Added texture export options
This commit is contained in:
@@ -1,3 +1,4 @@
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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@@ -7,7 +8,7 @@ public class QuantizedPreviewWindow : EditorWindow
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private Texture2D originalTexture;
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private Texture2D quantizedTexture;
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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[] 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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@@ -45,7 +46,7 @@ public class QuantizedPreviewWindow : EditorWindow
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{
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GUILayout.BeginVertical();
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GUILayout.Label("Original Texture");
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DrawTexturePreview(originalTexture, previewSize);
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DrawTexturePreview(originalTexture, previewSize, false);
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GUILayout.EndVertical();
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}
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@@ -72,6 +73,58 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.Label("Color Lookup Table (CLUT)");
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DrawCLUT();
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}
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GUILayout.Space(10);
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if (indexedPixelData != null)
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{
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if (GUILayout.Button("Export pixel data"))
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{
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string path = EditorUtility.SaveFilePanel(
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"Save pixel data",
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"",
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"pixel_data",
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"bin"
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);
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if (!string.IsNullOrEmpty(path))
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{
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using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
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using (BinaryWriter writer = new BinaryWriter(fileStream))
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{
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foreach (ushort value in indexedPixelData)
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{
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writer.Write(value);
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}
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}
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}
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}
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}
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if (clut != null)
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{
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if (GUILayout.Button("Export clut data"))
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{
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string path = EditorUtility.SaveFilePanel(
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"Save clut data",
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"",
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"clut_data",
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"bin"
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);
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if (!string.IsNullOrEmpty(path))
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{
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using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
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using (BinaryWriter writer = new BinaryWriter(fileStream))
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{
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foreach (ushort value in clut)
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{
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writer.Write(value);
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}
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}
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}
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}
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}
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}
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private void GenerateQuantizedPreview()
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@@ -119,9 +172,14 @@ public class QuantizedPreviewWindow : EditorWindow
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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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Vector3 color = new Vector3(
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(clut[index] & 31) / 31.0f, // Red: bits 0–4
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((clut[index] >> 5) & 31) / 31.0f, // Green: bits 5–9
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((clut[index] >> 10) & 31) / 31.0f // Blue: bits 10–14
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);
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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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@@ -160,9 +218,9 @@ public class QuantizedPreviewWindow : EditorWindow
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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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float r = (index & 31) / 31.0f; // Red: bits 0–4
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float g = ((index >> 5) & 31) / 31.0f; // Green: bits 5–9
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float b = ((index >> 10) & 31) / 31.0f; // Blue: bits 10–14
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vramColors[i] = new Color(r, g, b);
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}
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@@ -174,6 +232,7 @@ public class QuantizedPreviewWindow : EditorWindow
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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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@@ -187,7 +246,6 @@ public class QuantizedPreviewWindow : EditorWindow
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{
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Color pixel = originalPixels[i];
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// Convert to 5 bits per channel (R5G5B5)
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float r = Mathf.Floor(pixel.r * 31) / 31.0f; // 5 bits for red
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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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@@ -201,10 +259,37 @@ public class QuantizedPreviewWindow : EditorWindow
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return convertedTexture;
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}
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private void DrawTexturePreview(Texture2D texture, int size)
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private void DrawTexturePreview(Texture2D texture, int size, bool flipY = true)
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{
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Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));
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EditorGUI.DrawPreviewTexture(rect, texture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
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// Flip the texture on the Y-axis
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Texture2D displayedTexture = flipY ? FlipTextureY(texture) : texture;
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EditorGUI.DrawPreviewTexture(rect, displayedTexture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
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}
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private Texture2D FlipTextureY(Texture2D texture)
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{
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Color[] originalPixels = texture.GetPixels();
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Color[] flippedPixels = new Color[originalPixels.Length];
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int width = texture.width;
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int height = texture.height;
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// Flip the pixels on the Y-axis
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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flippedPixels[(height - y - 1) * width + x] = originalPixels[y * width + x];
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}
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}
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Texture2D flippedTexture = new Texture2D(width, height);
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flippedTexture.SetPixels(flippedPixels);
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flippedTexture.Apply();
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return flippedTexture;
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}
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private void DrawCLUT()
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@@ -216,7 +301,7 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.Space(10);
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int totalColors = clut.Length / 3;
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int totalColors = clut.Length;
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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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@@ -228,7 +313,13 @@ 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 = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]);
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Vector3 color = new Vector3(
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(clut[index] & 31) / 31.0f, // Red: bits 0–4
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((clut[index] >> 5) & 31) / 31.0f, // Green: bits 5–9
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((clut[index] >> 10) & 31) / 31.0f // Blue: bits 10–14
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);
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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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@@ -237,6 +328,7 @@ 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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@@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
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public class ImageQuantizer
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{
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public static (ushort[], float[]) Quantize(Texture2D image, int bpp, int maxIterations = 10)
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public static (ushort[], ushort[]) 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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@@ -73,17 +73,20 @@ public class ImageQuantizer
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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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// Loop through pixels and pack the data, flipping along the Y-axis
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for (int y = height - 1; y >= 0; y--)
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{
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ushort centroidIndex = assignments[i];
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for (int x = 0; x < width; x++)
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{
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int pixelIndex = y * width + x;
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ushort centroidIndex = assignments[pixelIndex];
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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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pixelArray[packIndex] |= (ushort)(centroidIndex << (bitShift * 4));
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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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@@ -93,10 +96,9 @@ public class ImageQuantizer
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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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pixelArray[packIndex] |= (ushort)(centroidIndex << (bitShift * 8));
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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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@@ -110,20 +112,23 @@ public class ImageQuantizer
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packIndex++;
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}
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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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float[] clut = new float[actualColors * 3];
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ushort[] clut = new ushort[actualColors];
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for (int i = 0; i < actualColors; i++)
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{
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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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int red = Mathf.Clamp(Mathf.RoundToInt(centroids[i].x * 31), 0, 31); // 5 bits
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int green = Mathf.Clamp(Mathf.RoundToInt(centroids[i].y * 31), 0, 31); // 5 bits
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int blue = Mathf.Clamp(Mathf.RoundToInt(centroids[i].z * 31), 0, 31); // 5 bits
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clut[i] = (ushort)((blue << 10) | (green << 5) | red);
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}
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return (pixelArray, clut);
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}
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private static List<Vector3> InitializeCentroids(Texture2D image, int maxColors)
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{
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List<Vector3> centroids = new List<Vector3>();
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