Added texture Quantization and a window to test it

This commit is contained in:
2025-01-14 00:44:45 +01:00
parent 4c108f2ad6
commit f0bc61dd92
9 changed files with 339 additions and 17 deletions

View File

@@ -17,7 +17,7 @@ namespace PSXSplash.EditorCode
EditorGUILayout.PropertyField(serializedObject.FindProperty("Mesh"));
if (GUILayout.Button("Export mesh"))
{
comp.Mesh.Export();
comp.Mesh.Export(comp.gameObject);
}
EditorGUILayout.EndVertical();
@@ -26,7 +26,7 @@ namespace PSXSplash.EditorCode
EditorGUILayout.PropertyField(serializedObject.FindProperty("Texture"));
if (GUILayout.Button("Export texture"))
{
comp.Texture.Export();
comp.Texture.Export(comp.gameObject);
}
EditorGUILayout.EndVertical();

View File

@@ -3,12 +3,15 @@ using UnityEditor;
using PSXSplash.RuntimeCode;
[CustomEditor(typeof(PSXSceneExporter))]
public class PSXSceneExporterEditor : Editor {
public override void OnInspectorGUI() {
public class PSXSceneExporterEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
PSXSceneExporter comp = (PSXSceneExporter)target;
if(GUILayout.Button("Export")) {
if (GUILayout.Button("Export"))
{
comp.Export();
}

View File

@@ -0,0 +1,146 @@
using UnityEditor;
using UnityEngine;
using PSXSplash.RuntimeCode;
using UnityEngine.Rendering;
public class QuantizedPreviewWindow : EditorWindow
{
private Texture2D originalTexture;
private Texture2D resizedTexture;
private Texture2D quantizedTexture;
private Vector3[,] clut;
private int bpp = 4;
private int targetWidth = 128;
private int targetHeight = 128;
private int previewSize = 256;
[MenuItem("Window/Quantized Preview")]
public static void ShowWindow()
{
GetWindow<QuantizedPreviewWindow>("Quantized Preview");
}
private void OnGUI()
{
GUILayout.Label("Quantized Preview", EditorStyles.boldLabel);
originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
targetWidth = EditorGUILayout.IntField("Target Width", targetWidth);
targetHeight = EditorGUILayout.IntField("Target Height", targetHeight);
bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp" }, new[] { 4, 8 });
if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
{
GenerateQuantizedPreview();
}
if (originalTexture != null)
{
GUILayout.Label("Original Texture");
DrawTexturePreview(originalTexture, previewSize);
}
if (resizedTexture != null)
{
GUILayout.Label("Resized Texture");
DrawTexturePreview(resizedTexture, previewSize);
}
if (quantizedTexture != null)
{
GUILayout.Label("Quantized Texture");
DrawTexturePreview(quantizedTexture, previewSize);
}
if (clut != null)
{
GUILayout.Label("Color Lookup Table (CLUT)");
DrawCLUT();
}
}
private void GenerateQuantizedPreview()
{
resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight);
int maxColors = (int)Mathf.Pow(2, bpp);
var (quantizedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, maxColors);
quantizedTexture = new Texture2D(resizedTexture.width, resizedTexture.height);
Color[] quantizedColors = new Color[resizedTexture.width * resizedTexture.height];
for (int y = 0; y < resizedTexture.height; y++)
{
for (int x = 0; x < resizedTexture.width; x++)
{
quantizedColors[y * resizedTexture.width + x] = new Color(
quantizedPixels[x, y, 0],
quantizedPixels[x, y, 1],
quantizedPixels[x, y, 2]
);
}
}
quantizedTexture.SetPixels(quantizedColors);
quantizedTexture.Apply();
clut = generatedClut;
}
private void DrawTexturePreview(Texture2D texture, int size)
{
Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));
EditorGUI.DrawPreviewTexture(rect, texture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
}
private void DrawCLUT()
{
if (clut == null) return;
int swatchSize = 20;
int maxColorsPerRow = 40;
GUILayout.Space(10);
int totalColors = clut.GetLength(0);
int totalRows = Mathf.CeilToInt((float)totalColors / maxColorsPerRow);
for (int row = 0; row < totalRows; row++)
{
GUILayout.BeginHorizontal();
int colorsInRow = Mathf.Min(maxColorsPerRow, totalColors - row * maxColorsPerRow);
for (int col = 0; col < colorsInRow; col++)
{
int index = row * maxColorsPerRow + col;
Vector3 color = clut[index, 0];
Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false));
EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z));
}
GUILayout.EndHorizontal();
}
}
private 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;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b50b0d7a7033bac78b14fce6e89cc015

137
Runtime/ImageQuantizer.cs Normal file
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@@ -0,0 +1,137 @@
using System.Collections.Generic;
using UnityEngine;
public class ImageQuantizer
{
/// <summary>
/// Quantizes a texture and outputs a 3D pixel array.
/// </summary>
/// <param name="image">The input texture.</param>
/// <param name="maxColors">The maximum number of colors in the quantized image.</param>
/// <param name="maxIterations">The maximum number of iterations for the k-means algorithm.</param>
/// <returns>A tuple containing a 3D pixel array and the color lookup table.</returns>
public static (float[,,], Vector3[,]) Quantize(Texture2D image, int maxColors, int maxIterations = 10)
{
int width = image.width;
int height = image.height;
List<Vector3> centroids = InitializeCentroids(image, maxColors);
Color[] pixels = image.GetPixels();
Vector3[] pixelColors = new Vector3[pixels.Length];
for (int i = 0; i < pixels.Length; i++)
{
pixelColors[i] = new Vector3(pixels[i].r, pixels[i].g, pixels[i].b);
}
// Storage for pixel-to-centroid assignments
int[] assignments = new int[pixelColors.Length];
for (int iteration = 0; iteration < maxIterations; iteration++)
{
bool centroidsChanged = false;
// Step 1: Assign each pixel to the closest centroid
for (int i = 0; i < pixelColors.Length; i++)
{
int closestCentroid = GetClosestCentroid(pixelColors[i], centroids);
if (assignments[i] != closestCentroid)
{
assignments[i] = closestCentroid;
centroidsChanged = true;
}
}
// Step 2: Recalculate centroids
Vector3[] newCentroids = new Vector3[centroids.Count];
int[] centroidCounts = new int[centroids.Count];
for (int i = 0; i < assignments.Length; i++)
{
int centroidIndex = assignments[i];
newCentroids[centroidIndex] += pixelColors[i];
centroidCounts[centroidIndex]++;
}
for (int i = 0; i < centroids.Count; i++)
{
if (centroidCounts[i] > 0)
{
newCentroids[i] /= centroidCounts[i];
}
else
{
newCentroids[i] = RandomizeCentroid(image);
}
}
if (!centroidsChanged) break;
centroids = new List<Vector3>(newCentroids);
}
float[,,] pixelArray = new float[width, height, 3];
for (int i = 0; i < pixelColors.Length; i++)
{
int x = i % width;
int y = i / width;
Vector3 centroidColor = centroids[assignments[i]];
pixelArray[x, y, 0] = centroidColor.x; // Red
pixelArray[x, y, 1] = centroidColor.y; // Green
pixelArray[x, y, 2] = centroidColor.z; // Blue
}
Vector3[,] clut = new Vector3[maxColors, 1];
for (int i = 0; i < centroids.Count; i++)
{
clut[i, 0] = centroids[i];
}
return (pixelArray, clut);
}
private static List<Vector3> InitializeCentroids(Texture2D image, int maxColors)
{
List<Vector3> centroids = new List<Vector3>();
Color[] pixels = image.GetPixels();
HashSet<Vector3> uniqueColors = new HashSet<Vector3>();
foreach (Color pixel in pixels)
{
Vector3 color = new Vector3(pixel.r, pixel.g, pixel.b);
if (!uniqueColors.Contains(color))
{
uniqueColors.Add(color);
centroids.Add(color);
if (centroids.Count >= maxColors) break;
}
}
return centroids;
}
private static Vector3 RandomizeCentroid(Texture2D image)
{
Color randomPixel = image.GetPixel(Random.Range(0, image.width), Random.Range(0, image.height));
return new Vector3(randomPixel.r, randomPixel.g, randomPixel.b);
}
private static int GetClosestCentroid(Vector3 color, List<Vector3> centroids)
{
int closestCentroid = 0;
float minDistanceSq = float.MaxValue;
for (int i = 0; i < centroids.Count; i++)
{
float distanceSq = (color - centroids[i]).sqrMagnitude;
if (distanceSq < minDistanceSq)
{
minDistanceSq = distanceSq;
closestCentroid = i;
}
}
return closestCentroid;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1291c85b333132b8392486949420d31a

View File

@@ -1,12 +1,15 @@
using UnityEngine;
namespace PSXSplash.RuntimeCode {
namespace PSXSplash.RuntimeCode
{
[System.Serializable]
public class PSXMesh {
public class PSXMesh
{
public bool TriangulateMesh = true;
public void Export() {
public void Export(GameObject gameObject)
{
Debug.Log($"Export: {this}");
}
}

View File

@@ -1,22 +1,51 @@
using UnityEngine;
namespace PSXSplash.RuntimeCode {
public enum PSXTextureType {
TEX_4BPP,
namespace PSXSplash.RuntimeCode
{
public enum PSXTextureType
{
TEX_4BPP = 4,
TEX_8BPP,
TEX_8BPP = 8,
TEX16_BPP
TEX16_BPP = 16
}
[System.Serializable]
public class PSXTexture
{
public PSXTextureType TextureType;
public PSXTextureType TextureType = PSXTextureType.TEX_8BPP;
public bool Dithering = true;
public void Export() {
[Range(1, 256)]
public int Width = 128;
[Range(1, 256)]
public int Height = 128;
public void Export(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 = 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);
}
}
}
}
}