Fixed texture deduping

This commit is contained in:
2025-08-22 22:19:21 +02:00
parent ac0e4d8420
commit 0d1e363dbb
4 changed files with 139 additions and 83 deletions

View File

@@ -28,7 +28,7 @@ namespace SplashEdit.RuntimeCode
public PSXVertex v1;
public PSXVertex v2;
public PSXTexture2D Texture;
public int TextureIndex;
public readonly PSXVertex[] Vertexes => new PSXVertex[] { v0, v1, v2 };
}
@@ -82,79 +82,78 @@ namespace SplashEdit.RuntimeCode
/// <param name="textureHeight">Height of the texture (default is 256).</param>
/// <param name="transform">Optional transform to convert vertices to world space.</param>
/// <returns>A new PSXMesh containing the converted triangles.</returns>
public static PSXMesh CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List<PSXTexture2D> textures)
public static PSXMesh CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List<PSXTexture2D> textures)
{
PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
Material[] materials = renderer.sharedMaterials;
Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
{
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
Material material = materials[submeshIndex];
Texture2D texture = material.mainTexture as Texture2D;
// Find texture index instead of the texture itself
int textureIndex = -1;
if (texture != null)
{
PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
// Get materials and mesh.
Material[] materials = renderer.sharedMaterials;
Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
// Iterate over each submesh.
for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
for (int i = 0; i < textures.Count; i++)
{
// Get the triangles for this submesh.
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
// Get the material for this submesh.
Material material = materials[submeshIndex];
// Get the corresponding texture for this material (assume mainTexture).
Texture2D texture = material.mainTexture as Texture2D;
PSXTexture2D psxTexture = null;
if (texture != null)
if (textures[i].OriginalTexture == texture)
{
// Find the corresponding PSX texture based on the Unity texture.
psxTexture = textures.FirstOrDefault(t => t.OriginalTexture == texture);
}
if (psxTexture == null)
{
continue;
}
// Get mesh data arrays.
mesh.RecalculateNormals();
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
// Scale the vertex based on world scale.
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
// Transform the vertex to world space.
Vector3 wv = transform.TransformPoint(vertices[index]);
// Transform the normals to world space.
Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
// Compute lighting for each vertex.
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
// Convert vertex to PSX format, including fixed-point conversion and shading.
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], psxTexture?.Width, psxTexture?.Height, c);
}
// Iterate through the triangles of the submesh.
for (int i = 0; i < submeshTriangles.Length; i += 3)
{
int vid0 = submeshTriangles[i];
int vid1 = submeshTriangles[i + 1];
int vid2 = submeshTriangles[i + 2];
Vector3 faceNormal = Vector3.Cross(vertices[vid1] - vertices[vid0], vertices[vid2] - vertices[vid0]).normalized;
if (Vector3.Dot(faceNormal, normals[vid0]) < 0)
{
(vid1, vid2) = (vid2, vid1);
}
// Add the constructed triangle to the mesh.
psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid1), v2 = convertData(vid2), Texture = psxTexture });
textureIndex = i;
break;
}
}
return psxMesh;
}
if (textureIndex == -1)
{
continue;
}
// Get mesh data arrays
mesh.RecalculateNormals();
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
Vector3 wv = transform.TransformPoint(vertices[index]);
Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], textures[textureIndex]?.Width, textures[textureIndex]?.Height, c);
}
for (int i = 0; i < submeshTriangles.Length; i += 3)
{
int vid0 = submeshTriangles[i];
int vid1 = submeshTriangles[i + 1];
int vid2 = submeshTriangles[i + 2];
Vector3 faceNormal = Vector3.Cross(vertices[vid1] - vertices[vid0], vertices[vid2] - vertices[vid0]).normalized;
if (Vector3.Dot(faceNormal, normals[vid0]) < 0)
{
(vid1, vid2) = (vid2, vid1);
}
psxMesh.Triangles.Add(new Tri {
v0 = convertData(vid0),
v1 = convertData(vid1),
v2 = convertData(vid2),
TextureIndex = textureIndex
});
}
}
return psxMesh;
}
/// <summary>
/// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping.
/// </summary>