Added texture Quantization and a window to test it
This commit is contained in:
@@ -17,7 +17,7 @@ namespace PSXSplash.EditorCode
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EditorGUILayout.PropertyField(serializedObject.FindProperty("Mesh"));
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if (GUILayout.Button("Export mesh"))
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{
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comp.Mesh.Export();
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comp.Mesh.Export(comp.gameObject);
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}
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EditorGUILayout.EndVertical();
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@@ -26,7 +26,7 @@ namespace PSXSplash.EditorCode
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EditorGUILayout.PropertyField(serializedObject.FindProperty("Texture"));
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if (GUILayout.Button("Export texture"))
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{
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comp.Texture.Export();
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comp.Texture.Export(comp.gameObject);
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}
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EditorGUILayout.EndVertical();
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@@ -3,12 +3,15 @@ using UnityEditor;
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using PSXSplash.RuntimeCode;
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[CustomEditor(typeof(PSXSceneExporter))]
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public class PSXSceneExporterEditor : Editor {
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public override void OnInspectorGUI() {
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public class PSXSceneExporterEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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PSXSceneExporter comp = (PSXSceneExporter)target;
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if(GUILayout.Button("Export")) {
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if (GUILayout.Button("Export"))
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{
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comp.Export();
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}
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146
Editor/QuantizedPreviewWindow.cs
Normal file
146
Editor/QuantizedPreviewWindow.cs
Normal file
@@ -0,0 +1,146 @@
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using UnityEditor;
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using UnityEngine;
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using PSXSplash.RuntimeCode;
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using UnityEngine.Rendering;
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public class QuantizedPreviewWindow : EditorWindow
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{
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private Texture2D originalTexture;
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private Texture2D resizedTexture;
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private Texture2D quantizedTexture;
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private Vector3[,] clut;
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private int bpp = 4;
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private int targetWidth = 128;
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private int targetHeight = 128;
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private int previewSize = 256;
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[MenuItem("Window/Quantized Preview")]
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public static void ShowWindow()
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{
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GetWindow<QuantizedPreviewWindow>("Quantized Preview");
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}
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private void OnGUI()
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{
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GUILayout.Label("Quantized Preview", EditorStyles.boldLabel);
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originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
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targetWidth = EditorGUILayout.IntField("Target Width", targetWidth);
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targetHeight = EditorGUILayout.IntField("Target Height", targetHeight);
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bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp" }, new[] { 4, 8 });
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if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
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{
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GenerateQuantizedPreview();
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}
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if (originalTexture != null)
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{
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GUILayout.Label("Original Texture");
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DrawTexturePreview(originalTexture, previewSize);
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}
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if (resizedTexture != null)
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{
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GUILayout.Label("Resized Texture");
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DrawTexturePreview(resizedTexture, previewSize);
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}
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if (quantizedTexture != null)
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{
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GUILayout.Label("Quantized Texture");
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DrawTexturePreview(quantizedTexture, previewSize);
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}
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if (clut != null)
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{
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GUILayout.Label("Color Lookup Table (CLUT)");
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DrawCLUT();
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}
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}
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private void GenerateQuantizedPreview()
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{
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resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight);
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int maxColors = (int)Mathf.Pow(2, bpp);
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var (quantizedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, maxColors);
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quantizedTexture = new Texture2D(resizedTexture.width, resizedTexture.height);
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Color[] quantizedColors = new Color[resizedTexture.width * resizedTexture.height];
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for (int y = 0; y < resizedTexture.height; y++)
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{
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for (int x = 0; x < resizedTexture.width; x++)
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{
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quantizedColors[y * resizedTexture.width + x] = new Color(
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quantizedPixels[x, y, 0],
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quantizedPixels[x, y, 1],
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quantizedPixels[x, y, 2]
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);
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}
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}
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quantizedTexture.SetPixels(quantizedColors);
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quantizedTexture.Apply();
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clut = generatedClut;
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}
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private void DrawTexturePreview(Texture2D texture, int size)
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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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}
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private void DrawCLUT()
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{
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if (clut == null) return;
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int swatchSize = 20;
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int maxColorsPerRow = 40;
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GUILayout.Space(10);
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int totalColors = clut.GetLength(0);
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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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{
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GUILayout.BeginHorizontal();
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int colorsInRow = Mathf.Min(maxColorsPerRow, totalColors - row * maxColorsPerRow);
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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 = clut[index, 0];
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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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GUILayout.EndHorizontal();
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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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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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}
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2
Editor/QuantizedPreviewWindow.cs.meta
Normal file
2
Editor/QuantizedPreviewWindow.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b50b0d7a7033bac78b14fce6e89cc015
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137
Runtime/ImageQuantizer.cs
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137
Runtime/ImageQuantizer.cs
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@@ -0,0 +1,137 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class ImageQuantizer
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{
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/// <summary>
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/// Quantizes a texture and outputs a 3D pixel array.
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/// </summary>
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/// <param name="image">The input texture.</param>
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/// <param name="maxColors">The maximum number of colors in the quantized image.</param>
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/// <param name="maxIterations">The maximum number of iterations for the k-means algorithm.</param>
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/// <returns>A tuple containing a 3D pixel array and the color lookup table.</returns>
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public static (float[,,], Vector3[,]) Quantize(Texture2D image, int maxColors, 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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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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// Storage for pixel-to-centroid assignments
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int[] assignments = new int[pixelColors.Length];
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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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// Step 1: Assign each pixel to the closest centroid
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for (int i = 0; i < pixelColors.Length; i++)
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{
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int closestCentroid = 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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// Step 2: Recalculate centroids
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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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float[,,] pixelArray = new float[width, height, 3];
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for (int i = 0; i < pixelColors.Length; i++)
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{
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int x = i % width;
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int y = i / width;
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Vector3 centroidColor = centroids[assignments[i]];
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pixelArray[x, y, 0] = centroidColor.x; // Red
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pixelArray[x, y, 1] = centroidColor.y; // Green
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pixelArray[x, y, 2] = centroidColor.z; // Blue
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}
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Vector3[,] clut = new Vector3[maxColors, 1];
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for (int i = 0; i < centroids.Count; i++)
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{
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clut[i, 0] = centroids[i];
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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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2
Runtime/ImageQuantizer.cs.meta
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2
Runtime/ImageQuantizer.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1291c85b333132b8392486949420d31a
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@@ -1,12 +1,15 @@
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using UnityEngine;
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namespace PSXSplash.RuntimeCode {
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namespace PSXSplash.RuntimeCode
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{
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[System.Serializable]
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public class PSXMesh {
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public class PSXMesh
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{
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public bool TriangulateMesh = true;
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public void Export() {
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public void Export(GameObject gameObject)
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{
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Debug.Log($"Export: {this}");
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}
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}
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@@ -1,22 +1,51 @@
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using UnityEngine;
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namespace PSXSplash.RuntimeCode {
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public enum PSXTextureType {
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TEX_4BPP,
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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,
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TEX_8BPP = 8,
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TEX16_BPP
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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;
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public PSXTextureType TextureType = PSXTextureType.TEX_8BPP;
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public bool Dithering = true;
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public void Export() {
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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 void Export(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 = new Texture2D(originalTexture.width, originalTexture.height, originalTexture.format, false);
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newTexture.SetPixels(originalTexture.GetPixels());
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newTexture.Apply();
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Debug.Log((int)TextureType);
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newTexture.Reinitialize(Width, Height, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_UInt, false);
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var (quantizedPixels, clut) = ImageQuantizer.Quantize(originalTexture, (int)TextureType);
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user