@@ -14,7 +14,7 @@ namespace SplashEdit.EditorCode
|
||||
private Texture2D vramTexture; // VRAM representation of the texture
|
||||
private List<VRAMPixel> 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")]
|
||||
|
||||
@@ -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<ProhibitedArea> prohibitedAreas = new List<ProhibitedArea>();
|
||||
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<VRAMEditorWindow>("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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -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<Rect> framebuffers = new List<Rect> { 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);
|
||||
|
||||
674
LICENSE
Normal file
674
LICENSE
Normal file
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
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. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. 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.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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 <https://www.gnu.org/licenses/>.
|
||||
|
||||
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:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
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
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
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
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
7
LICENSE.meta
Normal file
7
LICENSE.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1679c9d58898f14494d614dfe5f76a6
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -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
|
||||
/// <param name="textureWidth">Width of the texture for UV scaling.</param>
|
||||
/// <param name="textureHeight">Height of the texture for UV scaling.</param>
|
||||
/// <returns>A PSXVertex with converted coordinates, normals, UVs, and color.</returns>
|
||||
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;
|
||||
|
||||
@@ -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<PSXTexture2D> Textures = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
|
||||
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // 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<Renderer>();
|
||||
Textures.Clear();
|
||||
if (renderer != null)
|
||||
{
|
||||
Material[] materials = renderer.sharedMaterials;
|
||||
Textures = new List<PSXTexture2D>(); // Ensure the list is initialized
|
||||
|
||||
foreach (Material mat in materials)
|
||||
{
|
||||
|
||||
@@ -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<ProhibitedArea> prohibitedAreas;
|
||||
|
||||
public void Export()
|
||||
{
|
||||
_psxData = DataStorage.LoadData();
|
||||
selectedResolution = _psxData.OutputResolution;
|
||||
dualBuffering = _psxData.DualBuffering;
|
||||
verticalLayout = _psxData.VerticalBuffering;
|
||||
prohibitedAreas = _psxData.ProhibitedAreas;
|
||||
|
||||
_exporters = FindObjectsByType<PSXObjectExporter>(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<Rect> framebuffers = new List<Rect> { 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<ProhibitedArea> prohibitedAreas;
|
||||
|
||||
void ExportFile()
|
||||
{
|
||||
|
||||
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
|
||||
int totalFaces = 0;
|
||||
|
||||
// Lists for mesh data offsets.
|
||||
List<long> offsetPlaceholderPositions = new List<long>();
|
||||
List<long> meshDataOffsets = new List<long>();
|
||||
|
||||
// Lists for atlas data offsets.
|
||||
List<long> atlasOffsetPlaceholderPositions = new List<long>();
|
||||
List<long> atlasDataOffsets = new List<long>();
|
||||
|
||||
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<PSXObjectExporter>(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<Rect> framebuffers = new List<Rect> { 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<long> offsetPlaceholderPositions = new List<long>();
|
||||
List<long> meshDataOffsets = new List<long>();
|
||||
|
||||
// Lists for atlas data offsets.
|
||||
List<long> atlasOffsetPlaceholderPositions = new List<long>();
|
||||
List<long> atlasDataOffsets = new List<long>();
|
||||
|
||||
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<PSXVertex> 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);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -275,5 +276,15 @@ namespace SplashEdit.RuntimeCode
|
||||
return vramTexture;
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// Check if we need to update stored texture
|
||||
/// </summary>
|
||||
/// <param name="bitDepth">new settings for color bit depth</param>
|
||||
/// <param name="texture">new texture</param>
|
||||
/// <returns>return true if sored texture is different from a new one</returns>
|
||||
internal bool NeedUpdate(PSXBPP bitDepth, Texture2D texture)
|
||||
{
|
||||
return BitDepth != bitDepth || texture.GetInstanceID() != texture.GetInstanceID();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -30,8 +30,8 @@ namespace SplashEdit.RuntimeCode
|
||||
private List<TextureAtlas> _finalizedAtlases = new List<TextureAtlas>(); // Atlases that have been successfully placed.
|
||||
private List<Rect> _allocatedCLUTs = new List<Rect>(); // 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];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -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));
|
||||
|
||||
@@ -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";
|
||||
|
||||
/// <summary>
|
||||
/// Loads stored PSX data from the asset.
|
||||
/// </summary>
|
||||
public static PSXData LoadData(out Vector2 selectedResolution, out bool dualBuffering, out bool verticalLayout, out List<ProhibitedArea> prohibitedAreas)
|
||||
{
|
||||
var _psxData = AssetDatabase.LoadAssetAtPath<PSXData>(psxDataPath);
|
||||
if (!_psxData)
|
||||
{
|
||||
_psxData = ScriptableObject.CreateInstance<PSXData>();
|
||||
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<PSXData>(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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user