using System.Collections.Generic; using System.Linq; using UnityEngine; namespace SplashEdit.RuntimeCode { /// /// Represents a texture atlas that groups PSX textures by bit depth. /// Each atlas has a fixed height and a configurable width based on texture bit depth. /// public class TextureAtlas { public PSXBPP BitDepth; // Bit depth of textures in this atlas. public int PositionX; // X position of the atlas in VRAM. public int PositionY; // Y position of the atlas in VRAM. public int Width; // Width of the atlas. public const int Height = 256; // Fixed height for all atlases. public VRAMPixel[,] vramPixels; public List ContainedTextures = new List(); // Textures packed in this atlas. } /// /// Packs PSX textures into a simulated VRAM. /// It manages texture atlases, placement of textures, and allocation of color lookup tables (CLUTs). /// public class VRAMPacker { private List _textureAtlases = new List(); private List _reservedAreas; // Areas in VRAM where no textures can be placed. private List _finalizedAtlases = new List(); // Atlases that have been successfully placed. private List _allocatedCLUTs = new List(); // Allocated regions for CLUTs. public static readonly int VramWidth = 1024; public static readonly int VramHeight = 512; private VRAMPixel[,] _vramPixels; // Simulated VRAM pixel data. /// /// Initializes the VRAMPacker with reserved areas from prohibited regions and framebuffers. /// /// Framebuffers to reserve in VRAM. /// Additional prohibited areas as ProhibitedArea instances. public VRAMPacker(List framebuffers, List reservedAreas) { // Convert ProhibitedArea instances to Unity Rects. List areasConvertedToRect = new List(); foreach (ProhibitedArea area in reservedAreas) { areasConvertedToRect.Add(new Rect(area.X, area.Y, area.Width, area.Height)); } _reservedAreas = areasConvertedToRect; // Reserve the two framebuffers. _reservedAreas.Add(framebuffers[0]); _reservedAreas.Add(framebuffers[1]); _vramPixels = new VRAMPixel[VramWidth, VramHeight]; } /// /// Packs the textures from the provided PSXObjectExporter array into VRAM. /// Each exporter now holds a list of textures. /// Duplicates (textures with the same underlying OriginalTexture and BitDepth) across all exporters are merged. /// Returns the processed objects and the final VRAM pixel array. /// /// Array of PSXObjectExporter objects to process. /// Optional standalone textures (e.g. UI images) to include in VRAM packing. /// Tuple containing processed objects, texture atlases, and the VRAM pixel array. public (PSXObjectExporter[] processedObjects, TextureAtlas[] atlases, VRAMPixel[,] vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects, List additionalTextures = null) { // Gather all textures from all exporters. List allTextures = new List(); foreach (var obj in objects) { allTextures.AddRange(obj.Textures); } // Include additional standalone textures (e.g. UI images) if (additionalTextures != null) allTextures.AddRange(additionalTextures); // List to track unique textures and their indices List uniqueTextures = new List(); Dictionary<(int, PSXBPP), int> textureToIndexMap = new Dictionary<(int, PSXBPP), int>(); // Group textures by bit depth (highest first). var texturesByBitDepth = allTextures .GroupBy(tex => tex.BitDepth) .OrderByDescending(g => g.Key); // Process each group. foreach (var group in texturesByBitDepth) { // Determine atlas width based on texture bit depth. int atlasWidth = group.Key switch { PSXBPP.TEX_16BIT => 256, PSXBPP.TEX_8BIT => 128, PSXBPP.TEX_4BIT => 64, _ => 256 }; // Create an initial atlas for this group. TextureAtlas atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 }; _textureAtlases.Add(atlas); // Process each texture in descending order of area. foreach (var texture in group.OrderByDescending(tex => tex.QuantizedWidth * tex.Height)) { var textureKey = (texture.OriginalTexture.GetInstanceID(), texture.BitDepth); // Check if we've already processed this texture if (textureToIndexMap.TryGetValue(textureKey, out int existingIndex)) { // This texture is a duplicate, skip packing but remember the mapping continue; } // Try to place the texture in the current atlas. if (!TryPlaceTextureInAtlas(atlas, texture)) { // If failed, create a new atlas for this bit depth group and try again. atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 }; _textureAtlases.Add(atlas); if (!TryPlaceTextureInAtlas(atlas, texture)) { Debug.LogError($"Failed to pack texture {texture}. It might not fit."); continue; } } // Add to unique textures and map int newIndex = uniqueTextures.Count; uniqueTextures.Add(texture); textureToIndexMap[textureKey] = newIndex; } } // Now update every exporter and their meshes to use the correct texture indices foreach (var obj in objects) { // Create a mapping from old texture indices to new indices for this object Dictionary oldToNewIndexMap = new Dictionary(); List newTextures = new List(); for (int i = 0; i < obj.Textures.Count; i++) { var textureKey = (obj.Textures[i].OriginalTexture.GetInstanceID(), obj.Textures[i].BitDepth); if (textureToIndexMap.TryGetValue(textureKey, out int newIndex)) { oldToNewIndexMap[i] = newIndex; // Only add to new textures list if not already present var texture = uniqueTextures[newIndex]; if (!newTextures.Contains(texture)) { newTextures.Add(texture); } } } // Replace the exporter's texture list with the deduplicated list obj.Textures = newTextures; // Update all triangles in the mesh to use the new texture indices if (obj.Mesh != null && obj.Mesh.Triangles != null) { for (int i = 0; i < obj.Mesh.Triangles.Count; i++) { var tri = obj.Mesh.Triangles[i]; if (oldToNewIndexMap.TryGetValue(tri.TextureIndex, out int newGlobalIndex)) { // Find the index in the new texture list var texture = uniqueTextures[newGlobalIndex]; int finalIndex = newTextures.IndexOf(texture); // Create a new Tri with the updated TextureIndex var updatedTri = new Tri { v0 = tri.v0, v1 = tri.v1, v2 = tri.v2, TextureIndex = finalIndex }; // Replace the tri in the list obj.Mesh.Triangles[i] = updatedTri; } } } } // Arrange atlases in the VRAM space. ArrangeAtlasesInVRAM(); // Allocate color lookup tables (CLUTs) for textures that use palettes. AllocateCLUTs(); // Build the final VRAM pixel array from placed textures and CLUTs. BuildVram(); return (objects, _finalizedAtlases.ToArray(), _vramPixels); } /// /// Attempts to place a texture within the given atlas. /// Iterates over possible positions and checks for overlapping textures. /// /// The atlas where the texture should be placed. /// The texture to place. /// True if the texture was placed successfully; otherwise, false. private bool TryPlaceTextureInAtlas(TextureAtlas atlas, PSXTexture2D texture) { // Iterate over potential Y positions. for (byte y = 0; y <= TextureAtlas.Height - texture.Height; y++) { // Iterate over potential X positions within the atlas. for (byte x = 0; x <= atlas.Width - texture.QuantizedWidth; x++) { var candidateRect = new Rect(x, y, texture.QuantizedWidth, texture.Height); // Check if candidateRect overlaps with any already placed texture. if (!atlas.ContainedTextures.Any(tex => new Rect(tex.PackingX, tex.PackingY, tex.QuantizedWidth, tex.Height).Overlaps(candidateRect))) { texture.PackingX = x; texture.PackingY = y; atlas.ContainedTextures.Add(texture); return true; } } } return false; } /// /// Arranges all texture atlases into the VRAM, ensuring they do not overlap reserved areas. /// Also assigns texpage indices for textures based on atlas position. /// private void ArrangeAtlasesInVRAM() { // Process each bit depth category in order. foreach (var bitDepth in new[] { PSXBPP.TEX_16BIT, PSXBPP.TEX_8BIT, PSXBPP.TEX_4BIT }) { foreach (var atlas in _textureAtlases.Where(a => a.BitDepth == bitDepth)) { bool placed = false; // Try every possible row (stepping by atlas height). for (int y = 0; y <= VramHeight - TextureAtlas.Height; y += 256) { // Try every possible column (stepping by 64 pixels). for (int x = 0; x <= VramWidth - atlas.Width; x += 64) { // Only consider atlases that haven't been placed yet. if (atlas.PositionX == 0 && atlas.PositionY == 0) { var candidateRect = new Rect(x, y, atlas.Width, TextureAtlas.Height); if (IsPlacementValid(candidateRect)) { atlas.PositionX = x; atlas.PositionY = y; _finalizedAtlases.Add(atlas); placed = true; break; } } } if (placed) { // Assign texpage coordinates for each texture within the atlas. foreach (PSXTexture2D texture in atlas.ContainedTextures) { int colIndex = atlas.PositionX / 64; int rowIndex = atlas.PositionY / 256; texture.TexpageX = (byte)colIndex; texture.TexpageY = (byte)rowIndex; } break; } } if (!placed) { Debug.LogError($"Atlas with BitDepth {atlas.BitDepth} and Width {atlas.Width} could not be placed in VRAM."); } } } } /// /// Allocates color lookup table (CLUT) regions in VRAM for textures with palettes. /// private void AllocateCLUTs() { foreach (var texture in _finalizedAtlases.SelectMany(atlas => atlas.ContainedTextures)) { // Skip textures without a color palette. if (texture.ColorPalette == null || texture.ColorPalette.Count == 0) continue; int clutWidth = texture.ColorPalette.Count; int clutHeight = 1; bool placed = false; // Iterate over possible CLUT positions in VRAM. for (ushort x = 0; x < VramWidth; x += 16) { for (ushort y = 0; y <= VramHeight; y++) { var candidate = new Rect(x, y, clutWidth, clutHeight); if (IsPlacementValid(candidate)) { _allocatedCLUTs.Add(candidate); texture.ClutPackingX = (ushort)(x / 16); texture.ClutPackingY = y; placed = true; break; } } if (placed) break; } if (!placed) { Debug.LogError($"Failed to allocate CLUT for texture at {texture.PackingX}, {texture.PackingY}"); } } } /// /// Builds the final VRAM by copying texture image data and color palettes into the VRAM pixel array. /// private void BuildVram() { foreach (TextureAtlas atlas in _finalizedAtlases) { atlas.vramPixels = new VRAMPixel[atlas.Width, TextureAtlas.Height]; foreach (PSXTexture2D texture in atlas.ContainedTextures) { // Copy texture image data into VRAM using atlas and texture packing offsets. for (int y = 0; y < texture.Height; y++) { for (int x = 0; x < texture.QuantizedWidth; x++) { atlas.vramPixels[x + texture.PackingX, y + texture.PackingY] = texture.ImageData[x, y]; _vramPixels[x + atlas.PositionX + texture.PackingX, y + atlas.PositionY + texture.PackingY] = texture.ImageData[x, y]; } } // For non-16-bit textures, copy the color palette into VRAM. if (texture.BitDepth != PSXBPP.TEX_16BIT) { for (int x = 0; x < texture.ColorPalette.Count; x++) { _vramPixels[x + texture.ClutPackingX, texture.ClutPackingY] = texture.ColorPalette[x]; } } } } } /// /// Checks if a given rectangle can be placed in VRAM without overlapping existing atlases, /// reserved areas, or allocated CLUT regions. /// /// The rectangle representing a candidate placement. /// True if the placement is valid; otherwise, false. private bool IsPlacementValid(Rect rect) { // Ensure the rectangle fits within VRAM boundaries. if (rect.x + rect.width > VramWidth) return false; if (rect.y + rect.height > VramHeight) return false; // Check for overlaps with existing atlases. bool overlapsAtlas = _finalizedAtlases.Any(a => new Rect(a.PositionX, a.PositionY, a.Width, TextureAtlas.Height).Overlaps(rect)); // Check for overlaps with reserved VRAM areas. bool overlapsReserved = _reservedAreas.Any(r => r.Overlaps(rect)); // Check for overlaps with already allocated CLUT regions. bool overlapsCLUT = _allocatedCLUTs.Any(c => c.Overlaps(rect)); return !(overlapsAtlas || overlapsReserved || overlapsCLUT); } } }