using System.Collections.Generic; using System.Linq; using UnityEngine; namespace PSXSplash.RuntimeCode { public class TextureAtlas { public PSXBPP BitDepth; public int PositionX; public int PositionY; public int Width; public const int Height = 256; public List ContainedTextures = new List(); } public class VRAMPacker { private List _textureAtlases = new List(); private List _reservedAreas; private List _finalizedAtlases = new List(); private List _allocatedCLUTs = new List(); private const int VRAM_WIDTH = 1024; private const int VRAM_HEIGHT = 512; private VRAMPixel[,] _vramPixels; public VRAMPacker(List reservedAreas) { _reservedAreas = reservedAreas; _vramPixels = new VRAMPixel[VRAM_WIDTH, VRAM_HEIGHT]; } public (PSXObjectExporter[] processedObjects, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects) { List uniqueTextures = new List(); var groupedObjects = objects.GroupBy(obj => obj.Texture.BitDepth).OrderByDescending(g => g.Key); foreach (var group in groupedObjects) { int atlasWidth = group.Key switch { PSXBPP.TEX_16BIT => 256, PSXBPP.TEX_8BIT => 128, PSXBPP.TEX_4BIT => 64, _ => 256 }; TextureAtlas atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 }; _textureAtlases.Add(atlas); foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height)) { /*if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth)) { obj.Texture = uniqueTextures.First(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID()); continue; }*/ if (!TryPlaceTextureInAtlas(atlas, obj.Texture)) { atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 }; _textureAtlases.Add(atlas); if (!TryPlaceTextureInAtlas(atlas, obj.Texture)) { Debug.LogError($"Failed to pack texture {obj.Texture}. It might not fit."); break; } } uniqueTextures.Add(obj.Texture); } } ArrangeAtlasesInVRAM(); AllocateCLUTs(); BuildVram(); return (objects, _vramPixels); } private bool TryPlaceTextureInAtlas(TextureAtlas atlas, PSXTexture2D texture) { for (int y = 0; y <= TextureAtlas.Height - texture.Height; y++) { for (int x = 0; x <= atlas.Width - texture.QuantizedWidth; x++) { var candidateRect = new Rect(x, y, texture.QuantizedWidth, texture.Height); if (!atlas.ContainedTextures.Any(tex => new Rect(tex.PackingX, tex.PackingY, tex.QuantizedWidth, tex.Height).Overlaps(candidateRect))) { texture.PackingX = x; texture.PackingY = y; atlas.ContainedTextures.Add(texture); return true; } } } return false; } private void ArrangeAtlasesInVRAM() { foreach (var bitDepth in new[] { PSXBPP.TEX_16BIT, PSXBPP.TEX_8BIT, PSXBPP.TEX_4BIT }) { foreach (var atlas in _textureAtlases.Where(a => a.BitDepth == bitDepth)) { bool placed = false; for (int y = 0; y <= VRAM_HEIGHT - TextureAtlas.Height; y += 256) { for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64) { if (atlas.PositionX == 0 && atlas.PositionY == 0) { var candidateRect = new Rect(x, y, atlas.Width, TextureAtlas.Height); if (IsPlacementValid(candidateRect)) { atlas.PositionX = x; atlas.PositionY = y; _finalizedAtlases.Add(atlas); placed = true; Debug.Log($"Placed an atlas at: {x},{y}"); break; } } } if (placed) { foreach (PSXTexture2D texture in atlas.ContainedTextures) { texture.TexpageNum = CalculateTexpage(atlas.PositionX, atlas.PositionY); } break; } } if (!placed) { Debug.LogError($"Atlas with BitDepth {atlas.BitDepth} and Width {atlas.Width} could not be placed in VRAM."); } } } } private void AllocateCLUTs() { foreach (var texture in _finalizedAtlases.SelectMany(atlas => atlas.ContainedTextures)) { if (texture.ColorPalette == null || texture.ColorPalette.Count == 0) continue; int clutWidth = texture.ColorPalette.Count; int clutHeight = 1; bool placed = false; for (int x = 0; x < VRAM_WIDTH; x+=16) { for (int y = 0; y <= VRAM_HEIGHT; y++) { var candidate = new Rect(x, y, clutWidth, clutHeight); if (IsPlacementValid(candidate)) { _allocatedCLUTs.Add(candidate); texture.ClutPackingX = x; texture.ClutPackingY = y; placed = true; break; } } if (placed) break; } if (!placed) { Debug.LogError($"Failed to allocate CLUT for texture at {texture.PackingX}, {texture.PackingY}"); } } } private void BuildVram() { foreach (TextureAtlas atlas in _finalizedAtlases) { foreach (PSXTexture2D texture in atlas.ContainedTextures) { for (int y = 0; y < texture.Height; y++) { for (int x = 0; x < texture.QuantizedWidth; x++) { _vramPixels[x + atlas.PositionX + texture.PackingX, y + atlas.PositionY + texture.PackingY] = texture.ImageData[x, y]; } } if (texture.BitDepth != PSXBPP.TEX_16BIT) { for (int x = 0; x < texture.ColorPalette.Count; x++) { _vramPixels[x + texture.ClutPackingX, texture.ClutPackingY] = texture.ColorPalette[x]; } } } } } private bool IsPlacementValid(Rect rect) { if (rect.x + rect.width > VRAM_WIDTH) return false; if (rect.y + rect.height > VRAM_HEIGHT) return false; bool overlapsAtlas = _finalizedAtlases.Any(a => new Rect(a.PositionX, a.PositionY, a.Width, TextureAtlas.Height).Overlaps(rect)); bool overlapsReserved = _reservedAreas.Any(r => r.Overlaps(rect)); bool overlapsCLUT = _allocatedCLUTs.Any(c => c.Overlaps(rect)); return !(overlapsAtlas || overlapsReserved || overlapsCLUT); } private int CalculateTexpage(int x, int y) { int columns = 16; int colIndex = x / 64; int rowIndex = y / 256; return (rowIndex * columns) + colIndex; } } }