290 lines
9.7 KiB
C#
290 lines
9.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace SplashEdit.RuntimeCode
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{
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/// <summary>
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/// Represents the bit depth of a PSX texture.
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/// </summary>
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public enum PSXBPP
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{
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TEX_4BIT = 4,
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TEX_8BIT = 8,
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TEX_16BIT = 15
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}
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/// <summary>
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/// Represents a pixel in VRAM with RGB components and a semi-transparency flag.
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/// </summary>
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public struct VRAMPixel
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{
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private ushort r; // 0-4 bits
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private ushort g; // 5-9 bits
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private ushort b; // 10-14 bits
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/// <summary>
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/// Red component (0-4 bits).
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/// </summary>
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public ushort R
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{
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get => r;
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set => r = (ushort)(value & 0b11111);
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}
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/// <summary>
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/// Green component (0-4 bits).
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/// </summary>
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public ushort G
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{
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get => g;
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set => g = (ushort)(value & 0b11111);
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}
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/// <summary>
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/// Blue component (0-4 bits).
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/// </summary>
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public ushort B
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{
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get => b;
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set => b = (ushort)(value & 0b11111);
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}
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/// <summary>
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/// Gets or sets a value indicating whether the pixel is semi-transparent (15th bit).
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/// </summary>
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public bool SemiTransparent { get; set; } // 15th bit
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/// <summary>
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/// Packs the RGB components and semi-transparency flag into a single ushort value.
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/// </summary>
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/// <returns>The packed ushort value.</returns>
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public ushort Pack()
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{
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return (ushort)((SemiTransparent ? 1 << 15 : 0) | (b << 10) | (g << 5) | r);
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}
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/// <summary>
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/// Unpacks the RGB components and semi-transparency flag from a packed ushort value.
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/// </summary>
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/// <param name="packedValue">The packed ushort value.</param>
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public void Unpack(ushort packedValue)
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{
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SemiTransparent = (packedValue & (1 << 15)) != 0;
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b = (ushort)((packedValue >> 10) & 0b11111);
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g = (ushort)((packedValue >> 5) & 0b11111);
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r = (ushort)(packedValue & 0b11111);
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}
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public Color GetUnityColor()
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{
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return new Color(R / 31.0f, G / 31.0f, B / 31.0f);
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}
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}
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/// <summary>
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/// Represents a PSX texture with various bit depths and provides methods to create and manipulate the texture.
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/// </summary>
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public class PSXTexture2D
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{
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public int Width { get; set; }
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public int QuantizedWidth { get; set; }
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public int Height { get; set; }
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public int[,] PixelIndices { get; set; }
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public List<VRAMPixel> ColorPalette = new List<VRAMPixel>();
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public PSXBPP BitDepth { get; set; }
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public Texture2D OriginalTexture;
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// Within supertexture
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public byte PackingX;
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public byte PackingY;
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public byte TexpageX;
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public byte TexpageY;
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// Absolute positioning
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public ushort ClutPackingX;
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public ushort ClutPackingY;
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private int _maxColors;
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public VRAMPixel[,] ImageData { get; set; }
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/// <summary>
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/// Creates a PSX texture from a given Texture2D with the specified bit depth.
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/// </summary>
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/// <param name="inputTexture">The input Texture2D.</param>
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/// <param name="bitDepth">The desired bit depth for the PSX texture.</param>
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/// <returns>The created PSXTexture2D.</returns>
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public static PSXTexture2D CreateFromTexture2D(Texture2D inputTexture, PSXBPP bitDepth)
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{
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PSXTexture2D psxTex = new PSXTexture2D();
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psxTex.Width = inputTexture.width;
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psxTex.QuantizedWidth = bitDepth == PSXBPP.TEX_4BIT ? inputTexture.width / 4 :
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bitDepth == PSXBPP.TEX_8BIT ? inputTexture.width / 2 :
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inputTexture.width;
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psxTex.Height = inputTexture.height;
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psxTex.BitDepth = bitDepth;
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if (bitDepth == PSXBPP.TEX_16BIT)
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{
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psxTex.ImageData = new VRAMPixel[inputTexture.width, inputTexture.height];
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int width = inputTexture.width;
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int height = inputTexture.height;
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for (int y = 0; y < height; y++) // Start from top row, move downward
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{
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for (int x = 0; x < width; x++) // Start from right column, move leftward
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{
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Color pixel = inputTexture.GetPixel(x, height - y - 1);
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VRAMPixel vramPixel = new VRAMPixel
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{
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R = (ushort)(pixel.r * 31),
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G = (ushort)(pixel.g * 31),
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B = (ushort)(pixel.b * 31)
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};
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psxTex.ImageData[x, y] = vramPixel;
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}
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}
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psxTex.ColorPalette = null;
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return psxTex;
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}
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psxTex._maxColors = (int)Mathf.Pow(2, (int)bitDepth);
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TextureQuantizer.QuantizedResult result = TextureQuantizer.Quantize(inputTexture, psxTex._maxColors);
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foreach (Vector3 color in result.Palette)
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{
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Color pixel = new Color(color.x, color.y, color.z);
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VRAMPixel vramPixel = new VRAMPixel { R = (ushort)(pixel.r * 31), G = (ushort)(pixel.g * 31), B = (ushort)(pixel.b * 31) };
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psxTex.ColorPalette.Add(vramPixel);
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}
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psxTex.ImageData = new VRAMPixel[psxTex.QuantizedWidth, psxTex.Height];
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psxTex.PixelIndices = result.Indices;
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int groupSize = (bitDepth == PSXBPP.TEX_8BIT) ? 2 : 4;
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for (int y = 0; y < psxTex.Height; y++)
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{
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if (bitDepth == PSXBPP.TEX_8BIT)
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{
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for (int group = 0; group < psxTex.QuantizedWidth; group++)
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{
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int baseIndex = group * 2;
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// Combine two 8-bit indices into one ushort.
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int index1 = psxTex.PixelIndices[baseIndex, y] & 0xFF;
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int index2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xFF;
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ushort packed = (ushort)((index2 << 8) | index1);
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VRAMPixel pixel = new VRAMPixel();
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pixel.Unpack(packed);
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psxTex.ImageData[group, psxTex.Height - y - 1] = pixel;
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}
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}
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else if (bitDepth == PSXBPP.TEX_4BIT)
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{
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for (int group = 0; group < psxTex.QuantizedWidth; group++)
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{
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int baseIndex = group * 4;
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// Combine four 4-bit indices into one ushort.
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int idx1 = psxTex.PixelIndices[baseIndex, y] & 0xF;
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int idx2 = psxTex.PixelIndices[baseIndex + 1, y] & 0xF;
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int idx3 = psxTex.PixelIndices[baseIndex + 2, y] & 0xF;
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int idx4 = psxTex.PixelIndices[baseIndex + 3, y] & 0xF;
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ushort packed = (ushort)((idx4 << 12) | (idx3 << 8) | (idx2 << 4) | idx1);
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VRAMPixel pixel = new VRAMPixel();
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pixel.Unpack(packed);
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psxTex.ImageData[group, psxTex.Height - y - 1] = pixel;
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}
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}
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}
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return psxTex;
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}
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/// <summary>
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/// Generates a preview Texture2D from the PSX texture.
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/// </summary>
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/// <returns>The generated preview Texture2D.</returns>
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public Texture2D GeneratePreview()
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{
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Texture2D tex = new Texture2D(Width, Height);
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if (BitDepth == PSXBPP.TEX_16BIT)
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{
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for (int y = 0; y < Width; y++)
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{
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for (int x = 0; x < Height; x++)
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{
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tex.SetPixel(x, Height - 1 - y, ImageData[x, y].GetUnityColor());
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}
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}
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tex.Apply();
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return tex;
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}
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < Width; x++)
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{
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tex.SetPixel(x, y, ColorPalette[PixelIndices[x, y]].GetUnityColor());
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}
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}
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tex.Apply();
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return tex;
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}
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/// <summary>
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/// Generates a VRAM preview Texture2D from the PSX texture.
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/// </summary>
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/// <returns>The generated VRAM preview Texture2D.</returns>
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public Texture2D GenerateVramPreview()
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{
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if (BitDepth == PSXBPP.TEX_16BIT)
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{
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return GeneratePreview();
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}
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Texture2D vramTexture = new Texture2D(QuantizedWidth, Height);
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < QuantizedWidth; x++)
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{
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vramTexture.SetPixel(x, y, ImageData[x, y].GetUnityColor());
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}
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}
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vramTexture.Apply();
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return vramTexture;
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}
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/// <summary>
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/// Check if we need to update stored texture
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/// </summary>
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/// <param name="bitDepth">new settings for color bit depth</param>
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/// <param name="texture">new texture</param>
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/// <returns>return true if sored texture is different from a new one</returns>
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internal bool NeedUpdate(PSXBPP bitDepth, Texture2D texture)
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{
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return BitDepth != bitDepth || texture.GetInstanceID() != texture.GetInstanceID();
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}
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}
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} |