using System.Collections.Generic; using UnityEngine; using static PSXSplash.RuntimeCode.TextureQuantizer; namespace PSXSplash.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)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0)); } /// /// Unpacks the RGB components and semi-transparency flag from a packed ushort value. /// /// The packed ushort value. public void Unpack(ushort packedValue) { r = (ushort)((packedValue >> 11) & 0b11111); g = (ushort)((packedValue >> 6) & 0b11111); b = (ushort)((packedValue >> 1) & 0b11111); SemiTransparent = (packedValue & 0b1) != 0; } 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 int PackingX; public int PackingY; public int TexpageNum; // Absolute positioning public int ClutPackingX; public int ClutPackingY; private int _maxColors; // Used only for 16bpp public ushort[] 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(); 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 ushort[inputTexture.width * inputTexture.height]; int i = 0; foreach (Color pixel in inputTexture.GetPixels()) { VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) }; psxTex.ImageData[i] = vramPixel.Pack(); i++; } psxTex.ColorPalette = null; return psxTex; } psxTex._maxColors = (int)Mathf.Pow((int)bitDepth, 2); QuantizedResult result = 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.PixelIndices = new int[psxTex.Width * psxTex.Height]; for (int x = 0; x < psxTex.Width; x++) { for (int y = 0; y < psxTex.Height; y++) { psxTex.PixelIndices[x + y * psxTex.Width] = result.Indices[x, y]; } } 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) { Color[] colors16 = new Color[Width * Height]; // An instance for the Unpack method VRAMPixel pixel = new VRAMPixel(); for (int i = 0; i < ImageData.Length; i++) { ushort packedValue = ImageData[i]; pixel.Unpack(packedValue); float r = pixel.R / 31f; float g = pixel.G / 31f; float b = pixel.B / 31f; colors16[i] = new Color(r, g, b); } tex.SetPixels(colors16); tex.Apply(); return tex; } List colors = new List(); for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { int pixel = PixelIndices[y * Width + x]; VRAMPixel color = ColorPalette[pixel]; float r = color.R / 31f; float g = color.G / 31f; float b = color.B / 31f; colors.Add(new Color(r, g, b)); } } tex.SetPixels(colors.ToArray()); 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(); } int adjustedWidth = Width; if (BitDepth == PSXBPP.TEX_4BIT) { adjustedWidth = Mathf.CeilToInt(Width / 4f); } else if (BitDepth == PSXBPP.TEX_8BIT) { adjustedWidth = Mathf.CeilToInt(Width / 2f); } Texture2D vramTexture = new Texture2D(adjustedWidth, Height); List packedValues = new List(); if (BitDepth == PSXBPP.TEX_4BIT) { for (int i = 0; i < PixelIndices.Length; i += 4) { ushort packed = (ushort)((PixelIndices[i] << 12) | (PixelIndices[i + 1] << 8) | (PixelIndices[i + 2] << 4) | PixelIndices[i + 3]); packedValues.Add(packed); } } else if (BitDepth == PSXBPP.TEX_8BIT) { for (int i = 0; i < PixelIndices.Length; i += 2) { ushort packed = (ushort)((PixelIndices[i] << 8) | PixelIndices[i + 1]); packedValues.Add(packed); } } List colors = new List(); for (int i = 0; i < packedValues.Count; i++) { int index = packedValues[i]; float r = (index & 31) / 31.0f; float g = ((index >> 5) & 31) / 31.0f; float b = ((index >> 10) & 31) / 31.0f; colors.Add(new Color(r, g, b)); } vramTexture.SetPixels(colors.ToArray()); vramTexture.Apply(); return vramTexture; } } }