Added texture exporting to PSXObjectExporter component

This commit is contained in:
2025-01-14 20:13:48 +01:00
parent 956a55eceb
commit c2e91b885e
3 changed files with 178 additions and 55 deletions

View File

@@ -1,3 +1,5 @@
using System.IO;
using UnityEditor;
using UnityEngine;
namespace PSXSplash.RuntimeCode
@@ -26,9 +28,8 @@ namespace PSXSplash.RuntimeCode
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)
public ushort[] ExportTexture(GameObject gameObject)
{
Debug.Log($"Export: {this}");
@@ -40,15 +41,101 @@ namespace PSXSplash.RuntimeCode
{
Texture2D originalTexture = (Texture2D)texture;
Texture2D newTexture = new Texture2D(originalTexture.width, originalTexture.height, originalTexture.format, false);
newTexture.SetPixels(originalTexture.GetPixels());
newTexture.Apply();
Debug.Log((int)TextureType);
newTexture.Reinitialize(Width, Height, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_UInt, false);
var (quantizedPixels, clut) = ImageQuantizer.Quantize(originalTexture, (int)TextureType);
Texture2D newTexture = ResizeTexture(originalTexture, Width, Height);
if (TextureType == PSXTextureType.TEX16_BPP)
{
ushort[] converted = ConvertTo16Bpp(newTexture);
return converted;
}
else
{
var (indexedPixels, _) = ImageQuantizer.Quantize(newTexture, (int)TextureType, 100);
return indexedPixels;
}
}
}
return null;
}
public ushort[] ExportClut(GameObject gameObject)
{
Debug.Log($"Export: {this}");
MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>();
if (meshRenderer != null)
{
Texture texture = meshRenderer.material.mainTexture;
if (texture is Texture2D)
{
Texture2D originalTexture = (Texture2D)texture;
Texture2D newTexture = ResizeTexture(originalTexture, Width, Height);
if (TextureType == PSXTextureType.TEX16_BPP)
{
return null;
}
else
{
var (_, generatedClut) = ImageQuantizer.Quantize(newTexture, (int)TextureType, 100);
return generatedClut;
}
}
}
return null;
}
public static Texture2D ResizeTexture(Texture2D source, int newWidth, int newHeight)
{
RenderTexture rt = RenderTexture.GetTemporary(newWidth, newHeight);
rt.antiAliasing = 1;
Graphics.Blit(source, rt);
Texture2D resizedTexture = new Texture2D(newWidth, newHeight);
RenderTexture.active = rt;
resizedTexture.ReadPixels(new Rect(0, 0, newWidth, newHeight), 0, 0);
resizedTexture.Apply();
RenderTexture.active = null;
RenderTexture.ReleaseTemporary(rt);
return resizedTexture;
}
public static ushort[] ConvertTo16Bpp(Texture2D source)
{
int width = source.width;
int height = source.height;
ushort[] packedData = new ushort[width * height];
Color[] originalPixels = source.GetPixels();
// Flip the image on the Y-axis
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int flippedY = height - y - 1;
int index = flippedY * width + x;
// Retrieve the pixel color
Color pixel = originalPixels[index];
// Convert to 5-bit components
int r = Mathf.Clamp(Mathf.RoundToInt(pixel.r * 31), 0, 31); // 5 bits for red
int g = Mathf.Clamp(Mathf.RoundToInt(pixel.g * 31), 0, 31); // 5 bits for green
int b = Mathf.Clamp(Mathf.RoundToInt(pixel.b * 31), 0, 31); // 5 bits for blue
// Pack into a ushort: R(0..4), G(5..9), B(10..14), Padding(15)
packedData[y * width + x] = (ushort)((b << 10) | (g << 5) | r);
}
}
return packedData;
}
}
}