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