Files
secretsplash/Editor/VramEditorWindow.cs
aliaksei.kalosha f89ed71bd4 more refactoring
remove code duplication
remove magic constant
add new constant
add LICENSE.meta
2025-03-18 12:12:39 +01:00

281 lines
11 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Linq;
using SplashEdit.RuntimeCode;
using Unity.Collections;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
namespace SplashEdit.EditorCode
{
public class VRAMEditorWindow : EditorWindow
{
private const int VramWidth = 1024;
private const int VramHeight = 512;
private static readonly Vector2 MinSize = new Vector2(800, 600);
private List<ProhibitedArea> prohibitedAreas = new List<ProhibitedArea>();
private Vector2 scrollPosition;
private Texture2D vramImage;
private Vector2 selectedResolution = new Vector2(320, 240);
private bool dualBuffering = true;
private bool verticalLayout = true;
private Color bufferColor1 = new Color(1, 0, 0, 0.5f);
private Color bufferColor2 = new Color(0, 1, 0, 0.5f);
private Color prohibitedColor = new Color(1, 0, 0, 0.3f);
private PSXData _psxData;
private static readonly Vector2[] resolutions =
{
new Vector2(256, 240), new Vector2(256, 480),
new Vector2(320, 240), new Vector2(320, 480),
new Vector2(368, 240), new Vector2(368, 480),
new Vector2(512, 240), new Vector2(512, 480),
new Vector2(640, 240), new Vector2(640, 480)
};
private static string[] resolutionsStrings => resolutions.Select(c => $"{c.x}x{c.y}").ToArray();
[MenuItem("Window/VRAM Editor")]
public static void ShowWindow()
{
VRAMEditorWindow window = GetWindow<VRAMEditorWindow>("VRAM Editor");
// Set minimum window dimensions.
window.minSize = MinSize;
}
private void OnEnable()
{
// Initialize VRAM texture with black pixels.
vramImage = new Texture2D(VramWidth, VramHeight);
NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
vramImage.SetPixelData(blackPixels, 0);
vramImage.Apply();
blackPixels.Dispose();
// Ensure minimum window size is applied.
this.minSize = MinSize;
_psxData = Utils.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas);
}
/// <summary>
/// Pastes an overlay texture onto a base texture at the specified position.
/// </summary>
public static void PasteTexture(Texture2D baseTexture, Texture2D overlayTexture, int posX, int posY)
{
if (baseTexture == null || overlayTexture == null)
{
Debug.LogError("Textures cannot be null!");
return;
}
Color[] overlayPixels = overlayTexture.GetPixels();
Color[] basePixels = baseTexture.GetPixels();
int baseWidth = baseTexture.width;
int baseHeight = baseTexture.height;
int overlayWidth = overlayTexture.width;
int overlayHeight = overlayTexture.height;
// Copy each overlay pixel into the base texture if within bounds.
for (int y = 0; y < overlayHeight; y++)
{
for (int x = 0; x < overlayWidth; x++)
{
int baseX = posX + x;
int baseY = posY + y;
if (baseX >= 0 && baseX < baseWidth && baseY >= 0 && baseY < baseHeight)
{
int baseIndex = baseY * baseWidth + baseX;
int overlayIndex = y * overlayWidth + x;
basePixels[baseIndex] = overlayPixels[overlayIndex];
}
}
}
baseTexture.SetPixels(basePixels);
baseTexture.Apply();
}
/// <summary>
/// Packs PSX textures into VRAM, rebuilds the VRAM texture and writes binary data to an output file.
/// </summary>
private void PackTextures()
{
// Reinitialize VRAM texture with black pixels.
vramImage = new Texture2D(VramWidth, VramHeight);
NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
vramImage.SetPixelData(blackPixels, 0);
vramImage.Apply();
blackPixels.Dispose();
// Retrieve all PSXObjectExporter objects and create their PSX textures.
PSXObjectExporter[] objects = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
foreach (PSXObjectExporter exp in objects)
{
exp.CreatePSXTexture2D();
}
// Define framebuffer regions based on selected resolution and layout.
(Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout);
List<Rect> framebuffers = new List<Rect> { buffer1 };
if (dualBuffering)
{
framebuffers.Add(buffer2);
}
// Pack textures into VRAM using the VRAMPacker.
VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
var packed = tp.PackTexturesIntoVRAM(objects);
// Copy packed VRAM pixel data into the texture.
for (int y = 0; y < VramHeight; y++)
{
for (int x = 0; x < VramWidth; x++)
{
vramImage.SetPixel(x, VramHeight - y - 1, packed._vramPixels[x, y].GetUnityColor());
}
}
vramImage.Apply();
// Prompt the user to select a file location and save the VRAM data.
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
{
for (int y = 0; y < VramHeight; y++)
{
for (int x = 0; x < VramWidth; x++)
{
writer.Write(packed._vramPixels[x, y].Pack());
}
}
}
}
private void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
GUILayout.Label("VRAM Editor", EditorStyles.boldLabel);
// Dropdown for resolution selection.
selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution), resolutionsStrings)];
// Check resolution constraints for dual buffering.
bool canDBHorizontal = selectedResolution.x * 2 <= VramWidth;
bool canDBVertical = selectedResolution.y * 2 <= VramHeight;
if (canDBHorizontal || canDBVertical)
{
dualBuffering = EditorGUILayout.Toggle("Dual Buffering", dualBuffering);
}
else
{
dualBuffering = false;
}
if (canDBVertical && canDBHorizontal)
{
verticalLayout = EditorGUILayout.Toggle("Vertical", verticalLayout);
}
else if (canDBVertical)
{
verticalLayout = true;
}
else
{
verticalLayout = false;
}
GUILayout.Space(10);
GUILayout.Label("Prohibited areas", EditorStyles.boldLabel);
scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.MaxHeight(150f));
// List and edit each prohibited area.
for (int i = 0; i < prohibitedAreas.Count; i++)
{
var area = prohibitedAreas[i];
area.X = EditorGUILayout.IntField("X", area.X);
area.Y = EditorGUILayout.IntField("Y", area.Y);
area.Width = EditorGUILayout.IntField("Width", area.Width);
area.Height = EditorGUILayout.IntField("Height", area.Height);
if (GUILayout.Button("Remove"))
{
prohibitedAreas.RemoveAt(i);
break;
}
prohibitedAreas[i] = area;
GUILayout.Space(10);
}
GUILayout.EndScrollView();
GUILayout.Space(10);
if (GUILayout.Button("Add Prohibited Area"))
{
prohibitedAreas.Add(new ProhibitedArea());
}
// Button to initiate texture packing.
if (GUILayout.Button("Pack Textures"))
{
PackTextures();
}
// Button to save settings; saving now occurs only on button press.
if (GUILayout.Button("Save Settings"))
{
StoreData();
}
GUILayout.EndVertical();
// Display VRAM image preview.
Rect vramRect = GUILayoutUtility.GetRect(VramWidth, VramHeight, GUILayout.ExpandWidth(false));
EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
// Draw framebuffer overlays.
(Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout, vramRect.min);
EditorGUI.DrawRect(buffer1, bufferColor1);
GUI.Label(new Rect(buffer1.center.x - 40, buffer1.center.y - 10, 120, 20), "Framebuffer A", EditorStyles.boldLabel);
GUILayout.Space(10);
if (dualBuffering)
{
EditorGUI.DrawRect(buffer2, bufferColor2);
GUI.Label(new Rect(buffer2.center.x - 40, buffer2.center.y - 10, 120, 20), "Framebuffer B", EditorStyles.boldLabel);
}
// Draw overlays for each prohibited area.
foreach (ProhibitedArea area in prohibitedAreas)
{
Rect areaRect = new Rect(vramRect.x + area.X, vramRect.y + area.Y, area.Width, area.Height);
EditorGUI.DrawRect(areaRect, prohibitedColor);
}
GUILayout.EndHorizontal();
}
/// <summary>
/// Stores current configuration to the PSX data asset.
/// This is now triggered manually via the "Save Settings" button.
/// </summary>
private void StoreData()
{
if (_psxData != null)
{
_psxData.OutputResolution = selectedResolution;
_psxData.DualBuffering = dualBuffering;
_psxData.VerticalBuffering = verticalLayout;
_psxData.ProhibitedAreas = prohibitedAreas;
EditorUtility.SetDirty(_psxData);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}
}