Exporting the finished VRAM, loads correctly within pcsx-redux, Refactor of PSXTexture2D
This commit is contained in:
@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Emit;
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using System.IO;
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using PSXSplash.RuntimeCode;
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using Unity.Collections;
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using UnityEditor;
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@@ -61,7 +60,6 @@ public class VRAMEditorWindow : EditorWindow
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return;
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}
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// Get pixels from the overlay texture
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Color[] overlayPixels = overlayTexture.GetPixels();
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Color[] basePixels = baseTexture.GetPixels();
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@@ -70,31 +68,25 @@ public class VRAMEditorWindow : EditorWindow
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int overlayWidth = overlayTexture.width;
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int overlayHeight = overlayTexture.height;
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// Loop through the overlay texture and paste it onto the base texture
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for (int y = 0; y < overlayHeight; y++)
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{
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for (int x = 0; x < overlayWidth; x++)
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{
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int baseX = posX + x;
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int baseY = posY + y;
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// Ensure we are within bounds of the base texture
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if (baseX >= 0 && baseX < baseWidth && baseY >= 0 && baseY < baseHeight)
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{
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int baseIndex = baseY * baseWidth + baseX;
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int overlayIndex = y * overlayWidth + x;
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// Blend or replace pixel (simple overwrite in this case)
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basePixels[baseIndex] = overlayPixels[overlayIndex];
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}
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}
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}
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// Apply the modified pixels back to the base texture
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baseTexture.SetPixels(basePixels);
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baseTexture.Apply();
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}
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private void PackTextures()
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{
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@@ -122,28 +114,36 @@ public class VRAMEditorWindow : EditorWindow
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dontPackAreas.Add(buffer1);
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if (dualBuffering)
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{
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dontPackAreas.Add(buffer2);
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}
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VRAMPacker tp = new VRAMPacker(dontPackAreas);
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var packed = tp.PackTexturesIntoVRAM(objects);
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foreach (TextureAtlas ta in packed.atlases)
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for (int y = 0; y < VramHeight; y++)
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{
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foreach (PSXTexture2D texture in ta.ContainedTextures)
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for (int x = 0; x < VramWidth; x++)
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{
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Debug.Log($"Packing {texture} at: x:{ta.PositionX + texture.PackingX} y:{ta.PositionY + texture.PackingY}");
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PasteTexture(vramImage, texture.GenerateVramPreview(), ta.PositionX + texture.PackingX, ta.PositionY + texture.PackingY);
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Debug.Log($"Texpage: {texture.TexpageNum} Offset:({texture.PackingX},{texture.PackingY})");
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if (texture.BitDepth != PSXBPP.TEX_16BIT)
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{
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for (int i = 0; i < texture.ColorPalette.Count; i++)
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{
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vramImage.SetPixel(texture.ClutPackingX + i, texture.ClutPackingY, texture.ColorPalette[i].GetUnityColor());
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vramImage.SetPixel(x, VramHeight - y - 1, packed._vramPixels[x, y].GetUnityColor());
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}
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}
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vramImage.Apply();
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
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{
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for (int y = 0; y < VramHeight; y++)
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{
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for (int x = 0; x < VramWidth; x++)
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{
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writer.Write(packed._vramPixels[x, y].Pack());
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}
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}
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}
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}
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private void OnGUI()
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@@ -220,12 +220,12 @@ public class VRAMEditorWindow : EditorWindow
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: new Rect(vramRect.x + selectedResolution.x, vramRect.y, selectedResolution.x, selectedResolution.y);
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EditorGUI.DrawRect(buffer1, bufferColor1);
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GUI.Label(new Rect(buffer1.center.x - 40, buffer1.center.y - 10, 80, 20), "Framebuffer A", EditorStyles.boldLabel);
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GUI.Label(new Rect(buffer1.center.x - 40, buffer1.center.y - 10, 120, 20), "Framebuffer A", EditorStyles.boldLabel);
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GUILayout.Space(10);
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if (dualBuffering)
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{
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EditorGUI.DrawRect(buffer2, bufferColor2);
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GUI.Label(new Rect(buffer2.center.x - 40, buffer2.center.y - 10, 80, 20), "Framebuffer B", EditorStyles.boldLabel);
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GUI.Label(new Rect(buffer2.center.x - 40, buffer2.center.y - 10, 120, 20), "Framebuffer B", EditorStyles.boldLabel);
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}
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foreach (ProhibitedArea area in prohibitedAreas)
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@@ -64,7 +64,7 @@ namespace PSXSplash.RuntimeCode
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/// <returns>The packed ushort value.</returns>
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public ushort Pack()
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{
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return (ushort)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0));
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return (ushort)((SemiTransparent ? 1 << 15 : 0) | (b << 10) | (g << 5) | r);
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}
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/// <summary>
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@@ -79,7 +79,8 @@ namespace PSXSplash.RuntimeCode
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SemiTransparent = (packedValue & 0b1) != 0;
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}
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public Color GetUnityColor() {
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public Color GetUnityColor()
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{
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return new Color(R / 31.0f, G / 31.0f, B / 31.0f);
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}
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}
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@@ -92,10 +93,11 @@ namespace PSXSplash.RuntimeCode
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public int Width { get; set; }
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public int QuantizedWidth { get; set; }
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public int Height { get; set; }
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public int[] PixelIndices { get; set; }
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public int[,] PixelIndices { get; set; }
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public List<VRAMPixel> ColorPalette = new List<VRAMPixel>();
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public PSXBPP BitDepth { get; set; }
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public Texture2D OriginalTexture;
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// Within supertexture
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@@ -110,8 +112,7 @@ namespace PSXSplash.RuntimeCode
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private int _maxColors;
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// Used only for 16bpp
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public ushort[] ImageData { get; set; }
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public VRAMPixel[,] ImageData { get; set; }
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/// <summary>
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/// Creates a PSX texture from a given Texture2D with the specified bit depth.
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@@ -134,13 +135,24 @@ namespace PSXSplash.RuntimeCode
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if (bitDepth == PSXBPP.TEX_16BIT)
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{
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psxTex.ImageData = new ushort[inputTexture.width * inputTexture.height];
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int i = 0;
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foreach (Color pixel in inputTexture.GetPixels())
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psxTex.ImageData = new VRAMPixel[inputTexture.width, inputTexture.height];
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int width = inputTexture.width;
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int height = inputTexture.height;
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for (int y = 0; y < height; y++) // Start from top row, move downward
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{
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VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) };
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psxTex.ImageData[i] = vramPixel.Pack();
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i++;
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for (int x = 0; x < width; x++) // Start from right column, move leftward
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{
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Color pixel = inputTexture.GetPixel(x, height-y-1);
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VRAMPixel vramPixel = new VRAMPixel
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{
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R = (ushort)(pixel.r * 31),
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G = (ushort)(pixel.g * 31),
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B = (ushort)(pixel.b * 31)
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};
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psxTex.ImageData[x, y] = vramPixel;
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}
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}
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psxTex.ColorPalette = null;
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return psxTex;
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@@ -158,12 +170,43 @@ namespace PSXSplash.RuntimeCode
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}
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psxTex.PixelIndices = new int[psxTex.Width * psxTex.Height];
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for (int x = 0; x < psxTex.Width; x++)
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{
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psxTex.ImageData = new VRAMPixel[psxTex.QuantizedWidth, psxTex.Height];
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psxTex.PixelIndices = result.Indices;
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int groupSize = (bitDepth == PSXBPP.TEX_8BIT) ? 2 : 4;
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for (int y = 0; y < psxTex.Height; y++)
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{
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psxTex.PixelIndices[x + y * psxTex.Width] = result.Indices[x, y];
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if (bitDepth == PSXBPP.TEX_8BIT)
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{
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for (int group = 0; group < psxTex.QuantizedWidth; group++)
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{
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int baseIndex = group * 2;
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// Combine two 8-bit indices into one ushort.
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int index1 = psxTex.PixelIndices[baseIndex, y] & 0xFF;
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int index2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xFF;
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ushort packed = (ushort)((index1 << 8) | index2);
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VRAMPixel pixel = new VRAMPixel();
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pixel.Unpack(packed);
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psxTex.ImageData[group, psxTex.Height-y-1] = pixel;
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}
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}
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else if (bitDepth == PSXBPP.TEX_4BIT)
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{
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for (int group = 0; group < psxTex.QuantizedWidth; group++)
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{
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int baseIndex = group * 4;
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// Combine four 4-bit indices into one ushort.
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int idx1 = psxTex.PixelIndices[baseIndex, y] & 0xF;
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int idx2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xF;
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int idx3 = psxTex.PixelIndices[baseIndex + 2, y] & 0xF;
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int idx4 = psxTex.PixelIndices[baseIndex + 3, y] & 0xF;
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ushort packed = (ushort)((idx1 << 12) | (idx2 << 8) | (idx3 << 4) | idx4);
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VRAMPixel pixel = new VRAMPixel();
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pixel.Unpack(packed);
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psxTex.ImageData[group, psxTex.Height-y-1] = pixel;
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}
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}
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}
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@@ -181,42 +224,26 @@ namespace PSXSplash.RuntimeCode
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Texture2D tex = new Texture2D(Width, Height);
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if (BitDepth == PSXBPP.TEX_16BIT)
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{
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Color[] colors16 = new Color[Width * Height];
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// An instance for the Unpack method
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VRAMPixel pixel = new VRAMPixel();
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for (int i = 0; i < ImageData.Length; i++)
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for (int y = 0; y < Width; y++)
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{
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ushort packedValue = ImageData[i];
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pixel.Unpack(packedValue);
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float r = pixel.R / 31f;
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float g = pixel.G / 31f;
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float b = pixel.B / 31f;
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colors16[i] = new Color(r, g, b);
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for (int x = 0; x < Height; x++)
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{
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tex.SetPixel(x, y, ImageData[x, y].GetUnityColor());
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}
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tex.SetPixels(colors16);
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}
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tex.Apply();
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return tex;
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}
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List<Color> colors = new List<Color>();
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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 pixel = PixelIndices[y * Width + x];
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VRAMPixel color = ColorPalette[pixel];
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float r = color.R / 31f;
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float g = color.G / 31f;
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float b = color.B / 31f;
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colors.Add(new Color(r, g, b));
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tex.SetPixel(x, y, ColorPalette[PixelIndices[x, y]].GetUnityColor());
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}
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}
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tex.SetPixels(colors.ToArray());
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tex.Apply();
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return tex;
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}
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@@ -233,51 +260,16 @@ namespace PSXSplash.RuntimeCode
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return GeneratePreview();
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}
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int adjustedWidth = Width;
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if (BitDepth == PSXBPP.TEX_4BIT)
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{
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adjustedWidth = Mathf.CeilToInt(Width / 4f);
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}
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else if (BitDepth == PSXBPP.TEX_8BIT)
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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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List<ushort> packedValues = new List<ushort>();
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if (BitDepth == PSXBPP.TEX_4BIT)
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{
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for (int i = 0; i < PixelIndices.Length; i += 4)
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{
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ushort packed = (ushort)((PixelIndices[i] << 12) | (PixelIndices[i + 1] << 8) | (PixelIndices[i + 2] << 4) | PixelIndices[i + 3]);
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packedValues.Add(packed);
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}
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}
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else if (BitDepth == PSXBPP.TEX_8BIT)
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{
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for (int i = 0; i < PixelIndices.Length; i += 2)
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{
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ushort packed = (ushort)((PixelIndices[i] << 8) | PixelIndices[i + 1]);
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packedValues.Add(packed);
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}
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}
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Texture2D vramTexture = new Texture2D(QuantizedWidth, Height);
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List<Color> colors = new List<Color>();
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for (int i = 0; i < packedValues.Count; i++)
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for (int y = 0; y < Height; y++)
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{
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int index = packedValues[i];
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float r = (index & 31) / 31.0f;
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float g = ((index >> 5) & 31) / 31.0f;
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float b = ((index >> 10) & 31) / 31.0f;
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colors.Add(new Color(r, g, b));
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for (int x = 0; x < QuantizedWidth; x++)
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{
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vramTexture.SetPixel(x, y, ImageData[x, y].GetUnityColor());
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}
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}
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vramTexture.SetPixels(colors.ToArray());
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vramTexture.Apply();
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return vramTexture;
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@@ -3,6 +3,11 @@ using System.Linq;
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using UnityEngine;
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using PSXSplash.RuntimeCode;
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namespace PSXSplash.RuntimeCode
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{
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public class TextureAtlas
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{
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public PSXBPP BitDepth;
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@@ -23,12 +28,15 @@ public class VRAMPacker
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private const int VRAM_WIDTH = 1024;
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private const int VRAM_HEIGHT = 512;
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private VRAMPixel[,] _vramPixels;
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public VRAMPacker(List<Rect> reservedAreas)
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{
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_reservedAreas = reservedAreas;
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_vramPixels = new VRAMPixel[VRAM_WIDTH, VRAM_HEIGHT];
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}
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public (PSXObjectExporter[] processedObjects, List<TextureAtlas> atlases) PackTexturesIntoVRAM(PSXObjectExporter[] objects)
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public (PSXObjectExporter[] processedObjects, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects)
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{
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List<PSXTexture2D> uniqueTextures = new List<PSXTexture2D>();
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var groupedObjects = objects.GroupBy(obj => obj.Texture.BitDepth).OrderByDescending(g => g.Key);
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@@ -48,11 +56,11 @@ public class VRAMPacker
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foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height))
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{
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if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth))
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/*if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth))
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{
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obj.Texture = uniqueTextures.First(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID());
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continue;
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}
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}*/
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if (!TryPlaceTextureInAtlas(atlas, obj.Texture))
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{
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@@ -70,7 +78,8 @@ public class VRAMPacker
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ArrangeAtlasesInVRAM();
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AllocateCLUTs();
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return (objects, _finalizedAtlases);
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BuildVram();
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return (objects, _vramPixels);
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}
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private bool TryPlaceTextureInAtlas(TextureAtlas atlas, PSXTexture2D texture)
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@@ -99,7 +108,7 @@ public class VRAMPacker
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foreach (var atlas in _textureAtlases.Where(a => a.BitDepth == bitDepth))
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{
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bool placed = false;
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for (int y = VRAM_HEIGHT - TextureAtlas.Height; y >= 0; y -= 256)
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for (int y = 0; y <= VRAM_HEIGHT - TextureAtlas.Height; y += 256)
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{
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for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64)
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{
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@@ -112,6 +121,7 @@ public class VRAMPacker
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atlas.PositionY = y;
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_finalizedAtlases.Add(atlas);
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placed = true;
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Debug.Log($"Placed an atlas at: {x},{y}");
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break;
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}
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}
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@@ -144,9 +154,9 @@ public class VRAMPacker
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int clutHeight = 1;
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bool placed = false;
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for (int y = 0; y < VRAM_HEIGHT; y++)
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for (int x = 0; x < VRAM_WIDTH; x++)
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{
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for (int x = 0; x <= VRAM_WIDTH - clutWidth; x++)
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for (int y = 0; y <= VRAM_HEIGHT; y++)
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{
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var candidate = new Rect(x, y, clutWidth, clutHeight);
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if (IsPlacementValid(candidate))
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@@ -168,24 +178,51 @@ public class VRAMPacker
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}
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}
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private bool IsPlacementValid(Rect rect)
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private void BuildVram()
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{
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Rect adjustedRect = new Rect(rect.x, VRAM_HEIGHT - rect.y - rect.height, rect.width, rect.height);
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return !_finalizedAtlases.Any(a => AtlasOverlaps(a, rect)) && !_reservedAreas.Any(b => b.Overlaps(adjustedRect));
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foreach (TextureAtlas atlas in _finalizedAtlases)
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{
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foreach (PSXTexture2D texture in atlas.ContainedTextures)
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{
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for (int y = 0; y < texture.Height; y++)
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{
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for (int x = 0; x < texture.QuantizedWidth; x++)
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{
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_vramPixels[x + atlas.PositionX + texture.PackingX, y + atlas.PositionY + texture.PackingY] = texture.ImageData[x, y];
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}
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}
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private bool AtlasOverlaps(TextureAtlas atlas, Rect rect)
|
||||
if (texture.BitDepth != PSXBPP.TEX_16BIT)
|
||||
{
|
||||
Rect atlasRect = new Rect(atlas.PositionX, atlas.PositionY, atlas.Width, TextureAtlas.Height);
|
||||
return atlasRect.Overlaps(rect);
|
||||
for (int x = 0; x < texture.ColorPalette.Count; x++)
|
||||
{
|
||||
_vramPixels[x + texture.ClutPackingX, texture.ClutPackingY] = texture.ColorPalette[x];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsPlacementValid(Rect rect)
|
||||
{
|
||||
|
||||
if (rect.x + rect.width > VRAM_WIDTH) return false;
|
||||
if (rect.y + rect.height > VRAM_HEIGHT) return false;
|
||||
|
||||
bool overlapsAtlas = _finalizedAtlases.Any(a => new Rect(a.PositionX, a.PositionY, a.Width, TextureAtlas.Height).Overlaps(rect));
|
||||
bool overlapsReserved = _reservedAreas.Any(r => r.Overlaps(rect));
|
||||
bool overlapsCLUT = _allocatedCLUTs.Any(c => c.Overlaps(rect));
|
||||
|
||||
return !(overlapsAtlas || overlapsReserved || overlapsCLUT);
|
||||
}
|
||||
|
||||
private int CalculateTexpage(int x, int y)
|
||||
{
|
||||
int columns = 16;
|
||||
int rows = 2;
|
||||
int colIndex = x / 64;
|
||||
int rowIndex = (rows - 1) - (y / 256);
|
||||
int rowIndex = y / 256;
|
||||
return (rowIndex * columns) + colIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user