feature: Added psxsplash installer, added basic BSP implementation (non-functional)

This commit is contained in:
2025-09-04 18:01:23 +02:00
parent 0d1e363dbb
commit 53e993f58e
17 changed files with 2871 additions and 268 deletions

View File

@@ -28,7 +28,7 @@ namespace SplashEdit.RuntimeCode
public PSXVertex v1;
public PSXVertex v2;
public int TextureIndex;
public int TextureIndex;
public readonly PSXVertex[] Vertexes => new PSXVertex[] { v0, v1, v2 };
}
@@ -82,77 +82,176 @@ namespace SplashEdit.RuntimeCode
/// <param name="textureHeight">Height of the texture (default is 256).</param>
/// <param name="transform">Optional transform to convert vertices to world space.</param>
/// <returns>A new PSXMesh containing the converted triangles.</returns>
public static PSXMesh CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List<PSXTexture2D> textures)
{
PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
Material[] materials = renderer.sharedMaterials;
Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
{
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
Material material = materials[submeshIndex];
Texture2D texture = material.mainTexture as Texture2D;
// Find texture index instead of the texture itself
int textureIndex = -1;
if (texture != null)
public static PSXMesh CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List<PSXTexture2D> textures)
{
for (int i = 0; i < textures.Count; i++)
PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
Material[] materials = renderer.sharedMaterials;
Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
{
if (textures[i].OriginalTexture == texture)
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
Material material = materials[submeshIndex];
Texture2D texture = material.mainTexture as Texture2D;
// Find texture index instead of the texture itself
int textureIndex = -1;
if (texture != null)
{
textureIndex = i;
break;
for (int i = 0; i < textures.Count; i++)
{
if (textures[i].OriginalTexture == texture)
{
textureIndex = i;
break;
}
}
}
if (textureIndex == -1)
{
continue;
}
// Get mesh data arrays
mesh.RecalculateNormals();
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
Vector3 wv = transform.TransformPoint(vertices[index]);
Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], textures[textureIndex]?.Width, textures[textureIndex]?.Height, c);
}
for (int i = 0; i < submeshTriangles.Length; i += 3)
{
int vid0 = submeshTriangles[i];
int vid1 = submeshTriangles[i + 1];
int vid2 = submeshTriangles[i + 2];
Vector3 faceNormal = Vector3.Cross(vertices[vid1] - vertices[vid0], vertices[vid2] - vertices[vid0]).normalized;
if (Vector3.Dot(faceNormal, normals[vid0]) < 0)
{
(vid1, vid2) = (vid2, vid1);
}
psxMesh.Triangles.Add(new Tri
{
v0 = convertData(vid0),
v1 = convertData(vid1),
v2 = convertData(vid2),
TextureIndex = textureIndex
});
}
}
return psxMesh;
}
if (textureIndex == -1)
public static PSXMesh CreateFromUnityMesh(Mesh mesh, Renderer renderer, float GTEScaling, Transform transform, List<PSXTexture2D> textures)
{
continue;
}
PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
Material[] materials = renderer.sharedMaterials;
// Get mesh data arrays
mesh.RecalculateNormals();
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
Vector3 wv = transform.TransformPoint(vertices[index]);
Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], textures[textureIndex]?.Width, textures[textureIndex]?.Height, c);
}
for (int i = 0; i < submeshTriangles.Length; i += 3)
{
int vid0 = submeshTriangles[i];
int vid1 = submeshTriangles[i + 1];
int vid2 = submeshTriangles[i + 2];
Vector3 faceNormal = Vector3.Cross(vertices[vid1] - vertices[vid0], vertices[vid2] - vertices[vid0]).normalized;
if (Vector3.Dot(faceNormal, normals[vid0]) < 0)
// Ensure mesh has required data
if (mesh.normals == null || mesh.normals.Length == 0)
{
(vid1, vid2) = (vid2, vid1);
mesh.RecalculateNormals();
}
psxMesh.Triangles.Add(new Tri {
v0 = convertData(vid0),
v1 = convertData(vid1),
v2 = convertData(vid2),
TextureIndex = textureIndex
});
}
}
if (mesh.uv == null || mesh.uv.Length == 0)
{
Vector2[] uvs = new Vector2[mesh.vertices.Length];
mesh.uv = uvs;
}
return psxMesh;
}
// Precompute smooth normals for the entire mesh
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
// Precompute world positions and normals for all vertices
Vector3[] worldVertices = new Vector3[mesh.vertices.Length];
Vector3[] worldNormals = new Vector3[mesh.normals.Length];
for (int i = 0; i < mesh.vertices.Length; i++)
{
worldVertices[i] = transform.TransformPoint(mesh.vertices[i]);
worldNormals[i] = transform.TransformDirection(mesh.normals[i]).normalized;
}
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; submeshIndex++)
{
int materialIndex = Mathf.Min(submeshIndex, materials.Length - 1);
Material material = materials[materialIndex];
Texture2D texture = material.mainTexture as Texture2D;
// Find texture index
int textureIndex = -1;
if (texture != null)
{
for (int i = 0; i < textures.Count; i++)
{
if (textures[i].OriginalTexture == texture)
{
textureIndex = i;
break;
}
}
}
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
// Get mesh data arrays
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
// Use precomputed world position and normal for consistent lighting
Vector3 wv = worldVertices[index];
Vector3 wn = worldNormals[index];
// For split triangles, use the original vertex's lighting if possible
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index],
textures[textureIndex]?.Width, textures[textureIndex]?.Height, c);
}
for (int i = 0; i < submeshTriangles.Length; i += 3)
{
int vid0 = submeshTriangles[i];
int vid1 = submeshTriangles[i + 1];
int vid2 = submeshTriangles[i + 2];
Vector3 faceNormal = Vector3.Cross(vertices[vid1] - vertices[vid0], vertices[vid2] - vertices[vid0]).normalized;
if (Vector3.Dot(faceNormal, normals[vid0]) < 0)
{
(vid1, vid2) = (vid2, vid1);
}
psxMesh.Triangles.Add(new Tri
{
v0 = convertData(vid0),
v1 = convertData(vid1),
v2 = convertData(vid2),
TextureIndex = textureIndex
});
}
}
return psxMesh;
}
/// <summary>
/// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping.