187 lines
6.8 KiB
C#
187 lines
6.8 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using SplashEdit.RuntimeCode;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace SplashEdit.EditorCode
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{
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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; // VRAM representation of the texture
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private List<VRAMPixel> clut; // Color Lookup Table (CLUT), stored as a 1D list
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private ushort[] indexedPixelData; // Indexed pixel data for VRAM storage
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private PSXBPP bpp = PSXBPP.TEX_4BIT;
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private readonly int previewSize = 256;
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[MenuItem("PSX/Quantized Preview")]
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public static void ShowWindow()
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{
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// Creates and displays the window
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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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// Texture input field
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originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
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// Dropdown for bit depth selection
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bpp = (PSXBPP)EditorGUILayout.EnumPopup("Bit Depth", bpp);
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// Button to generate the quantized preview
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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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// Display the original texture
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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, false);
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GUILayout.EndVertical();
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}
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// Display the VRAM view of the texture
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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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// Display the quantized texture
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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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// Display the Color Lookup Table (CLUT)
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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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GUILayout.Space(10);
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// Export indexed pixel data
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if (indexedPixelData != null)
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{
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if (GUILayout.Button("Export texture data"))
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{
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string path = EditorUtility.SaveFilePanel("Save texture data", "", "pixel_data", "bin");
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if (!string.IsNullOrEmpty(path))
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{
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using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
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using (BinaryWriter writer = new BinaryWriter(fileStream))
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{
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foreach (ushort value in indexedPixelData)
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{
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writer.Write(value);
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}
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}
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}
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}
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}
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// Export CLUT data
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if (clut != null)
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{
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if (GUILayout.Button("Export CLUT data"))
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{
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string path = EditorUtility.SaveFilePanel("Save CLUT data", "", "clut_data", "bin");
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if (!string.IsNullOrEmpty(path))
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{
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using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
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using (BinaryWriter writer = new BinaryWriter(fileStream))
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{
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foreach (VRAMPixel value in clut)
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{
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writer.Write(value.Pack()); // Convert VRAMPixel data into a binary format
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}
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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 void GenerateQuantizedPreview()
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{
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// Converts the texture using PSXTexture2D and stores the processed data
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PSXTexture2D psxTex = PSXTexture2D.CreateFromTexture2D(originalTexture, bpp);
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// Generate the quantized texture preview
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quantizedTexture = psxTex.GeneratePreview();
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// Generate the VRAM representation of the texture
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vramTexture = psxTex.GenerateVramPreview();
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// Store the Color Lookup Table (CLUT)
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clut = psxTex.ColorPalette;
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}
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private void DrawTexturePreview(Texture2D texture, int size, bool flipY = true)
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{
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// Renders a texture preview within the editor window
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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; // Number of colors displayed per row
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GUILayout.Space(10);
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int totalColors = clut.Count;
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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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// Convert the CLUT colors from 5-bit to float values (0-1 range)
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Vector3 color = new Vector3(
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clut[index].R / 31.0f, // Red: bits 0–4
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clut[index].G / 31.0f, // Green: bits 5–9
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clut[index].B / 31.0f // Blue: bits 10–14
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);
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// Create a small color preview box for each color in the CLUT
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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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}
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} |