using System.Collections.Generic; using UnityEngine; namespace PSXSplash.RuntimeCode { public enum PSXBPP { TEX_4BIT = 4, TEX_8BIT = 8, TEX_16BIT = 15 } public struct VRAMPixel { private ushort r; // 0-4 bits private ushort g; // 5-9 bits private ushort b; // 10-14 bits public ushort R { get => r; set => r = (ushort)(value & 0b11111); } public ushort G { get => g; set => g = (ushort)(value & 0b11111); } public ushort B { get => b; set => b = (ushort)(value & 0b11111); } public bool SemiTransparent { get; set; } // 15th bit public ushort Pack() { return (ushort)((r << 11) | (g << 6) | (b << 1) | (SemiTransparent ? 1 : 0)); } 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 class PSXTexture2D { public int Width { get; set; } public int Height { get; set; } public int[] Pixels { get; set; } public List ColorPalette = new List(); public PSXBPP BitDepth; private int _maxColors; public static PSXTexture2D CreateFromTexture2D(Texture2D inputTexture, PSXBPP bitDepth, bool dither) { PSXTexture2D psxTex = new PSXTexture2D(); psxTex.Width = inputTexture.width; psxTex.Height = inputTexture.height; psxTex.BitDepth = bitDepth; psxTex._maxColors = (int)Mathf.Pow((int)bitDepth, 2); ImageQuantizer quantizer = new ImageQuantizer(); quantizer.Quantize(inputTexture, psxTex._maxColors); foreach (Color pixel in quantizer.Palette) { VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) }; psxTex.ColorPalette.Add(vramPixel); } psxTex.Pixels = quantizer.Pixels; return psxTex; } public Texture2D GeneratePreview() { Texture2D tex = new Texture2D(Width, Height); List colors = new List(); for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { int pixel = Pixels[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; } public Texture2D GenerateVramPreview() { 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 < Pixels.Length; i += 4) { ushort packed = (ushort)((Pixels[i] << 12) | (Pixels[i + 1] << 8) | (Pixels[i + 2] << 4) | Pixels[i + 3]); packedValues.Add(packed); } } else if (BitDepth == PSXBPP.TEX_8BIT) { for (int i = 0; i < Pixels.Length; i += 2) { ushort packed = (ushort)((Pixels[i] << 8) | Pixels[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; } } }