diff --git a/Editor/QuantizedPreviewWindow.cs b/Editor/QuantizedPreviewWindow.cs index 1a2038c..e5fb939 100644 --- a/Editor/QuantizedPreviewWindow.cs +++ b/Editor/QuantizedPreviewWindow.cs @@ -14,7 +14,7 @@ namespace SplashEdit.EditorCode private Texture2D vramTexture; // VRAM representation of the texture private List clut; // Color Lookup Table (CLUT), stored as a 1D list private ushort[] indexedPixelData; // Indexed pixel data for VRAM storage - private PSXBPP bpp; + private PSXBPP bpp = PSXBPP.TEX_4BIT; private readonly int previewSize = 256; [MenuItem("Window/Quantized Preview")] diff --git a/Editor/VramEditorWindow.cs b/Editor/VramEditorWindow.cs index 3564e65..331f663 100644 --- a/Editor/VramEditorWindow.cs +++ b/Editor/VramEditorWindow.cs @@ -12,8 +12,10 @@ namespace SplashEdit.EditorCode { public class VRAMEditorWindow : EditorWindow { - private const int VramWidth = 1024; - private const int VramHeight = 512; + private int VramWidth => VRAMPacker.VramWidth; + private int VramHeight => VRAMPacker.VramHeight; + + private static readonly Vector2 MinSize = new Vector2(800, 600); private List prohibitedAreas = new List(); private Vector2 scrollPosition; private Texture2D vramImage; @@ -32,14 +34,15 @@ namespace SplashEdit.EditorCode 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("VRAM Editor"); // Set minimum window dimensions. - window.minSize = new Vector2(1600, 600); + window.minSize = MinSize; } private void OnEnable() @@ -52,13 +55,9 @@ namespace SplashEdit.EditorCode blackPixels.Dispose(); // Ensure minimum window size is applied. - this.minSize = new Vector2(800, 600); + this.minSize = MinSize; - _psxData = DataStorage.LoadData(); - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; + _psxData = DataStorage.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); } /// @@ -120,9 +119,7 @@ namespace SplashEdit.EditorCode } // Define framebuffer regions based on selected resolution and layout. - Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y); - Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y) - : new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y); + (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout); List framebuffers = new List { buffer1 }; if (dualBuffering) @@ -169,12 +166,11 @@ namespace SplashEdit.EditorCode GUILayout.Label("VRAM Editor", EditorStyles.boldLabel); // Dropdown for resolution selection. - selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution), - new string[] { "256x240", "256x480", "320x240", "320x480", "368x240", "368x480", "512x240", "512x480", "640x240", "640x480" })]; + selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution), resolutionsStrings)]; // Check resolution constraints for dual buffering. - bool canDBHorizontal = selectedResolution[0] * 2 <= 1024; - bool canDBVertical = selectedResolution[1] * 2 <= 512; + bool canDBHorizontal = selectedResolution.x * 2 <= VramWidth; + bool canDBVertical = selectedResolution.y * 2 <= VramHeight; if (canDBHorizontal || canDBVertical) { @@ -271,12 +267,13 @@ namespace SplashEdit.EditorCode // Display VRAM image preview. Rect vramRect = GUILayoutUtility.GetRect(VramWidth, VramHeight, GUILayout.ExpandWidth(false)); - EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All); + if (vramImage) + { + EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All); + } // Draw framebuffer overlays. - Rect buffer1 = new Rect(vramRect.x, vramRect.y, selectedResolution.x, selectedResolution.y); - Rect buffer2 = verticalLayout ? new Rect(vramRect.x, 256, selectedResolution.x, selectedResolution.y) - : new Rect(vramRect.x + selectedResolution.x, vramRect.y, selectedResolution.x, selectedResolution.y); + (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); diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +SUCH DAMAGES. + + 17. Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/LICENSE.meta b/LICENSE.meta new file mode 100644 index 0000000..af41383 --- /dev/null +++ b/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c1679c9d58898f14494d614dfe5f76a6 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index 43f4d88..0faf94b 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -1,7 +1,6 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; -using UnityEngine.Diagnostics; namespace SplashEdit.RuntimeCode { @@ -30,6 +29,7 @@ namespace SplashEdit.RuntimeCode public PSXVertex v2; public PSXTexture2D Texture; + public readonly PSXVertex[] Vertexes => new PSXVertex[] { v0, v1, v2 }; } /// @@ -115,11 +115,24 @@ namespace SplashEdit.RuntimeCode } // Get mesh data arrays. + mesh.RecalculateNormals(); Vector3[] vertices = mesh.vertices; - Vector3[] normals = mesh.normals;// Assuming this function recalculates normals + 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 (this can be a custom function). + 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) { @@ -134,46 +147,8 @@ namespace SplashEdit.RuntimeCode (vid1, vid2) = (vid2, vid1); } - // Scale the vertices based on world scale. - Vector3 v0 = Vector3.Scale(vertices[vid0], transform.lossyScale); - Vector3 v1 = Vector3.Scale(vertices[vid1], transform.lossyScale); - Vector3 v2 = Vector3.Scale(vertices[vid2], transform.lossyScale); - - // Transform the vertices to world space. - Vector3 wv0 = transform.TransformPoint(vertices[vid0]); - Vector3 wv1 = transform.TransformPoint(vertices[vid1]); - Vector3 wv2 = transform.TransformPoint(vertices[vid2]); - - // Transform the normals to world space. - Vector3 wn0 = transform.TransformDirection(smoothNormals[vid0]).normalized; - Vector3 wn1 = transform.TransformDirection(smoothNormals[vid1]).normalized; - Vector3 wn2 = transform.TransformDirection(smoothNormals[vid2]).normalized; - - // Compute lighting for each vertex (this can be a custom function). - Color cv0 = PSXLightingBaker.ComputeLighting(wv0, wn0); - Color cv1 = PSXLightingBaker.ComputeLighting(wv1, wn1); - Color cv2 = PSXLightingBaker.ComputeLighting(wv2, wn2); - - // Convert vertices to PSX format, including fixed-point conversion and shading. - PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); - PSXVertex psxV1 = ConvertToPSXVertex(v1, GTEScaling, normals[vid1], uv[vid1], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); - PSXVertex psxV2 = ConvertToPSXVertex(v2, GTEScaling, normals[vid2], uv[vid2], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); - - // Apply lighting to the colors. - psxV0.r = (byte)Mathf.Clamp(cv0.r * 255, 0, 255); - psxV0.g = (byte)Mathf.Clamp(cv0.g * 255, 0, 255); - psxV0.b = (byte)Mathf.Clamp(cv0.b * 255, 0, 255); - - psxV1.r = (byte)Mathf.Clamp(cv1.r * 255, 0, 255); - psxV1.g = (byte)Mathf.Clamp(cv1.g * 255, 0, 255); - psxV1.b = (byte)Mathf.Clamp(cv1.b * 255, 0, 255); - - psxV2.r = (byte)Mathf.Clamp(cv2.r * 255, 0, 255); - psxV2.g = (byte)Mathf.Clamp(cv2.g * 255, 0, 255); - psxV2.b = (byte)Mathf.Clamp(cv2.b * 255, 0, 255); - // Add the constructed triangle to the mesh. - psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2, Texture = psxTexture }); + psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid0), v2 = convertData(vid0), Texture = psxTexture }); } } @@ -191,28 +166,30 @@ namespace SplashEdit.RuntimeCode /// Width of the texture for UV scaling. /// Height of the texture for UV scaling. /// A PSXVertex with converted coordinates, normals, UVs, and color. - private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int textureWidth, int textureHeight) + private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int? textureWidth, int? textureHeight, Color color) { - - + int width = textureWidth ?? 0; + int height = textureHeight ?? 0; PSXVertex psxVertex = new PSXVertex { // Convert position to fixed-point, clamping values to a defined range. - vx = (short)PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling), - vy = (short)PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling), - vz = (short)PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling), + vx = PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling), + vy = PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling), + vz = PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling), // Convert normals to fixed-point. - nx = (short)PSXTrig.ConvertCoordinateToPSX(normal.x), - ny = (short)PSXTrig.ConvertCoordinateToPSX(-normal.y), - nz = (short)PSXTrig.ConvertCoordinateToPSX(normal.z), + nx = PSXTrig.ConvertCoordinateToPSX(normal.x), + ny = PSXTrig.ConvertCoordinateToPSX(-normal.y), + nz = PSXTrig.ConvertCoordinateToPSX(normal.z), // Map UV coordinates to a byte range after scaling based on texture dimensions. - u = (byte)Mathf.Clamp(uv.x * (textureWidth - 1), 0, 255), - v = (byte)Mathf.Clamp((1.0f - uv.y) * (textureHeight - 1), 0, 255), - - // Convert the computed color to a byte range. + u = (byte)Mathf.Clamp(uv.x * (width - 1), 0, 255), + v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255), + // Apply lighting to the colors. + r = Utils.Clamp0255(color.r), + g = Utils.Clamp0255(color.g), + b = Utils.Clamp0255(color.b), }; return psxVertex; diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index e5a5826..8cd3fda 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -3,18 +3,17 @@ using UnityEngine; namespace SplashEdit.RuntimeCode { + [RequireComponent(typeof(Renderer))] public class PSXObjectExporter : MonoBehaviour { public PSXBPP BitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP) - [HideInInspector] - public List Textures = new List(); // Stores the converted PlayStation-style texture + public List Textures { get; set; } = new List(); // Stores the converted PlayStation-style texture + public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh - [HideInInspector] - public PSXMesh Mesh; // Stores the converted PlayStation-style mesh - public bool PreviewNormals = false; - public float normalPreviewLength = 0.5f; // Length of the normal lines + [SerializeField] private bool PreviewNormals = false; + [SerializeField] private float normalPreviewLength = 0.5f; // Length of the normal lines private void OnDrawGizmos() { @@ -52,10 +51,10 @@ namespace SplashEdit.RuntimeCode public void CreatePSXTextures2D() { Renderer renderer = GetComponent(); + Textures.Clear(); if (renderer != null) { Material[] materials = renderer.sharedMaterials; - Textures = new List(); // Ensure the list is initialized foreach (Material mat in materials) { diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index 9c667b3..dd88b01 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using System.IO; using System.Linq; @@ -7,316 +8,296 @@ using UnityEngine; namespace SplashEdit.RuntimeCode { - [ExecuteInEditMode] - public class PSXSceneExporter : MonoBehaviour - { - - public float GTEScaling = 100.0f; - - private PSXObjectExporter[] _exporters; - private TextureAtlas[] _atlases; - - private PSXData _psxData; - - private Vector2 selectedResolution; - private bool dualBuffering; - private bool verticalLayout; - private List prohibitedAreas; - - public void Export() - { - _psxData = DataStorage.LoadData(); - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - - _exporters = FindObjectsByType(FindObjectsSortMode.None); - foreach (PSXObjectExporter exp in _exporters) - { - exp.CreatePSXTextures2D(); - exp.CreatePSXMesh(GTEScaling); - } - PackTextures(); - ExportFile(); - } - - void PackTextures() + [ExecuteInEditMode] + public class PSXSceneExporter : MonoBehaviour { - Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y); - Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y) - : new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y); + public float GTEScaling = 100.0f; - List framebuffers = new List { buffer1 }; - if (dualBuffering) - { - framebuffers.Add(buffer2); - } + private PSXObjectExporter[] _exporters; + private TextureAtlas[] _atlases; - VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); - var packed = tp.PackTexturesIntoVRAM(_exporters); - _exporters = packed.processedObjects; - _atlases = packed.atlases; + private PSXData _psxData; - } + private Vector2 selectedResolution; + private bool dualBuffering; + private bool verticalLayout; + private List prohibitedAreas; - void ExportFile() - { - - string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); - int totalFaces = 0; - - // Lists for mesh data offsets. - List offsetPlaceholderPositions = new List(); - List meshDataOffsets = new List(); - - // Lists for atlas data offsets. - List atlasOffsetPlaceholderPositions = new List(); - List atlasDataOffsets = new List(); - - int clutCount = 0; - - // Cluts - foreach (TextureAtlas atlas in _atlases) - { - foreach (var texture in atlas.ContainedTextures) + public void Export() { - if (texture.ColorPalette != null) - { - clutCount++; - } - } - } + _psxData = DataStorage.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); - using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) - { - // Header - writer.Write('S'); - writer.Write('P'); - writer.Write((ushort)1); - writer.Write((ushort)_exporters.Length); - writer.Write((ushort)_atlases.Length); - writer.Write((ushort)clutCount); - writer.Write((ushort)0); - // Start of Metadata section - - // GameObject section (exporters) - foreach (PSXObjectExporter exporter in _exporters) - { - // Write object's transform - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().x, GTEScaling)); - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(-exporter.transform.localToWorldMatrix.GetPosition().y, GTEScaling)); - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().z, GTEScaling)); - int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation); - - writer.Write((int)rotationMatrix[0, 0]); - writer.Write((int)rotationMatrix[0, 1]); - writer.Write((int)rotationMatrix[0, 2]); - writer.Write((int)rotationMatrix[1, 0]); - writer.Write((int)rotationMatrix[1, 1]); - writer.Write((int)rotationMatrix[1, 2]); - writer.Write((int)rotationMatrix[2, 0]); - writer.Write((int)rotationMatrix[2, 1]); - writer.Write((int)rotationMatrix[2, 2]); - - - // Write placeholder for mesh data offset and record its position. - offsetPlaceholderPositions.Add(writer.BaseStream.Position); - writer.Write((int)0); // 4-byte placeholder for mesh data offset. - - writer.Write((int)exporter.Mesh.Triangles.Count); - } - - // Atlas metadata section - foreach (TextureAtlas atlas in _atlases) - { - // Write placeholder for texture atlas raw data offset. - atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position); - writer.Write((int)0); // 4-byte placeholder for atlas data offset. - - writer.Write((ushort)atlas.Width); - writer.Write((ushort)TextureAtlas.Height); - writer.Write((ushort)atlas.PositionX); - writer.Write((ushort)atlas.PositionY); - } - - // Cluts - foreach (TextureAtlas atlas in _atlases) - { - foreach (var texture in atlas.ContainedTextures) - { - if (texture.ColorPalette != null) + _exporters = FindObjectsByType(FindObjectsSortMode.None); + foreach (PSXObjectExporter exp in _exporters) { - foreach (VRAMPixel clutPixel in texture.ColorPalette) - { - writer.Write((ushort)clutPixel.Pack()); - } - for (int i = texture.ColorPalette.Count; i < 256; i++) - { + exp.CreatePSXTextures2D(); + exp.CreatePSXMesh(GTEScaling); + } + PackTextures(); + ExportFile(); + } + + void PackTextures() + { + (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout); + + List framebuffers = new List { buffer1 }; + if (dualBuffering) + { + framebuffers.Add(buffer2); + } + + VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); + var packed = tp.PackTexturesIntoVRAM(_exporters); + _exporters = packed.processedObjects; + _atlases = packed.atlases; + + } + + void ExportFile() + { + + string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); + int totalFaces = 0; + + // Lists for mesh data offsets. + List offsetPlaceholderPositions = new List(); + List meshDataOffsets = new List(); + + // Lists for atlas data offsets. + List atlasOffsetPlaceholderPositions = new List(); + List atlasDataOffsets = new List(); + + int clutCount = 0; + + // Cluts + foreach (TextureAtlas atlas in _atlases) + { + foreach (var texture in atlas.ContainedTextures) + { + if (texture.ColorPalette != null) + { + clutCount++; + } + } + } + + using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) + { + // Header + writer.Write('S'); + writer.Write('P'); + writer.Write((ushort)1); + writer.Write((ushort)_exporters.Length); + writer.Write((ushort)_atlases.Length); + writer.Write((ushort)clutCount); writer.Write((ushort)0); - } - writer.Write((ushort)texture.ClutPackingX); - writer.Write((ushort)texture.ClutPackingY); - writer.Write((ushort)texture.ColorPalette.Count); - writer.Write((ushort)0); + // Start of Metadata section + + // GameObject section (exporters) + foreach (PSXObjectExporter exporter in _exporters) + { + // Write object's transform + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().x, GTEScaling)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(-exporter.transform.localToWorldMatrix.GetPosition().y, GTEScaling)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().z, GTEScaling)); + int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation); + + writer.Write((int)rotationMatrix[0, 0]); + writer.Write((int)rotationMatrix[0, 1]); + writer.Write((int)rotationMatrix[0, 2]); + writer.Write((int)rotationMatrix[1, 0]); + writer.Write((int)rotationMatrix[1, 1]); + writer.Write((int)rotationMatrix[1, 2]); + writer.Write((int)rotationMatrix[2, 0]); + writer.Write((int)rotationMatrix[2, 1]); + writer.Write((int)rotationMatrix[2, 2]); + + + // Write placeholder for mesh data offset and record its position. + offsetPlaceholderPositions.Add(writer.BaseStream.Position); + writer.Write((int)0); // 4-byte placeholder for mesh data offset. + + writer.Write((int)exporter.Mesh.Triangles.Count); + } + + // Atlas metadata section + foreach (TextureAtlas atlas in _atlases) + { + // Write placeholder for texture atlas raw data offset. + atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position); + writer.Write((int)0); // 4-byte placeholder for atlas data offset. + + writer.Write((ushort)atlas.Width); + writer.Write((ushort)TextureAtlas.Height); + writer.Write((ushort)atlas.PositionX); + writer.Write((ushort)atlas.PositionY); + } + + // Cluts + foreach (TextureAtlas atlas in _atlases) + { + foreach (var texture in atlas.ContainedTextures) + { + if (texture.ColorPalette != null) + { + foreach (VRAMPixel clutPixel in texture.ColorPalette) + { + writer.Write((ushort)clutPixel.Pack()); + } + for (int i = texture.ColorPalette.Count; i < 256; i++) + { + writer.Write((ushort)0); + } + writer.Write((ushort)texture.ClutPackingX); + writer.Write((ushort)texture.ClutPackingY); + writer.Write((ushort)texture.ColorPalette.Count); + writer.Write((ushort)0); + } + } + } + + // Start of data section + + // Mesh data section: Write mesh data for each exporter. + foreach (PSXObjectExporter exporter in _exporters) + { + AlignToFourBytes(writer); + // Record the current offset for this exporter's mesh data. + long meshDataOffset = writer.BaseStream.Position; + meshDataOffsets.Add(meshDataOffset); + + totalFaces += exporter.Mesh.Triangles.Count; + + void writeVertexPosition(PSXVertex v) + { + writer.Write((short)v.vx); + writer.Write((short)v.vy); + writer.Write((short)v.vz); + } + void writeVertexNormals(PSXVertex v) + { + writer.Write((short)v.nx); + writer.Write((short)v.ny); + writer.Write((short)v.nz); + } + void writeVertexColor(PSXVertex v) + { + writer.Write((byte)v.r); + writer.Write((byte)v.g); + writer.Write((byte)v.b); + writer.Write((byte)0); // padding + } + void writeVertexUV(PSXVertex v, PSXTexture2D t ,int expander) + { + writer.Write((byte)(v.u + t.PackingX * expander)); + writer.Write((byte)(v.v + t.PackingY)); + } + void foreachVertexDo(Tri tri, Action action) + { + for (int i = 0; i < tri.Vertexes.Length; i++) + { + action(tri.Vertexes[i]); + } + } + foreach (Tri tri in exporter.Mesh.Triangles) + { + int expander = 16 / ((int)tri.Texture.BitDepth); + // Write vertices coordinates + foreachVertexDo(tri, (v) => writeVertexPosition(v)); + + // Write vertex normals for v0 only + writeVertexNormals(tri.v0); + + // Write vertex colors with padding + foreachVertexDo(tri, (v) => writeVertexColor(v)); + + // Write UVs for each vertex, adjusting for texture packing + foreachVertexDo(tri, (v) => writeVertexUV(v, tri.Texture, expander)); + + writer.Write((ushort)0); // padding + + + TPageAttr tpage = new TPageAttr(); + tpage.SetPageX(tri.Texture.TexpageX); + tpage.SetPageY(tri.Texture.TexpageY); + tpage.Set(tri.Texture.BitDepth.ToColorMode()); + tpage.SetDithering(true); + writer.Write((ushort)tpage.info); + writer.Write((ushort)tri.Texture.ClutPackingX); + writer.Write((ushort)tri.Texture.ClutPackingY); + writer.Write((ushort)0); + } + } + + // Atlas data section: Write raw texture data for each atlas. + foreach (TextureAtlas atlas in _atlases) + { + AlignToFourBytes(writer); + // Record the current offset for this atlas's data. + long atlasDataOffset = writer.BaseStream.Position; + atlasDataOffsets.Add(atlasDataOffset); + + // Write the atlas's raw texture data. + for (int y = 0; y < atlas.vramPixels.GetLength(1); y++) + { + for (int x = 0; x < atlas.vramPixels.GetLength(0); x++) + { + writer.Write(atlas.vramPixels[x, y].Pack()); + } + } + } + + // Backfill the mesh data offsets into the metadata section. + if (offsetPlaceholderPositions.Count == meshDataOffsets.Count) + { + for (int i = 0; i < offsetPlaceholderPositions.Count; i++) + { + writer.Seek((int)offsetPlaceholderPositions[i], SeekOrigin.Begin); + writer.Write((int)meshDataOffsets[i]); + } + } + else + { + Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!"); + } + + // Backfill the atlas data offsets into the metadata section. + if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count) + { + for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++) + { + writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin); + writer.Write((int)atlasDataOffsets[i]); + } + } + else + { + Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!"); + } } - } + Debug.Log(totalFaces); } - // Start of data section - - // Mesh data section: Write mesh data for each exporter. - foreach (PSXObjectExporter exporter in _exporters) + void AlignToFourBytes(BinaryWriter writer) { - AlignToFourBytes(writer); - // Record the current offset for this exporter's mesh data. - long meshDataOffset = writer.BaseStream.Position; - meshDataOffsets.Add(meshDataOffset); - - totalFaces += exporter.Mesh.Triangles.Count; - - - foreach (Tri tri in exporter.Mesh.Triangles) - { - int expander = 16 / ((int)tri.Texture.BitDepth); - // Write vertices coordinates - writer.Write((short)tri.v0.vx); - writer.Write((short)tri.v0.vy); - writer.Write((short)tri.v0.vz); - - writer.Write((short)tri.v1.vx); - writer.Write((short)tri.v1.vy); - writer.Write((short)tri.v1.vz); - - writer.Write((short)tri.v2.vx); - writer.Write((short)tri.v2.vy); - writer.Write((short)tri.v2.vz); - - // Write vertex normals for v0 only - writer.Write((short)tri.v0.nx); - writer.Write((short)tri.v0.ny); - writer.Write((short)tri.v0.nz); - - // Write vertex colors with padding - writer.Write((byte)tri.v0.r); - writer.Write((byte)tri.v0.g); - writer.Write((byte)tri.v0.b); - writer.Write((byte)0); // padding - - writer.Write((byte)tri.v1.r); - writer.Write((byte)tri.v1.g); - writer.Write((byte)tri.v1.b); - writer.Write((byte)0); // padding - - writer.Write((byte)tri.v2.r); - writer.Write((byte)tri.v2.g); - writer.Write((byte)tri.v2.b); - writer.Write((byte)0); // padding - - // Write UVs for each vertex, adjusting for texture packing - writer.Write((byte)(tri.v0.u + tri.Texture.PackingX * expander)); - writer.Write((byte)(tri.v0.v + tri.Texture.PackingY)); - - writer.Write((byte)(tri.v1.u + tri.Texture.PackingX * expander)); - writer.Write((byte)(tri.v1.v + tri.Texture.PackingY)); - - writer.Write((byte)(tri.v2.u + tri.Texture.PackingX * expander)); - writer.Write((byte)(tri.v2.v + tri.Texture.PackingY)); - - writer.Write((ushort)0); // padding - - - TPageAttr tpage = new TPageAttr(); - tpage.SetPageX(tri.Texture.TexpageX); - tpage.SetPageY(tri.Texture.TexpageY); - switch (tri.Texture.BitDepth) - { - case PSXBPP.TEX_4BIT: - tpage.Set(TPageAttr.ColorMode.Mode4Bit); - break; - case PSXBPP.TEX_8BIT: - tpage.Set(TPageAttr.ColorMode.Mode8Bit); - break; - case PSXBPP.TEX_16BIT: - tpage.Set(TPageAttr.ColorMode.Mode16Bit); - break; - } - tpage.SetDithering(true); - writer.Write((ushort)tpage.info); - writer.Write((ushort)tri.Texture.ClutPackingX); - writer.Write((ushort)tri.Texture.ClutPackingY); - writer.Write((ushort)0); - } + long position = writer.BaseStream.Position; + int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding + writer.Write(new byte[padding]); // Write zero padding } - // Atlas data section: Write raw texture data for each atlas. - foreach (TextureAtlas atlas in _atlases) + void OnDrawGizmos() + { - AlignToFourBytes(writer); - // Record the current offset for this atlas's data. - long atlasDataOffset = writer.BaseStream.Position; - atlasDataOffsets.Add(atlasDataOffset); - // Write the atlas's raw texture data. - for (int y = 0; y < atlas.vramPixels.GetLength(1); y++) - { - for (int x = 0; x < atlas.vramPixels.GetLength(0); x++) - { - writer.Write(atlas.vramPixels[x, y].Pack()); - } - } + Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); + Vector3 sceneOrigin = new Vector3(0, 0, 0); + Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); + Gizmos.color = Color.red; + Gizmos.DrawWireCube(sceneOrigin, cubeSize); + } - // Backfill the mesh data offsets into the metadata section. - if (offsetPlaceholderPositions.Count == meshDataOffsets.Count) - { - for (int i = 0; i < offsetPlaceholderPositions.Count; i++) - { - writer.Seek((int)offsetPlaceholderPositions[i], SeekOrigin.Begin); - writer.Write((int)meshDataOffsets[i]); - } - } - else - { - Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!"); - } - - // Backfill the atlas data offsets into the metadata section. - if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count) - { - for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++) - { - writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin); - writer.Write((int)atlasDataOffsets[i]); - } - } - else - { - Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!"); - } - } - Debug.Log(totalFaces); - } - - void AlignToFourBytes(BinaryWriter writer) - { - long position = writer.BaseStream.Position; - int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding - writer.Write(new byte[padding]); // Write zero padding - } - - void OnDrawGizmos() - - { - - Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); - Vector3 sceneOrigin = new Vector3(0, 0, 0); - Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); - Gizmos.color = Color.red; - Gizmos.DrawWireCube(sceneOrigin, cubeSize); - } - - } } diff --git a/Runtime/PSXTexture2D.cs b/Runtime/PSXTexture2D.cs index 1a0441b..e7cd2ee 100644 --- a/Runtime/PSXTexture2D.cs +++ b/Runtime/PSXTexture2D.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using UnityEngine; @@ -275,5 +276,15 @@ namespace SplashEdit.RuntimeCode return vramTexture; } + /// + /// Check if we need to update stored texture + /// + /// new settings for color bit depth + /// new texture + /// return true if sored texture is different from a new one + internal bool NeedUpdate(PSXBPP bitDepth, Texture2D texture) + { + return BitDepth != bitDepth || texture.GetInstanceID() != texture.GetInstanceID(); + } } } \ No newline at end of file diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index f302a55..7772fca 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -30,8 +30,8 @@ namespace SplashEdit.RuntimeCode private List _finalizedAtlases = new List(); // Atlases that have been successfully placed. private List _allocatedCLUTs = new List(); // Allocated regions for CLUTs. - private const int VRAM_WIDTH = 1024; - private const int VRAM_HEIGHT = 512; + public static readonly int VramWidth = 1024; + public static readonly int VramHeight = 512; private VRAMPixel[,] _vramPixels; // Simulated VRAM pixel data. @@ -54,7 +54,7 @@ namespace SplashEdit.RuntimeCode _reservedAreas.Add(framebuffers[0]); _reservedAreas.Add(framebuffers[1]); - _vramPixels = new VRAMPixel[VRAM_WIDTH, VRAM_HEIGHT]; + _vramPixels = new VRAMPixel[VramWidth, VramHeight]; } /// @@ -89,9 +89,9 @@ namespace SplashEdit.RuntimeCode int atlasWidth = group.Key switch { PSXBPP.TEX_16BIT => 256, - PSXBPP.TEX_8BIT => 128, - PSXBPP.TEX_4BIT => 64, - _ => 256 + PSXBPP.TEX_8BIT => 128, + PSXBPP.TEX_4BIT => 64, + _ => 256 }; // Create an initial atlas for this group. @@ -101,9 +101,8 @@ namespace SplashEdit.RuntimeCode // Process each texture in descending order of area. foreach (var texture in group.OrderByDescending(tex => tex.QuantizedWidth * tex.Height)) { - // Check for duplicates in the entire set. - if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == texture.OriginalTexture.GetInstanceID() && - tex.BitDepth == texture.BitDepth)) + // Remove duplicate textures + if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == texture.OriginalTexture.GetInstanceID() && tex.BitDepth == texture.BitDepth)) { // Skip packing this texture – it will be replaced later. continue; @@ -190,10 +189,10 @@ namespace SplashEdit.RuntimeCode { bool placed = false; // Try every possible row (stepping by atlas height). - for (int y = 0; y <= VRAM_HEIGHT - TextureAtlas.Height; y += 256) + for (int y = 0; y <= VramHeight - TextureAtlas.Height; y += 256) { // Try every possible column (stepping by 64 pixels). - for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64) + for (int x = 0; x <= VramWidth - atlas.Width; x += 64) { // Only consider atlases that haven't been placed yet. if (atlas.PositionX == 0 && atlas.PositionY == 0) @@ -247,9 +246,9 @@ namespace SplashEdit.RuntimeCode bool placed = false; // Iterate over possible CLUT positions in VRAM. - for (ushort x = 0; x < VRAM_WIDTH; x += 16) + for (ushort x = 0; x < VramWidth; x += 16) { - for (ushort y = 0; y <= VRAM_HEIGHT; y++) + for (ushort y = 0; y <= VramHeight; y++) { var candidate = new Rect(x, y, clutWidth, clutHeight); if (IsPlacementValid(candidate)) @@ -313,8 +312,8 @@ namespace SplashEdit.RuntimeCode private bool IsPlacementValid(Rect rect) { // Ensure the rectangle fits within VRAM boundaries. - if (rect.x + rect.width > VRAM_WIDTH) return false; - if (rect.y + rect.height > VRAM_HEIGHT) return false; + if (rect.x + rect.width > VramWidth) return false; + if (rect.y + rect.height > VramHeight) return false; // Check for overlaps with existing atlases. bool overlapsAtlas = _finalizedAtlases.Any(a => new Rect(a.PositionX, a.PositionY, a.Width, TextureAtlas.Height).Overlaps(rect)); diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index 6800391..48839c3 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -1,5 +1,7 @@ using System.Runtime.InteropServices; using UnityEditor; +using System.Collections.Generic; +using UnityEditor; using UnityEngine; namespace SplashEdit.RuntimeCode @@ -8,6 +10,26 @@ namespace SplashEdit.RuntimeCode public static class DataStorage { private static readonly string psxDataPath = "Assets/PSXData.asset"; + + /// + /// Loads stored PSX data from the asset. + /// + public static PSXData LoadData(out Vector2 selectedResolution, out bool dualBuffering, out bool verticalLayout, out List prohibitedAreas) + { + var _psxData = AssetDatabase.LoadAssetAtPath(psxDataPath); + if (!_psxData) + { + _psxData = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(_psxData, psxDataPath); + AssetDatabase.SaveAssets(); + } + + selectedResolution = _psxData.OutputResolution; + dualBuffering = _psxData.DualBuffering; + verticalLayout = _psxData.VerticalBuffering; + prohibitedAreas = _psxData.ProhibitedAreas; + return _psxData; + } public static PSXData LoadData() { PSXData psxData = AssetDatabase.LoadAssetAtPath(psxDataPath); @@ -282,5 +304,35 @@ namespace SplashEdit.RuntimeCode Mode16Bit = 2 } } + + + public static class Utils + { + public static (Rect, Rect) BufferForResolution(Vector2 selectedResolution, bool verticalLayout, Vector2 offset = default) + { + if (offset == default) + { + offset = Vector2.zero; + } + Rect buffer1 = new Rect(offset.x, offset.y, selectedResolution.x, selectedResolution.y); + Rect buffer2 = verticalLayout ? new Rect(offset.x, 256, selectedResolution.x, selectedResolution.y) + : new Rect(offset.x + selectedResolution.x, offset.y, selectedResolution.x, selectedResolution.y); + return (buffer1, buffer2); + } + + public static TPageAttr.ColorMode ToColorMode(this PSXBPP depth) + { + return depth switch + { + PSXBPP.TEX_4BIT => TPageAttr.ColorMode.Mode4Bit, + PSXBPP.TEX_8BIT => TPageAttr.ColorMode.Mode8Bit, + PSXBPP.TEX_16BIT => TPageAttr.ColorMode.Mode16Bit, + _ => throw new System.NotImplementedException(), + }; + } + + + public static byte Clamp0255(float v) => (byte)(Mathf.Clamp(v, 0, 255)); + } }