using UnityEditor; using UnityEngine; using UnityEngine.Rendering; public class QuantizedPreviewWindow : EditorWindow { private Texture2D originalTexture; private Texture2D quantizedTexture; private Texture2D vramTexture; // New VRAM Texture private float[] clut; // Changed to 1D array private ushort[] indexedPixelData; // New field for indexed pixel data private int bpp = 4; private int targetWidth = 128; private int targetHeight = 128; private int maxKMeans = 100; private int previewSize = 256; [MenuItem("Window/Quantized Preview")] public static void ShowWindow() { QuantizedPreviewWindow win = GetWindow("Quantized Preview"); win.minSize = new Vector2(800, 700); } 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", "16 bpp" }, new[] { 4, 8, 16 }); maxKMeans = EditorGUILayout.IntField("Max K-Means", maxKMeans); if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null) { GenerateQuantizedPreview(); } GUILayout.BeginHorizontal(); if (originalTexture != null) { GUILayout.BeginVertical(); GUILayout.Label("Original Texture"); DrawTexturePreview(originalTexture, previewSize); GUILayout.EndVertical(); } if (vramTexture != null) { GUILayout.BeginVertical(); GUILayout.Label("VRAM View (Indexed Data as 16bpp)"); DrawTexturePreview(vramTexture, previewSize); GUILayout.EndVertical(); } if (quantizedTexture != null) { GUILayout.BeginVertical(); GUILayout.Label("Quantized Texture"); DrawTexturePreview(quantizedTexture, previewSize); GUILayout.EndVertical(); } GUILayout.EndHorizontal(); if (clut != null) { GUILayout.Label("Color Lookup Table (CLUT)"); DrawCLUT(); } } private void GenerateQuantizedPreview() { Texture2D resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight); if (bpp == 16) { quantizedTexture = ConvertTo16Bpp(resizedTexture); clut = null; vramTexture = resizedTexture; } else { var (indexedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, bpp, maxKMeans); indexedPixelData = indexedPixels; clut = generatedClut; int pixelSize = bpp == 4 ? 4 : bpp == 8 ? 2 : 1; quantizedTexture = new Texture2D(resizedTexture.width, resizedTexture.height); Color[] quantizedColors = new Color[resizedTexture.width * resizedTexture.height]; int pixelIndex = 0; for (int y = 0; y < resizedTexture.height; y++) { for (int x = 0; x < resizedTexture.width; x++) { int index = 0; if (pixelSize == 4) { int packedValue = indexedPixelData[pixelIndex]; index = (packedValue >> ((x % 4) * 4)) & 0xF; } else if (pixelSize == 2) { int packedValue = indexedPixelData[pixelIndex]; index = (packedValue >> ((x % 2) * 8)) & 0xFF; } else { index = indexedPixelData[pixelIndex]; } Vector3 color = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]); quantizedColors[y * resizedTexture.width + x] = new Color(color.x, color.y, color.z); if ((x % pixelSize) == (pixelSize - 1)) { pixelIndex++; } } } quantizedTexture.SetPixels(quantizedColors); quantizedTexture.Apply(); vramTexture = CreateVramTexture(resizedTexture.width, resizedTexture.height, indexedPixelData); } } private Texture2D CreateVramTexture(int width, int height, ushort[] indexedData) { int adjustedWidth = width; if (bpp == 4) { adjustedWidth = Mathf.CeilToInt(width / 4f); } else if (bpp == 8) { adjustedWidth = Mathf.CeilToInt(width / 2f); } Texture2D vramTexture = new Texture2D(adjustedWidth, height); Color[] vramColors = new Color[adjustedWidth * height]; for (int i = 0; i < indexedData.Length; i++) { int index = indexedData[i]; float r = Mathf.Floor((index >> 11) & 31) / 31.0f; float g = Mathf.Floor((index >> 5) & 31) / 31.0f; float b = Mathf.Floor(index & 31) / 31.0f; vramColors[i] = new Color(r, g, b); } vramTexture.SetPixels(vramColors); vramTexture.Apply(); return vramTexture; } private Texture2D ConvertTo16Bpp(Texture2D source) { int width = source.width; int height = source.height; Texture2D convertedTexture = new Texture2D(width, height); Color[] originalPixels = source.GetPixels(); Color[] convertedPixels = new Color[originalPixels.Length]; for (int i = 0; i < originalPixels.Length; i++) { Color pixel = originalPixels[i]; // Convert to 5 bits per channel (R5G5B5) float r = Mathf.Floor(pixel.r * 31) / 31.0f; // 5 bits for red float g = Mathf.Floor(pixel.g * 31) / 31.0f; // 5 bits for green float b = Mathf.Floor(pixel.b * 31) / 31.0f; // 5 bits for blue convertedPixels[i] = new Color(r, g, b, pixel.a); } convertedTexture.SetPixels(convertedPixels); convertedTexture.Apply(); return convertedTexture; } 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.Length / 3; 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 = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]); 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; } }