257 lines
8.2 KiB
C#
257 lines
8.2 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class QuantizedPreviewWindow : EditorWindow
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{
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private Texture2D originalTexture;
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private Texture2D quantizedTexture;
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private Texture2D vramTexture; // New VRAM Texture
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private float[] clut; // Changed to 1D array
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private ushort[] indexedPixelData; // New field for indexed pixel data
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private int bpp = 4;
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private int targetWidth = 128;
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private int targetHeight = 128;
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private int maxKMeans = 100;
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private int previewSize = 256;
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[MenuItem("Window/Quantized Preview")]
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public static void ShowWindow()
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{
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QuantizedPreviewWindow win = GetWindow<QuantizedPreviewWindow>("Quantized Preview");
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win.minSize = new Vector2(800, 700);
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}
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private void OnGUI()
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{
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GUILayout.Label("Quantized Preview", EditorStyles.boldLabel);
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originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
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targetWidth = EditorGUILayout.IntField("Target Width", targetWidth);
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targetHeight = EditorGUILayout.IntField("Target Height", targetHeight);
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bpp = EditorGUILayout.IntPopup("Bits Per Pixel", bpp, new[] { "4 bpp", "8 bpp", "16 bpp" }, new[] { 4, 8, 16 });
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maxKMeans = EditorGUILayout.IntField("Max K-Means", maxKMeans);
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if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
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{
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GenerateQuantizedPreview();
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}
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GUILayout.BeginHorizontal();
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if (originalTexture != null)
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{
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GUILayout.BeginVertical();
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GUILayout.Label("Original Texture");
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DrawTexturePreview(originalTexture, previewSize);
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GUILayout.EndVertical();
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}
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if (vramTexture != null)
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{
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GUILayout.BeginVertical();
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GUILayout.Label("VRAM View (Indexed Data as 16bpp)");
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DrawTexturePreview(vramTexture, previewSize);
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GUILayout.EndVertical();
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}
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if (quantizedTexture != null)
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{
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GUILayout.BeginVertical();
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GUILayout.Label("Quantized Texture");
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DrawTexturePreview(quantizedTexture, previewSize);
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GUILayout.EndVertical();
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}
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GUILayout.EndHorizontal();
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if (clut != null)
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{
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GUILayout.Label("Color Lookup Table (CLUT)");
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DrawCLUT();
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}
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}
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private void GenerateQuantizedPreview()
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{
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Texture2D resizedTexture = ResizeTexture(originalTexture, targetWidth, targetHeight);
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if (bpp == 16)
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{
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quantizedTexture = ConvertTo16Bpp(resizedTexture);
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clut = null;
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vramTexture = resizedTexture;
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}
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else
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{
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var (indexedPixels, generatedClut) = ImageQuantizer.Quantize(resizedTexture, bpp, maxKMeans);
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indexedPixelData = indexedPixels;
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clut = generatedClut;
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int pixelSize = bpp == 4 ? 4 : bpp == 8 ? 2 : 1;
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quantizedTexture = new Texture2D(resizedTexture.width, resizedTexture.height);
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Color[] quantizedColors = new Color[resizedTexture.width * resizedTexture.height];
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int pixelIndex = 0;
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for (int y = 0; y < resizedTexture.height; y++)
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{
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for (int x = 0; x < resizedTexture.width; x++)
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{
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int index = 0;
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if (pixelSize == 4)
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{
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int packedValue = indexedPixelData[pixelIndex];
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index = (packedValue >> ((x % 4) * 4)) & 0xF;
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}
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else if (pixelSize == 2)
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{
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int packedValue = indexedPixelData[pixelIndex];
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index = (packedValue >> ((x % 2) * 8)) & 0xFF;
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}
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else
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{
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index = indexedPixelData[pixelIndex];
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}
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Vector3 color = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]);
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quantizedColors[y * resizedTexture.width + x] = new Color(color.x, color.y, color.z);
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if ((x % pixelSize) == (pixelSize - 1))
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{
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pixelIndex++;
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}
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}
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}
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quantizedTexture.SetPixels(quantizedColors);
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quantizedTexture.Apply();
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vramTexture = CreateVramTexture(resizedTexture.width, resizedTexture.height, indexedPixelData);
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}
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}
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private Texture2D CreateVramTexture(int width, int height, ushort[] indexedData)
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{
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int adjustedWidth = width;
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if (bpp == 4)
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{
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adjustedWidth = Mathf.CeilToInt(width / 4f);
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}
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else if (bpp == 8)
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{
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adjustedWidth = Mathf.CeilToInt(width / 2f);
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}
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Texture2D vramTexture = new Texture2D(adjustedWidth, height);
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Color[] vramColors = new Color[adjustedWidth * height];
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for (int i = 0; i < indexedData.Length; i++)
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{
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int index = indexedData[i];
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float r = Mathf.Floor((index >> 11) & 31) / 31.0f;
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float g = Mathf.Floor((index >> 5) & 31) / 31.0f;
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float b = Mathf.Floor(index & 31) / 31.0f;
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vramColors[i] = new Color(r, g, b);
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}
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vramTexture.SetPixels(vramColors);
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vramTexture.Apply();
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return vramTexture;
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}
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private Texture2D ConvertTo16Bpp(Texture2D source)
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{
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int width = source.width;
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int height = source.height;
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Texture2D convertedTexture = new Texture2D(width, height);
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Color[] originalPixels = source.GetPixels();
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Color[] convertedPixels = new Color[originalPixels.Length];
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for (int i = 0; i < originalPixels.Length; i++)
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{
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Color pixel = originalPixels[i];
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// Convert to 5 bits per channel (R5G5B5)
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float r = Mathf.Floor(pixel.r * 31) / 31.0f; // 5 bits for red
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float g = Mathf.Floor(pixel.g * 31) / 31.0f; // 5 bits for green
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float b = Mathf.Floor(pixel.b * 31) / 31.0f; // 5 bits for blue
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convertedPixels[i] = new Color(r, g, b, pixel.a);
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}
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convertedTexture.SetPixels(convertedPixels);
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convertedTexture.Apply();
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return convertedTexture;
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}
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private void DrawTexturePreview(Texture2D texture, int size)
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{
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Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));
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EditorGUI.DrawPreviewTexture(rect, texture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
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}
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private void DrawCLUT()
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{
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if (clut == null) return;
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int swatchSize = 20;
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int maxColorsPerRow = 40;
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GUILayout.Space(10);
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int totalColors = clut.Length / 3;
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int totalRows = Mathf.CeilToInt((float)totalColors / maxColorsPerRow);
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for (int row = 0; row < totalRows; row++)
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{
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GUILayout.BeginHorizontal();
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int colorsInRow = Mathf.Min(maxColorsPerRow, totalColors - row * maxColorsPerRow);
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for (int col = 0; col < colorsInRow; col++)
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{
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int index = row * maxColorsPerRow + col;
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Vector3 color = new Vector3(clut[index * 3], clut[index * 3 + 1], clut[index * 3 + 2]);
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Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false));
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EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z));
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}
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GUILayout.EndHorizontal();
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}
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}
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private Texture2D ResizeTexture(Texture2D source, int newWidth, int newHeight)
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{
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RenderTexture rt = RenderTexture.GetTemporary(newWidth, newHeight);
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rt.antiAliasing = 1;
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Graphics.Blit(source, rt);
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Texture2D resizedTexture = new Texture2D(newWidth, newHeight);
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RenderTexture.active = rt;
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resizedTexture.ReadPixels(new Rect(0, 0, newWidth, newHeight), 0, 0);
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resizedTexture.Apply();
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RenderTexture.active = null;
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RenderTexture.ReleaseTemporary(rt);
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return resizedTexture;
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}
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}
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