psst
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@@ -28,8 +28,17 @@ namespace SplashEdit.RuntimeCode
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public PSXVertex v1;
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public PSXVertex v2;
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/// <summary>
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/// Index into the texture list for this triangle's material.
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/// -1 means untextured (vertex-color only, rendered as POLY_G3).
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/// </summary>
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public int TextureIndex;
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public readonly PSXVertex[] Vertexes => new PSXVertex[] { v0, v1, v2 };
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/// <summary>
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/// Whether this triangle is untextured (vertex-color only).
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/// Untextured triangles are rendered as GouraudTriangle (POLY_G3) on PS1.
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/// </summary>
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public bool IsUntextured => TextureIndex == -1;
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}
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/// <summary>
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@@ -77,121 +86,56 @@ namespace SplashEdit.RuntimeCode
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/// <summary>
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/// Creates a PSXMesh from a Unity Mesh by converting its vertices, normals, UVs, and applying shading.
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/// </summary>
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/// <param name="mesh">The Unity mesh to convert.</param>
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/// <param name="textureWidth">Width of the texture (default is 256).</param>
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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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/// <summary>
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/// Creates a PSXMesh from a Unity Renderer by extracting its mesh and materials.
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/// </summary>
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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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for (int i = 0; i < textures.Count; i++)
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{
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if (textures[i].OriginalTexture == texture)
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{
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textureIndex = i;
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break;
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}
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}
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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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{
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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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return BuildFromMesh(mesh, renderer, GTEScaling, transform, textures);
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}
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/// <summary>
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/// Creates a PSXMesh from a supplied Unity Mesh with the renderer's materials.
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/// </summary>
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public static PSXMesh CreateFromUnityMesh(Mesh mesh, Renderer renderer, float GTEScaling, Transform transform, List<PSXTexture2D> textures)
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{
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return BuildFromMesh(mesh, renderer, GTEScaling, transform, textures);
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}
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private static PSXMesh BuildFromMesh(Mesh mesh, 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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// Ensure mesh has required data
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// Guard: only recalculate normals if missing
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if (mesh.normals == null || mesh.normals.Length == 0)
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{
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mesh.RecalculateNormals();
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}
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if (mesh.uv == null || mesh.uv.Length == 0)
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{
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Vector2[] uvs = new Vector2[mesh.vertices.Length];
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mesh.uv = uvs;
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}
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mesh.uv = new Vector2[mesh.vertices.Length];
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// Precompute smooth normals for the entire mesh
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Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
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// Cache lights once for the entire mesh
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Light[] sceneLights = Object.FindObjectsByType<Light>(FindObjectsSortMode.None)
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.Where(l => l.enabled).ToArray();
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// Precompute world positions and normals for all vertices
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Vector3[] worldVertices = new Vector3[mesh.vertices.Length];
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Vector3[] worldNormals = new Vector3[mesh.normals.Length];
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for (int i = 0; i < mesh.vertices.Length; i++)
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{
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worldVertices[i] = transform.TransformPoint(mesh.vertices[i]);
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worldNormals[i] = transform.TransformDirection(mesh.normals[i]).normalized;
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worldNormals[i] = transform.TransformDirection(smoothNormals[i]).normalized;
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}
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for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; submeshIndex++)
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{
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int materialIndex = Mathf.Min(submeshIndex, materials.Length - 1);
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Material material = materials[materialIndex];
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Texture2D texture = material.mainTexture as Texture2D;
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Texture2D texture = material != null ? material.mainTexture as Texture2D : null;
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// Find texture index
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int textureIndex = -1;
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if (texture != null)
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{
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@@ -206,8 +150,6 @@ namespace SplashEdit.RuntimeCode
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}
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int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
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// Get mesh data arrays
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Vector3[] vertices = mesh.vertices;
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Vector3[] normals = mesh.normals;
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Vector2[] uv = mesh.uv;
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@@ -215,16 +157,20 @@ namespace SplashEdit.RuntimeCode
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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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// Use precomputed world position and normal for consistent lighting
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Vector3 wv = worldVertices[index];
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Vector3 wn = worldNormals[index];
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Color c = PSXLightingBaker.ComputeLighting(wv, wn, sceneLights);
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// For split triangles, use the original vertex's lighting if possible
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Color c = PSXLightingBaker.ComputeLighting(wv, wn);
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if (textureIndex == -1)
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{
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Color matColor = material != null && material.HasProperty("_Color")
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? material.color : Color.white;
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c = new Color(c.r * matColor.r, c.g * matColor.g, c.b * matColor.b);
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return ConvertToPSXVertex(v, GTEScaling, normals[index], Vector2.zero, null, null, c);
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}
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return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index],
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textures[textureIndex]?.Width, textures[textureIndex]?.Height, c);
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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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