using System; using System.Collections.Generic; using UnityEngine; namespace SplashEdit.RuntimeCode { /// /// Represents the bit depth of a PSX texture. /// public enum PSXBPP { TEX_4BIT = 4, TEX_8BIT = 8, TEX_16BIT = 15 } /// /// Represents a pixel in VRAM with RGB components and a semi-transparency flag. /// public struct VRAMPixel { private ushort r; // 0-4 bits private ushort g; // 5-9 bits private ushort b; // 10-14 bits /// /// Red component (0-4 bits). /// public ushort R { get => r; set => r = (ushort)(value & 0b11111); } /// /// Green component (0-4 bits). /// public ushort G { get => g; set => g = (ushort)(value & 0b11111); } /// /// Blue component (0-4 bits). /// public ushort B { get => b; set => b = (ushort)(value & 0b11111); } /// /// Gets or sets a value indicating whether the pixel is semi-transparent (15th bit). /// public bool SemiTransparent { get; set; } // 15th bit /// /// Packs the RGB components and semi-transparency flag into a single ushort value. /// /// The packed ushort value. public ushort Pack() { return (ushort)((SemiTransparent ? 1 << 15 : 0) | (b << 10) | (g << 5) | r); } /// /// Unpacks the RGB components and semi-transparency flag from a packed ushort value. /// /// The packed ushort value. public void Unpack(ushort packedValue) { SemiTransparent = (packedValue & (1 << 15)) != 0; b = (ushort)((packedValue >> 10) & 0b11111); g = (ushort)((packedValue >> 5) & 0b11111); r = (ushort)(packedValue & 0b11111); } public Color GetUnityColor() { return new Color(R / 31.0f, G / 31.0f, B / 31.0f); } } /// /// Represents a PSX texture with various bit depths and provides methods to create and manipulate the texture. /// public class PSXTexture2D { public int Width { get; set; } public int QuantizedWidth { get; set; } public int Height { get; set; } public int[,] PixelIndices { get; set; } public List ColorPalette = new List(); public PSXBPP BitDepth { get; set; } public Texture2D OriginalTexture; // Within supertexture public byte PackingX; public byte PackingY; public byte TexpageX; public byte TexpageY; // Absolute positioning public ushort ClutPackingX; public ushort ClutPackingY; private int _maxColors; public VRAMPixel[,] ImageData { get; set; } /// /// Creates a PSX texture from a given Texture2D with the specified bit depth. /// /// The input Texture2D. /// The desired bit depth for the PSX texture. /// The created PSXTexture2D. public static PSXTexture2D CreateFromTexture2D(Texture2D inputTexture, PSXBPP bitDepth) { PSXTexture2D psxTex = new PSXTexture2D(); Utils.SetTextureImporterFormat(inputTexture, true); psxTex.Width = inputTexture.width; psxTex.QuantizedWidth = bitDepth == PSXBPP.TEX_4BIT ? inputTexture.width / 4 : bitDepth == PSXBPP.TEX_8BIT ? inputTexture.width / 2 : inputTexture.width; psxTex.Height = inputTexture.height; psxTex.BitDepth = bitDepth; if (bitDepth == PSXBPP.TEX_16BIT) { psxTex.ImageData = new VRAMPixel[inputTexture.width, inputTexture.height]; int width = inputTexture.width; int height = inputTexture.height; for (int y = 0; y < height; y++) // Start from top row, move downward { for (int x = 0; x < width; x++) // Start from right column, move leftward { Color pixel = inputTexture.GetPixel(x, height - y - 1); VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) }; psxTex.ImageData[x, y] = vramPixel; } } psxTex.ColorPalette = null; return psxTex; } psxTex._maxColors = (int)Mathf.Pow(2, (int)bitDepth); TextureQuantizer.QuantizedResult result = TextureQuantizer.Quantize(inputTexture, psxTex._maxColors); foreach (Vector3 color in result.Palette) { Color pixel = new Color(color.x, color.y, color.z); VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) }; psxTex.ColorPalette.Add(vramPixel); } psxTex.ImageData = new VRAMPixel[psxTex.QuantizedWidth, psxTex.Height]; psxTex.PixelIndices = result.Indices; int groupSize = (bitDepth == PSXBPP.TEX_8BIT) ? 2 : 4; for (int y = 0; y < psxTex.Height; y++) { if (bitDepth == PSXBPP.TEX_8BIT) { for (int group = 0; group < psxTex.QuantizedWidth; group++) { int baseIndex = group * 2; // Combine two 8-bit indices into one ushort. int index1 = psxTex.PixelIndices[baseIndex, y] & 0xFF; int index2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xFF; ushort packed = (ushort)((index2 << 8) | index1); VRAMPixel pixel = new VRAMPixel(); pixel.Unpack(packed); psxTex.ImageData[group, psxTex.Height - y - 1] = pixel; } } else if (bitDepth == PSXBPP.TEX_4BIT) { for (int group = 0; group < psxTex.QuantizedWidth; group++) { int baseIndex = group * 4; // Combine four 4-bit indices into one ushort. int idx1 = psxTex.PixelIndices[baseIndex, y] & 0xF; int idx2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xF; int idx3 = psxTex.PixelIndices[baseIndex + 2, y] & 0xF; int idx4 = psxTex.PixelIndices[baseIndex + 3, y] & 0xF; ushort packed = (ushort)((idx4 << 12) | (idx3 << 8) | (idx2 << 4) | idx1); VRAMPixel pixel = new VRAMPixel(); pixel.Unpack(packed); psxTex.ImageData[group, psxTex.Height - y - 1] = pixel; } } } return psxTex; } /// /// Generates a preview Texture2D from the PSX texture. /// /// The generated preview Texture2D. public Texture2D GeneratePreview() { Texture2D tex = new Texture2D(Width, Height); if (BitDepth == PSXBPP.TEX_16BIT) { for (int y = 0; y < Width; y++) { for (int x = 0; x < Height; x++) { tex.SetPixel(x, Height - 1 - y, ImageData[x, y].GetUnityColor()); } } tex.Apply(); return tex; } for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { tex.SetPixel(x, y, ColorPalette[PixelIndices[x, y]].GetUnityColor()); } } tex.Apply(); return tex; } /// /// Generates a VRAM preview Texture2D from the PSX texture. /// /// The generated VRAM preview Texture2D. public Texture2D GenerateVramPreview() { if (BitDepth == PSXBPP.TEX_16BIT) { return GeneratePreview(); } Texture2D vramTexture = new Texture2D(QuantizedWidth, Height); for (int y = 0; y < Height; y++) { for (int x = 0; x < QuantizedWidth; x++) { vramTexture.SetPixel(x, y, ImageData[x, y].GetUnityColor()); } } vramTexture.Apply(); return vramTexture; } /// /// Check if we need to update stored texture /// /// new settings for color bit depth /// new texture /// return true if sored texture is different from a new one internal bool NeedUpdate(PSXBPP bitDepth, Texture2D texture) { return BitDepth != bitDepth || texture.GetInstanceID() != texture.GetInstanceID(); } } }