHeight);

View File

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