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