Rewrote quantizer
This commit is contained in:
163
Runtime/ImageProcessing.cs
Normal file
163
Runtime/ImageProcessing.cs
Normal file
@@ -0,0 +1,163 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace PSXSplash.RuntimeCode
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{
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public class ImageQuantizer
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{
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private int _maxColors;
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private Color[] _pixels;
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private Color[] _centroids;
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private int[] _assignments;
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private List<Color> _uniqueColors;
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public Color[] Palette
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{
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get => _centroids;
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}
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public int[] Pixels
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{
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get => _assignments;
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}
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public void Quantize(Texture2D texture2D, int maxColors)
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{
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Stopwatch stopwatch = new Stopwatch();
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stopwatch.Start();
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_pixels = texture2D.GetPixels();
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_maxColors = maxColors;
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_centroids = new Color[_maxColors];
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_uniqueColors = new List<Color>();
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FillRandomCentroids();
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bool hasChanged;
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_assignments = new int[_pixels.Count()];
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do
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{
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hasChanged = false;
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Parallel.For(0, _pixels.Count(), i =>
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{
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int newAssignment = GetNearestCentroid(_pixels[i]);
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if (_assignments[i] != newAssignment)
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{
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lock (_assignments)
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{
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_assignments[i] = newAssignment;
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}
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lock (this)
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{
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hasChanged = true;
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}
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}
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});
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RecalculateCentroids();
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} while (hasChanged);
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stopwatch.Stop();
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UnityEngine.Debug.Log($"Quantization completed in {stopwatch.ElapsedMilliseconds} ms");
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}
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private void FillRandomCentroids()
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{
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foreach (Color pixel in _pixels)
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{
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if (!_uniqueColors.Contains(pixel))
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{
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_uniqueColors.Add(pixel);
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}
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}
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for (int i = 0; i < _maxColors; i++)
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{
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_centroids[i] = _uniqueColors[UnityEngine.Random.Range(0, _uniqueColors.Count - 1)];
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}
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}
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private double CalculateColorDistance(Color color1, Color color2)
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{
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float rDiff = color1.r - color2.r;
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float gDiff = color1.g - color2.g;
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float bDiff = color1.b - color2.b;
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return Math.Sqrt(rDiff * rDiff + gDiff * gDiff + bDiff * bDiff);
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}
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private int GetNearestCentroid(Color color)
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{
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double minDistance = double.MaxValue;
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int closestCentroidIndex = 0;
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for (int i = 0; i < _maxColors; i++)
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{
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double distance = CalculateColorDistance(_centroids[i], color);
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if (distance < minDistance)
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{
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minDistance = distance;
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closestCentroidIndex = i;
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}
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}
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return closestCentroidIndex;
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}
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private void RecalculateCentroids()
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{
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Color[] newCentroids = new Color[_maxColors];
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Parallel.For(0, _maxColors, i =>
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{
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List<Color> clusterColors = new List<Color>();
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for (int j = 0; j < _pixels.Length; j++)
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{
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if (_assignments[j] == i)
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{
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clusterColors.Add(_pixels[j]);
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}
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}
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Color newCentroid;
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try
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{
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newCentroid = AverageColor(clusterColors);
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}
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catch (InvalidOperationException)
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{
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System.Random random = new System.Random();
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newCentroid = _uniqueColors[random.Next(0, _uniqueColors.Count - 1)];
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}
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newCentroids[i] = newCentroid;
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});
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_centroids = newCentroids;
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}
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private Color AverageColor(List<Color> colors)
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{
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float r = colors.Average(c => c.r);
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float g = colors.Average(c => c.g);
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float b = colors.Average(c => c.b);
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float a = colors.Average(c => c.a);
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return new Color(r, g, b, a);
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}
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}
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}
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@@ -1,175 +0,0 @@
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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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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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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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Vector3[] pixelColors = new Vector3[pixels.Length];
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for (int i = 0; i < pixels.Length; i++)
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{
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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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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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for (int i = 0; i < pixelColors.Length; i++)
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{
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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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centroidsChanged = true;
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}
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}
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Vector3[] newCentroids = new Vector3[centroids.Count];
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int[] centroidCounts = new int[centroids.Count];
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for (int i = 0; i < assignments.Length; i++)
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{
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int centroidIndex = assignments[i];
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newCentroids[centroidIndex] += pixelColors[i];
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centroidCounts[centroidIndex]++;
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}
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for (int i = 0; i < centroids.Count; i++)
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{
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if (centroidCounts[i] > 0)
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{
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newCentroids[i] /= centroidCounts[i];
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}
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else
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{
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newCentroids[i] = RandomizeCentroid(image);
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}
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}
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if (!centroidsChanged) break;
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centroids = new List<Vector3>(newCentroids);
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}
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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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// 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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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));
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bitShift++;
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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));
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bitShift++;
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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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}
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int actualColors = centroids.Count;
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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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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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Color[] pixels = image.GetPixels();
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HashSet<Vector3> uniqueColors = new HashSet<Vector3>();
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foreach (Color pixel in pixels)
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{
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Vector3 color = new Vector3(pixel.r, pixel.g, pixel.b);
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if (!uniqueColors.Contains(color))
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{
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uniqueColors.Add(color);
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centroids.Add(color);
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if (centroids.Count >= maxColors) break;
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}
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}
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return centroids;
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}
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private static Vector3 RandomizeCentroid(Texture2D image)
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{
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Color randomPixel = image.GetPixel(Random.Range(0, image.width), Random.Range(0, image.height));
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return new Vector3(randomPixel.r, randomPixel.g, randomPixel.b);
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}
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private static int GetClosestCentroid(Vector3 color, List<Vector3> centroids)
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{
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int closestCentroid = 0;
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float minDistanceSq = float.MaxValue;
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for (int i = 0; i < centroids.Count; i++)
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{
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float distanceSq = (color - centroids[i]).sqrMagnitude;
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if (distanceSq < minDistanceSq)
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{
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minDistanceSq = distanceSq;
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closestCentroid = i;
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}
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}
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return closestCentroid;
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}
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}
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@@ -6,7 +6,7 @@ namespace PSXSplash.RuntimeCode
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{
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public PSXMesh Mesh;
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public PSXTexture Texture;
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//ublic PSXTexture Texture;
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public void Export()
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{
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@@ -1,196 +0,0 @@
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace PSXSplash.RuntimeCode
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{
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public enum PSXTextureType
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{
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TEX_4BPP = 4,
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TEX_8BPP = 8,
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TEX16_BPP = 16
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}
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[System.Serializable]
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public class PSXTexture
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{
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public PSXTextureType TextureType = PSXTextureType.TEX_8BPP;
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public bool Dithering = true;
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[Range(1, 256)]
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public int Width = 128;
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[Range(1, 256)]
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public int Height = 128;
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public int MaxKMeans = 50;
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public ushort[] ExportTexture(GameObject gameObject)
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{
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Debug.Log($"Export: {this}");
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MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>();
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if (meshRenderer != null)
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{
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Texture texture = meshRenderer.material.mainTexture;
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if (texture is Texture2D)
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{
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Texture2D originalTexture = (Texture2D)texture;
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Texture2D newTexture = ResizeTexture(originalTexture, Width, Height);
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if (Dithering)
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{
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newTexture = DitherTexture(newTexture);
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}
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if (TextureType == PSXTextureType.TEX16_BPP)
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{
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ushort[] converted = ConvertTo16Bpp(newTexture);
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return converted;
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}
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else
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{
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var (indexedPixels, _) = ImageQuantizer.Quantize(newTexture, (int)TextureType, MaxKMeans);
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return indexedPixels;
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}
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}
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}
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return null;
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}
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public ushort[] ExportClut(GameObject gameObject)
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{
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Debug.Log($"Export: {this}");
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MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>();
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if (meshRenderer != null)
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{
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Texture texture = meshRenderer.material.mainTexture;
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if (texture is Texture2D)
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{
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Texture2D originalTexture = (Texture2D)texture;
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Texture2D newTexture = ResizeTexture(originalTexture, Width, Height);
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if (TextureType == PSXTextureType.TEX16_BPP)
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{
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return null;
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}
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else
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{
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var (_, generatedClut) = ImageQuantizer.Quantize(newTexture, (int)TextureType, MaxKMeans);
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return generatedClut;
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}
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}
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}
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return null;
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}
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public static 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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rt.antiAliasing = 1;
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Graphics.Blit(source, rt);
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Texture2D resizedTexture = new Texture2D(newWidth, newHeight);
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RenderTexture.active = rt;
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resizedTexture.ReadPixels(new Rect(0, 0, newWidth, newHeight), 0, 0);
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resizedTexture.Apply();
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RenderTexture.active = null;
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RenderTexture.ReleaseTemporary(rt);
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return resizedTexture;
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}
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public static ushort[] 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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ushort[] packedData = new ushort[width * height];
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Color[] originalPixels = source.GetPixels();
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// Flip the image 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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int flippedY = height - y - 1;
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int index = flippedY * width + x;
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// Retrieve the pixel color
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Color pixel = originalPixels[index];
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// Convert to 5-bit components
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int r = Mathf.Clamp(Mathf.RoundToInt(pixel.r * 31), 0, 31); // 5 bits for red
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int g = Mathf.Clamp(Mathf.RoundToInt(pixel.g * 31), 0, 31); // 5 bits for green
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int b = Mathf.Clamp(Mathf.RoundToInt(pixel.b * 31), 0, 31); // 5 bits for blue
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// Pack into a ushort: R(0..4), G(5..9), B(10..14), Padding(15)
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packedData[y * width + x] = (ushort)((b << 10) | (g << 5) | r);
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}
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}
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return packedData;
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}
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public static Texture2D DitherTexture(Texture2D sourceTexture, float threshold = 0.2f, float errorDiffusionStrength = 0.1f)
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{
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int width = sourceTexture.width;
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int height = sourceTexture.height;
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Color[] pixels = sourceTexture.GetPixels();
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Color[] ditheredPixels = new Color[pixels.Length];
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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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int index = y * width + x;
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Color pixel = pixels[index];
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// Convert the pixel to grayscale
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float gray = pixel.grayscale;
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// Apply threshold to determine if it's black or white
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int dithered = (gray > threshold) ? 1 : 0;
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// Calculate the error as the difference between the grayscale value and the dithered result
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float error = gray - dithered;
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// Store the dithered pixel
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ditheredPixels[index] = new Color(dithered, dithered, dithered);
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// Spread the error to neighboring pixels with customizable error diffusion strength
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if (x + 1 < width) pixels[(y * width) + (x + 1)] += new Color(error * 7f / 16f * errorDiffusionStrength, error * 7f / 16f * errorDiffusionStrength, error * 7f / 16f * errorDiffusionStrength);
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if (y + 1 < height) pixels[((y + 1) * width) + x] += new Color(error * 3f / 16f * errorDiffusionStrength, error * 3f / 16f * errorDiffusionStrength, error * 3f / 16f * errorDiffusionStrength);
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if (x - 1 >= 0 && y + 1 < height) pixels[((y + 1) * width) + (x - 1)] += new Color(error * 5f / 16f * errorDiffusionStrength, error * 5f / 16f * errorDiffusionStrength, error * 5f / 16f * errorDiffusionStrength);
|
||||
if (x + 1 < width && y + 1 < height) pixels[((y + 1) * width) + (x + 1)] += new Color(error * 1f / 16f * errorDiffusionStrength, error * 1f / 16f * errorDiffusionStrength, error * 1f / 16f * errorDiffusionStrength);
|
||||
}
|
||||
}
|
||||
|
||||
// Clamp the final pixel values to ensure they are valid colors
|
||||
for (int i = 0; i < pixels.Length; i++)
|
||||
{
|
||||
pixels[i].r = Mathf.Clamp01(pixels[i].r);
|
||||
pixels[i].g = Mathf.Clamp01(pixels[i].g);
|
||||
pixels[i].b = Mathf.Clamp01(pixels[i].b);
|
||||
}
|
||||
|
||||
// Create the resulting dithered texture
|
||||
Texture2D ditheredTexture = new Texture2D(width, height);
|
||||
ditheredTexture.SetPixels(pixels);
|
||||
ditheredTexture.Apply();
|
||||
|
||||
return ditheredTexture;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d64b6bb75da33720b928203b2780952
|
||||
173
Runtime/PSXTexture2D.cs
Normal file
173
Runtime/PSXTexture2D.cs
Normal file
@@ -0,0 +1,173 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace PSXSplash.RuntimeCode
|
||||
{
|
||||
|
||||
public enum PSXBPP
|
||||
{
|
||||
TEX_4BIT = 4,
|
||||
TEX_8BIT = 8,
|
||||
TEX_16BIT = 15
|
||||
}
|
||||
|
||||
public struct VRAMPixel
|
||||
{
|
||||
private ushort r; // 0-4 bits
|
||||
private ushort g; // 5-9 bits
|
||||
private ushort b; // 10-14 bits
|
||||
|
||||
public ushort R
|
||||
{
|
||||
get => r;
|
||||
set => r = (ushort)(value & 0b11111);
|
||||
}
|
||||
|
||||
public ushort G
|
||||
{
|
||||
get => g;
|
||||
set => g = (ushort)(value & 0b11111);
|
||||
}
|
||||
|
||||
public ushort B
|
||||
{
|
||||
get => b;
|
||||
set => b = (ushort)(value & 0b11111);
|
||||
}
|
||||
|
||||
public bool SemiTransparent { get; set; } // 15th bit
|
||||
|
||||
|
||||
public ushort Pack()
|
||||
{
|
||||
return (ushort)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0));
|
||||
}
|
||||
|
||||
public void Unpack(ushort packedValue)
|
||||
{
|
||||
r = (ushort)((packedValue >> 11) & 0b11111);
|
||||
g = (ushort)((packedValue >> 6) & 0b11111);
|
||||
b = (ushort)((packedValue >> 1) & 0b11111);
|
||||
SemiTransparent = (packedValue & 0b1) != 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class PSXTexture2D
|
||||
{
|
||||
public int Width { get; set; }
|
||||
public int Height { get; set; }
|
||||
public int[] Pixels { get; set; }
|
||||
public List<VRAMPixel> ColorPalette = new List<VRAMPixel>();
|
||||
public PSXBPP BitDepth;
|
||||
|
||||
private int _maxColors;
|
||||
|
||||
public static PSXTexture2D CreateFromTexture2D(Texture2D inputTexture, PSXBPP bitDepth, bool dither)
|
||||
{
|
||||
PSXTexture2D psxTex = new PSXTexture2D();
|
||||
|
||||
psxTex.Width = inputTexture.width;
|
||||
psxTex.Height = inputTexture.height;
|
||||
psxTex.BitDepth = bitDepth;
|
||||
|
||||
psxTex._maxColors = (int)Mathf.Pow((int)bitDepth, 2);
|
||||
|
||||
ImageQuantizer quantizer = new ImageQuantizer();
|
||||
quantizer.Quantize(inputTexture, psxTex._maxColors);
|
||||
|
||||
foreach (Color pixel in quantizer.Palette)
|
||||
{
|
||||
VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) };
|
||||
psxTex.ColorPalette.Add(vramPixel);
|
||||
}
|
||||
psxTex.Pixels = quantizer.Pixels;
|
||||
|
||||
return psxTex;
|
||||
}
|
||||
|
||||
public Texture2D GeneratePreview()
|
||||
{
|
||||
Texture2D tex = new Texture2D(Width, Height);
|
||||
|
||||
List<Color> colors = new List<Color>();
|
||||
for (int y = 0; y < Height; y++)
|
||||
{
|
||||
for (int x = 0; x < Width; x++)
|
||||
{
|
||||
int pixel = Pixels[y * Width + x];
|
||||
VRAMPixel color = ColorPalette[pixel];
|
||||
|
||||
float r = color.R / 31f;
|
||||
float g = color.G / 31f;
|
||||
float b = color.B / 31f;
|
||||
|
||||
colors.Add(new Color(r, g, b));
|
||||
}
|
||||
}
|
||||
tex.SetPixels(colors.ToArray());
|
||||
tex.Apply();
|
||||
return tex;
|
||||
}
|
||||
|
||||
public Texture2D GenerateVramPreview()
|
||||
{
|
||||
|
||||
int adjustedWidth = Width;
|
||||
|
||||
if (BitDepth == PSXBPP.TEX_4BIT)
|
||||
{
|
||||
adjustedWidth = Mathf.CeilToInt(Width / 4f);
|
||||
}
|
||||
else if (BitDepth == PSXBPP.TEX_8BIT)
|
||||
{
|
||||
adjustedWidth = Mathf.CeilToInt(Width / 2f);
|
||||
}
|
||||
|
||||
Texture2D vramTexture = new Texture2D(adjustedWidth, Height);
|
||||
|
||||
List<ushort> packedValues = new List<ushort>();
|
||||
|
||||
if (BitDepth == PSXBPP.TEX_4BIT)
|
||||
{
|
||||
for (int i = 0; i < Pixels.Length; i += 4)
|
||||
{
|
||||
ushort packed = (ushort)((Pixels[i] << 12) | (Pixels[i + 1] << 8) | (Pixels[i + 2] << 4) | Pixels[i + 3]);
|
||||
packedValues.Add(packed);
|
||||
}
|
||||
}
|
||||
else if (BitDepth == PSXBPP.TEX_8BIT)
|
||||
{
|
||||
for (int i = 0; i < Pixels.Length; i += 2)
|
||||
{
|
||||
ushort packed = (ushort)((Pixels[i] << 8) | Pixels[i + 1]);
|
||||
packedValues.Add(packed);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
List<Color> colors = new List<Color>();
|
||||
for (int i = 0; i < packedValues.Count; i++)
|
||||
{
|
||||
int index = packedValues[i];
|
||||
|
||||
float r = (index & 31) / 31.0f;
|
||||
float g = ((index >> 5) & 31) / 31.0f;
|
||||
float b = ((index >> 10) & 31) / 31.0f;
|
||||
|
||||
colors.Add(new Color(r, g, b));
|
||||
}
|
||||
vramTexture.SetPixels(colors.ToArray());
|
||||
vramTexture.Apply();
|
||||
|
||||
return vramTexture;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
2
Runtime/PSXTexture2D.cs.meta
Normal file
2
Runtime/PSXTexture2D.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac29cfb818d45b12dba84e61317c794b
|
||||
Reference in New Issue
Block a user