Added splashpack
This commit is contained in:
@@ -1,9 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Overlays;
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using UnityEngine;
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using UnityEngine.Diagnostics;
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using UnityEngine.SceneManagement;
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using UnityEngine.TextCore.Text;
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namespace SplashEdit.RuntimeCode
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{
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@@ -12,6 +16,7 @@ namespace SplashEdit.RuntimeCode
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public class PSXSceneExporter : MonoBehaviour
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{
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private PSXObjectExporter[] _exporters;
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private TextureAtlas[] _atlases;
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private PSXData _psxData;
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private readonly string _psxDataPath = "Assets/PSXData.asset";
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@@ -53,7 +58,7 @@ namespace SplashEdit.RuntimeCode
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VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
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var packed = tp.PackTexturesIntoVRAM(_exporters);
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_exporters = packed.processedObjects;
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vramPixels = packed._vramPixels;
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_atlases = packed.atlases;
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}
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@@ -61,77 +66,201 @@ namespace SplashEdit.RuntimeCode
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{
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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int totalFaces = 0;
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// Lists for mesh data offsets.
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List<long> offsetPlaceholderPositions = new List<long>();
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List<long> meshDataOffsets = new List<long>();
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// Lists for atlas data offsets.
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List<long> atlasOffsetPlaceholderPositions = new List<long>();
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List<long> atlasDataOffsets = new List<long>();
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using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
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{
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// VramPixels are always 1MB
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for (int y = 0; y < vramPixels.GetLength(1); y++)
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{
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for (int x = 0; x < vramPixels.GetLength(0); x++)
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{
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writer.Write(vramPixels[x, y].Pack());
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}
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}
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// Header
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writer.Write('S');
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writer.Write('P');
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writer.Write((ushort)1);
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writer.Write((ushort)_exporters.Length);
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writer.Write((ushort)_atlases.Length);
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// Start of Metadata section
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// GameObject section (exporters)
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foreach (PSXObjectExporter exporter in _exporters)
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{
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// Write object's position
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writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.x));
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writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.y));
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writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.z));
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int expander = 16 / ((int)exporter.Texture.BitDepth);
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int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation);
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writer.Write((int)rotationMatrix[0, 0]);
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writer.Write((int)rotationMatrix[0, 1]);
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writer.Write((int)rotationMatrix[0, 2]);
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writer.Write((int)rotationMatrix[1, 0]);
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writer.Write((int)rotationMatrix[1, 1]);
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writer.Write((int)rotationMatrix[1, 2]);
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writer.Write((int)rotationMatrix[2, 0]);
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writer.Write((int)rotationMatrix[2, 1]);
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writer.Write((int)rotationMatrix[2, 2]);
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// Set up texture page attributes
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TPageAttr tpage = new TPageAttr();
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tpage.SetPageX(exporter.Texture.TexpageX);
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tpage.SetPageX(exporter.Texture.TexpageY);
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switch (exporter.Texture.BitDepth)
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{
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case PSXBPP.TEX_4BIT:
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tpage.Set(ColorMode.Mode4Bit);
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break;
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case PSXBPP.TEX_8BIT:
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tpage.Set(ColorMode.Mode8Bit);
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break;
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case PSXBPP.TEX_16BIT:
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tpage.Set(ColorMode.Mode16Bit);
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break;
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}
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tpage.SetDithering(true);
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writer.Write((ushort)tpage.info);
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writer.Write((ushort)exporter.Mesh.Triangles.Count);
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// Write placeholder for mesh data offset and record its position.
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offsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for mesh data offset.
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}
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// Atlas metadata section
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foreach (TextureAtlas atlas in _atlases)
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{
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// Write placeholder for texture atlas raw data offset.
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atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for atlas data offset.
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writer.Write((ushort)atlas.Width);
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writer.Write((ushort)TextureAtlas.Height);
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writer.Write((ushort)atlas.PositionX);
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writer.Write((ushort)atlas.PositionY);
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}
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// Start of data section
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// Mesh data section: Write mesh data for each exporter.
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foreach (PSXObjectExporter exporter in _exporters)
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{
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// Record the current offset for this exporter's mesh data.
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long meshDataOffset = writer.BaseStream.Position;
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meshDataOffsets.Add(meshDataOffset);
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totalFaces += exporter.Mesh.Triangles.Count;
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writer.Write((ushort)exporter.Mesh.Triangles.Count);
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writer.Write((byte)exporter.Texture.BitDepth);
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writer.Write((byte)exporter.Texture.TexpageX);
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writer.Write((byte)exporter.Texture.TexpageY);
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writer.Write((ushort)exporter.Texture.ClutPackingX);
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writer.Write((ushort)exporter.Texture.ClutPackingY);
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writer.Write((byte)0);
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int expander = 16 / ((int)exporter.Texture.BitDepth);
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foreach (Tri tri in exporter.Mesh.Triangles)
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{
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// Write vertices coordinates
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writer.Write((short)tri.v0.vx);
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writer.Write((short)tri.v0.vy);
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writer.Write((short)tri.v0.vz);
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writer.Write((short)tri.v0.nx);
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writer.Write((short)tri.v0.ny);
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writer.Write((short)tri.v0.nz);
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writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY));
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writer.Write((byte) tri.v0.r);
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writer.Write((byte) tri.v0.g);
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writer.Write((byte) tri.v0.b);
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for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
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writer.Write((short)tri.v1.vx);
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writer.Write((short)tri.v1.vy);
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writer.Write((short)tri.v1.vz);
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writer.Write((short)tri.v1.nx);
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writer.Write((short)tri.v1.ny);
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writer.Write((short)tri.v1.nz);
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writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY));
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writer.Write((byte) tri.v1.r);
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writer.Write((byte) tri.v1.g);
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writer.Write((byte) tri.v1.b);
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for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
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writer.Write((short)tri.v2.vx);
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writer.Write((short)tri.v2.vy);
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writer.Write((short)tri.v2.vz);
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writer.Write((short)tri.v2.nx);
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writer.Write((short)tri.v2.ny);
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writer.Write((short)tri.v2.nz);
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// Write vertex normals for v0 only
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writer.Write((short)tri.v0.nx);
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writer.Write((short)tri.v0.ny);
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writer.Write((short)tri.v0.nz);
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// Write UVs for each vertex, adjusting for texture packing
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writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY));
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writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY));
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writer.Write((byte)(tri.v2.u + exporter.Texture.PackingX * expander));
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writer.Write((byte)(tri.v2.v + exporter.Texture.PackingY));
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writer.Write((byte) tri.v2.r);
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writer.Write((byte) tri.v2.g);
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writer.Write((byte) tri.v2.b);
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for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
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writer.Write((ushort)0); // padding
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// Write vertex colors with padding
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writer.Write((byte)tri.v0.r);
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writer.Write((byte)tri.v0.g);
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writer.Write((byte)tri.v0.b);
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writer.Write((byte)0); // padding
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writer.Write((byte)tri.v1.r);
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writer.Write((byte)tri.v1.g);
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writer.Write((byte)tri.v1.b);
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writer.Write((byte)0); // padding
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writer.Write((byte)tri.v2.r);
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writer.Write((byte)tri.v2.g);
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writer.Write((byte)tri.v2.b);
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writer.Write((byte)0); // padding
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}
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}
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// Atlas data section: Write raw texture data for each atlas.
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foreach (TextureAtlas atlas in _atlases)
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{
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AlignToFourBytes(writer);
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// Record the current offset for this atlas's data.
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long atlasDataOffset = writer.BaseStream.Position;
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atlasDataOffsets.Add(atlasDataOffset);
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// Write the atlas's raw texture data.
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for (int y = 0; y < atlas.vramPixels.GetLength(1); y++)
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{
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for (int x = 0; x < atlas.vramPixels.GetLength(0); x++)
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{
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writer.Write(atlas.vramPixels[x, y].Pack());
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}
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}
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}
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// Backfill the mesh data offsets into the metadata section.
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if (offsetPlaceholderPositions.Count == meshDataOffsets.Count)
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{
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for (int i = 0; i < offsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)offsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)meshDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!");
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}
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// Backfill the atlas data offsets into the metadata section.
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if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count)
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{
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for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)atlasDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!");
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}
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}
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Debug.Log(totalFaces);
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}
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void AlignToFourBytes(BinaryWriter writer)
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{
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long position = writer.BaseStream.Position;
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int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding
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Debug.Log($"aligned {padding} bytes");
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writer.Write(new byte[padding]); // Write zero padding
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}
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public void LoadData()
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{
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_psxData = AssetDatabase.LoadAssetAtPath<PSXData>(_psxDataPath);
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