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