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

@@ -12,19 +12,30 @@ namespace SplashEdit.RuntimeCode
public bool IsActive = true;
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
public PSXMesh Mesh { get; protected set; } // Stores the converted PlayStation-style mesh
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>();
public PSXMesh Mesh { get; protected set; }
[Header("Export Settings")]
[FormerlySerializedAs("BitDepth")]
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT;
[SerializeField] private LuaFile luaFile;
[Header("BSP Settings")]
[SerializeField] private Mesh _modifiedMesh; // Mesh after BSP processing
[Header("Gizmo Settings")]
[FormerlySerializedAs("PreviewNormals")]
[SerializeField] private bool previewNormals = false;
[SerializeField] private float normalPreviewLength = 0.5f; // Length of the normal lines
[SerializeField] private float normalPreviewLength = 0.5f;
private readonly Dictionary<(int, PSXBPP), PSXTexture2D> cache = new();
public Mesh ModifiedMesh
{
get => _modifiedMesh;
set => _modifiedMesh = value;
}
private void OnDrawGizmos()
{
if (previewNormals)
@@ -37,25 +48,19 @@ namespace SplashEdit.RuntimeCode
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Gizmos.color = Color.green; // Normal color
Gizmos.color = Color.green;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 worldVertex = transform.TransformPoint(vertices[i]); // Convert to world space
Vector3 worldNormal = transform.TransformDirection(normals[i]); // Transform normal to world space
Vector3 worldVertex = transform.TransformPoint(vertices[i]);
Vector3 worldNormal = transform.TransformDirection(normals[i]);
Gizmos.DrawLine(worldVertex, worldVertex + worldNormal * normalPreviewLength);
}
}
}
}
/// <summary>
/// Converts the object's material texture into a PlayStation-compatible texture.
/// </summary>
///
public void CreatePSXTextures2D()
{
Renderer renderer = GetComponent<Renderer>();
@@ -71,14 +76,12 @@ namespace SplashEdit.RuntimeCode
Texture mainTexture = mat.mainTexture;
Texture2D tex2D = null;
// Check if it's already a Texture2D
if (mainTexture is Texture2D existingTex2D)
{
tex2D = existingTex2D;
}
else
{
// If not a Texture2D, try to convert
tex2D = ConvertToTexture2D(mainTexture);
}
@@ -92,7 +95,7 @@ namespace SplashEdit.RuntimeCode
else
{
tex = PSXTexture2D.CreateFromTexture2D(tex2D, bitDepth);
tex.OriginalTexture = tex2D; // Store reference to the original texture
tex.OriginalTexture = tex2D;
cache.Add((tex2D.GetInstanceID(), bitDepth), tex);
}
Textures.Add(tex);
@@ -104,10 +107,8 @@ namespace SplashEdit.RuntimeCode
private Texture2D ConvertToTexture2D(Texture texture)
{
// Create a new Texture2D with the same dimensions and format
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
// Read the texture pixels
RenderTexture currentActiveRT = RenderTexture.active;
RenderTexture.active = texture as RenderTexture;
@@ -128,16 +129,35 @@ namespace SplashEdit.RuntimeCode
return null;
}
/// <summary>
/// Converts the object's mesh into a PlayStation-compatible mesh.
/// </summary>
public void CreatePSXMesh(float GTEScaling)
public void CreatePSXMesh(float GTEScaling, bool useBSP = false)
{
Renderer renderer = GetComponent<Renderer>();
if (renderer != null)
{
Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures);
if (useBSP && _modifiedMesh != null)
{
// Create a temporary GameObject with the modified mesh but same materials
GameObject tempGO = new GameObject("TempBSPMesh");
tempGO.transform.position = transform.position;
tempGO.transform.rotation = transform.rotation;
tempGO.transform.localScale = transform.localScale;
MeshFilter tempMF = tempGO.AddComponent<MeshFilter>();
tempMF.sharedMesh = _modifiedMesh;
MeshRenderer tempMR = tempGO.AddComponent<MeshRenderer>();
tempMR.sharedMaterials = renderer.sharedMaterials;
Mesh = PSXMesh.CreateFromUnityRenderer(tempMR, GTEScaling, transform, Textures);
// Clean up
GameObject.DestroyImmediate(tempGO);
}
else
{
Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures);
}
}
}
}
}
}