Quantization window now handles 15bpp, Updated layout, Cluts are shorter if less centroids were found
This commit is contained in:
@@ -2,6 +2,8 @@ using UnityEditor;
|
||||
using UnityEngine;
|
||||
using PSXSplash.RuntimeCode;
|
||||
using UnityEngine.Rendering;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEditor.PackageManager.UI;
|
||||
|
||||
public class QuantizedPreviewWindow : EditorWindow
|
||||
{
|
||||
@@ -14,10 +16,12 @@ public class QuantizedPreviewWindow : EditorWindow
|
||||
private int targetHeight = 128;
|
||||
private int previewSize = 256;
|
||||
|
||||
|
||||
[MenuItem("Window/Quantized Preview")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<QuantizedPreviewWindow>("Quantized Preview");
|
||||
QuantizedPreviewWindow win = GetWindow<QuantizedPreviewWindow>("Quantized Preview");
|
||||
win.minSize = new Vector2(800, 700);
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
@@ -29,31 +33,39 @@ public class QuantizedPreviewWindow : EditorWindow
|
||||
targetWidth = EditorGUILayout.IntField("Target Width", targetWidth);
|
||||
targetHeight = EditorGUILayout.IntField("Target Height", targetHeight);
|
||||
|
||||
bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp" }, new[] { 4, 8 });
|
||||
bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp", "15 bpp" }, new[] { 4, 8, 15 });
|
||||
|
||||
if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
|
||||
{
|
||||
GenerateQuantizedPreview();
|
||||
}
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
if (originalTexture != null)
|
||||
{
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label("Original Texture");
|
||||
DrawTexturePreview(originalTexture, previewSize);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
if (resizedTexture != null)
|
||||
{
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label("Resized Texture");
|
||||
DrawTexturePreview(resizedTexture, previewSize);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
if (quantizedTexture != null)
|
||||
{
|
||||
GUILayout.BeginVertical();
|
||||
GUILayout.Label("Quantized Texture");
|
||||
DrawTexturePreview(quantizedTexture, previewSize);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
if (clut != null)
|
||||
{
|
||||
GUILayout.Label("Color Lookup Table (CLUT)");
|
||||
@@ -65,6 +77,13 @@ public class QuantizedPreviewWindow : EditorWindow
|
||||
{
|
||||
resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight);
|
||||
|
||||
if (bpp == 15) // Handle 15bpp (R5G5B5) without CLUT
|
||||
{
|
||||
quantizedTexture = ConvertTo15Bpp(resizedTexture);
|
||||
clut = null; // No CLUT for 15bpp
|
||||
}
|
||||
else
|
||||
{
|
||||
int maxColors = (int)Mathf.Pow(2, bpp);
|
||||
|
||||
var (quantizedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, maxColors);
|
||||
@@ -89,6 +108,34 @@ public class QuantizedPreviewWindow : EditorWindow
|
||||
|
||||
clut = generatedClut;
|
||||
}
|
||||
}
|
||||
|
||||
private Texture2D ConvertTo15Bpp(Texture2D source)
|
||||
{
|
||||
int width = source.width;
|
||||
int height = source.height;
|
||||
Texture2D convertedTexture = new Texture2D(width, height);
|
||||
|
||||
Color[] originalPixels = source.GetPixels();
|
||||
Color[] convertedPixels = new Color[originalPixels.Length];
|
||||
|
||||
for (int i = 0; i < originalPixels.Length; i++)
|
||||
{
|
||||
Color pixel = originalPixels[i];
|
||||
|
||||
// Convert to 5 bits per channel (R5G5B5)
|
||||
float r = Mathf.Floor(pixel.r * 31) / 31.0f; // 5 bits for red
|
||||
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
|
||||
|
||||
convertedPixels[i] = new Color(r, g, b, pixel.a); // Maintain alpha channel
|
||||
}
|
||||
|
||||
convertedTexture.SetPixels(convertedPixels);
|
||||
convertedTexture.Apply();
|
||||
|
||||
return convertedTexture;
|
||||
}
|
||||
|
||||
private void DrawTexturePreview(Texture2D texture, int size)
|
||||
{
|
||||
|
||||
@@ -82,8 +82,9 @@ public class ImageQuantizer
|
||||
pixelArray[x, y, 2] = centroidColor.z; // Blue
|
||||
}
|
||||
|
||||
Vector3[,] clut = new Vector3[maxColors, 1];
|
||||
for (int i = 0; i < centroids.Count; i++)
|
||||
int actualColors = centroids.Count;
|
||||
Vector3[,] clut = new Vector3[actualColors, 1];
|
||||
for (int i = 0; i < actualColors; i++)
|
||||
{
|
||||
clut[i, 0] = centroids[i];
|
||||
}
|
||||
|
||||
@@ -25,6 +25,9 @@ namespace PSXSplash.RuntimeCode
|
||||
[Range(1, 256)]
|
||||
public int Height = 128;
|
||||
|
||||
|
||||
// TODO: This just uses the quantization and doesn't store the result anywhere
|
||||
// Maybe it should return the image and the clut back to the SceneExporter / The Editor code for only-texture export?
|
||||
public void Export(GameObject gameObject)
|
||||
{
|
||||
Debug.Log($"Export: {this}");
|
||||
|
||||
Reference in New Issue
Block a user