Files
secretsplash/Runtime/ImageQuantizer.cs
2025-01-14 19:24:23 +01:00

176 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class ImageQuantizer
{
public static (ushort[], ushort[]) Quantize(Texture2D image, int bpp, int maxIterations = 10)
{
int width = image.width;
int height = image.height;
int maxColors = (int)Math.Pow(bpp, 2);
List<Vector3> centroids = InitializeCentroids(image, maxColors);
Color[] pixels = image.GetPixels();
Vector3[] pixelColors = new Vector3[pixels.Length];
for (int i = 0; i < pixels.Length; i++)
{
pixelColors[i] = new Vector3(pixels[i].r, pixels[i].g, pixels[i].b);
}
ushort[] assignments = new ushort[pixelColors.Length];
// Perform k-means clustering
for (int iteration = 0; iteration < maxIterations; iteration++)
{
bool centroidsChanged = false;
for (int i = 0; i < pixelColors.Length; i++)
{
ushort closestCentroid = (ushort)GetClosestCentroid(pixelColors[i], centroids);
if (assignments[i] != closestCentroid)
{
assignments[i] = closestCentroid;
centroidsChanged = true;
}
}
Vector3[] newCentroids = new Vector3[centroids.Count];
int[] centroidCounts = new int[centroids.Count];
for (int i = 0; i < assignments.Length; i++)
{
int centroidIndex = assignments[i];
newCentroids[centroidIndex] += pixelColors[i];
centroidCounts[centroidIndex]++;
}
for (int i = 0; i < centroids.Count; i++)
{
if (centroidCounts[i] > 0)
{
newCentroids[i] /= centroidCounts[i];
}
else
{
newCentroids[i] = RandomizeCentroid(image);
}
}
if (!centroidsChanged) break;
centroids = new List<Vector3>(newCentroids);
}
int pixelSize = bpp == 4 ? 4 : bpp == 8 ? 2 : 1;
int adjustedWidth = width / pixelSize;
ushort[] pixelArray = new ushort[adjustedWidth * height];
ushort packIndex = 0;
int bitShift = 0;
// Loop through pixels and pack the data, flipping along the Y-axis
for (int y = height - 1; y >= 0; y--)
{
for (int x = 0; x < width; x++)
{
int pixelIndex = y * width + x;
ushort centroidIndex = assignments[pixelIndex];
// For 4bpp, we need to pack 4 indices into a single integer
if (bpp == 4)
{
pixelArray[packIndex] |= (ushort)(centroidIndex << (bitShift * 4));
bitShift++;
if (bitShift == 4)
{
bitShift = 0;
packIndex++;
}
}
// For 8bpp, we need to pack 2 indices into a single integer
else if (bpp == 8)
{
pixelArray[packIndex] |= (ushort)(centroidIndex << (bitShift * 8));
bitShift++;
if (bitShift == 2)
{
bitShift = 0;
packIndex++;
}
}
// For 15bpp, just place each index directly (no packing)
else
{
pixelArray[packIndex] = centroidIndex;
packIndex++;
}
}
}
int actualColors = centroids.Count;
ushort[] clut = new ushort[actualColors];
for (int i = 0; i < actualColors; i++)
{
int red = Mathf.Clamp(Mathf.RoundToInt(centroids[i].x * 31), 0, 31); // 5 bits
int green = Mathf.Clamp(Mathf.RoundToInt(centroids[i].y * 31), 0, 31); // 5 bits
int blue = Mathf.Clamp(Mathf.RoundToInt(centroids[i].z * 31), 0, 31); // 5 bits
clut[i] = (ushort)((blue << 10) | (green << 5) | red);
}
return (pixelArray, clut);
}
private static List<Vector3> InitializeCentroids(Texture2D image, int maxColors)
{
List<Vector3> centroids = new List<Vector3>();
Color[] pixels = image.GetPixels();
HashSet<Vector3> uniqueColors = new HashSet<Vector3>();
foreach (Color pixel in pixels)
{
Vector3 color = new Vector3(pixel.r, pixel.g, pixel.b);
if (!uniqueColors.Contains(color))
{
uniqueColors.Add(color);
centroids.Add(color);
if (centroids.Count >= maxColors) break;
}
}
return centroids;
}
private static Vector3 RandomizeCentroid(Texture2D image)
{
Color randomPixel = image.GetPixel(Random.Range(0, image.width), Random.Range(0, image.height));
return new Vector3(randomPixel.r, randomPixel.g, randomPixel.b);
}
private static int GetClosestCentroid(Vector3 color, List<Vector3> centroids)
{
int closestCentroid = 0;
float minDistanceSq = float.MaxValue;
for (int i = 0; i < centroids.Count; i++)
{
float distanceSq = (color - centroids[i]).sqrMagnitude;
if (distanceSq < minDistanceSq)
{
minDistanceSq = distanceSq;
closestCentroid = i;
}
}
return closestCentroid;
}
}