Preparation for release. Comments, fixes, README

This commit is contained in:
2025-03-17 14:32:54 +01:00
parent 8a6679dff6
commit 7b127b345b
13 changed files with 839 additions and 476 deletions

View File

@@ -3,7 +3,7 @@ using System.Linq;
using UnityEngine;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
/// <summary>

View File

@@ -1,12 +1,14 @@
using System.Collections.Generic;
using PSXSplash.RuntimeCode;
using UnityEngine;
[CreateAssetMenu(fileName = "PSXData", menuName = "Scriptable Objects/PSXData")]
public class PSXData : ScriptableObject
namespace SplashEdit.RuntimeCode
{
public Vector2 OutputResolution = new Vector2(320, 240);
public bool DualBuffering = true;
public bool VerticalBuffering = true;
public List<ProhibitedArea> ProhibitedAreas = new List<ProhibitedArea>();
}
[CreateAssetMenu(fileName = "PSXData", menuName = "Scriptable Objects/PSXData")]
public class PSXData : ScriptableObject
{
public Vector2 OutputResolution = new Vector2(320, 240);
public bool DualBuffering = true;
public bool VerticalBuffering = true;
public List<ProhibitedArea> ProhibitedAreas = new List<ProhibitedArea>();
}
}

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@@ -1,14 +1,26 @@
using System.Collections.Generic;
using UnityEngine;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
/// <summary>
/// Represents a vertex formatted for the PSX (PlayStation) style rendering.
/// </summary>
public struct PSXVertex
{
// Position components in fixed-point format.
public short vx, vy, vz;
// Normal vector components in fixed-point format.
public short nx, ny, nz;
// Texture coordinates.
public byte u, v;
// Vertex color components.
public byte r, g, b;
}
/// <summary>
/// Represents a triangle defined by three PSX vertices.
/// </summary>
public struct Tri
{
public PSXVertex v0;
@@ -16,50 +28,104 @@ namespace PSXSplash.RuntimeCode
public PSXVertex v2;
}
/// <summary>
/// A mesh structure that holds a list of triangles converted from a Unity mesh into the PSX format.
/// </summary>
[System.Serializable]
public class PSXMesh
{
public List<Tri> Triangles;
/// <summary>
/// Creates a PSXMesh from a Unity Mesh by converting its vertices, normals, UVs, and applying shading.
/// </summary>
/// <param name="mesh">The Unity mesh to convert.</param>
/// <param name="textureWidth">Width of the texture (default is 256).</param>
/// <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 CreateFromUnityMesh(Mesh mesh, int textureWidth = 256, int textureHeight = 256, Transform transform = null)
{
PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
// Get mesh data arrays.
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector2[] uv = mesh.uv;
int[] indices = mesh.triangles;
// Determine the primary light's direction and color for shading.
Light mainLight = RenderSettings.sun;
Vector3 lightDir = mainLight ? mainLight.transform.forward : Vector3.down; // Fixed: Removed negation.
Color lightColor = mainLight ? mainLight.color * mainLight.intensity : Color.white;
// Iterate over each triangle (group of 3 indices).
for (int i = 0; i < indices.Length; i += 3)
{
int vid0 = indices[i];
int vid1 = indices[i + 1];
int vid2 = indices[i + 2];
// Convert to world space only if a transform is provided
// Transform vertices to world space if a transform is provided.
Vector3 v0 = transform ? transform.TransformPoint(vertices[vid0]) : vertices[vid0];
Vector3 v1 = transform ? transform.TransformPoint(vertices[vid1]) : vertices[vid1];
Vector3 v2 = transform ? transform.TransformPoint(vertices[vid2]) : vertices[vid2];
PSXVertex psxV0 = ConvertToPSXVertex(v0, uv[vid0], textureWidth, textureHeight);
PSXVertex psxV1 = ConvertToPSXVertex(v1, uv[vid1], textureWidth, textureHeight);
PSXVertex psxV2 = ConvertToPSXVertex(v2, uv[vid2], textureWidth, textureHeight);
// Convert vertices to PSX format including fixed-point conversion and shading.
PSXVertex psxV0 = ConvertToPSXVertex(v0, normals[vid0], uv[vid0], lightDir, lightColor, textureWidth, textureHeight);
PSXVertex psxV1 = ConvertToPSXVertex(v1, normals[vid1], uv[vid1], lightDir, lightColor, textureWidth, textureHeight);
PSXVertex psxV2 = ConvertToPSXVertex(v2, normals[vid2], uv[vid2], lightDir, lightColor, textureWidth, textureHeight);
// Add the constructed triangle to the mesh.
psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2 });
}
return psxMesh;
}
private static PSXVertex ConvertToPSXVertex(Vector3 vertex, Vector2 uv, int textureWidth, int textureHeight)
/// <summary>
/// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping.
/// </summary>
/// <param name="vertex">The position of the vertex.</param>
/// <param name="normal">The normal vector at the vertex.</param>
/// <param name="uv">Texture coordinates for the vertex.</param>
/// <param name="lightDir">The light direction used for shading calculations.</param>
/// <param name="lightColor">The color of the light affecting the vertex.</param>
/// <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, Vector3 normal, Vector2 uv, Vector3 lightDir, Color lightColor, int textureWidth, int textureHeight)
{
// Calculate light intensity based on the angle between the normalized normal and light direction.
float lightIntensity = Mathf.Clamp01(Vector3.Dot(normal.normalized, lightDir));
// Remap the intensity to a specific range for a softer shading effect.
lightIntensity = Mathf.Lerp(0.4f, 0.7f, lightIntensity);
// Compute the final shaded color by multiplying the light color by the intensity.
Color shadedColor = lightColor * lightIntensity;
PSXVertex psxVertex = new PSXVertex
{
// Convert position to fixed-point, clamping values to a defined range.
vx = (short)(Mathf.Clamp(vertex.x, -4f, 3.999f) * 4096),
vy = (short)(Mathf.Clamp(-vertex.y, -4f, 3.999f) * 4096),
vz = (short)(Mathf.Clamp(vertex.z, -4f, 3.999f) * 4096),
u = (byte)(Mathf.Clamp((uv.x * (textureWidth-1)), 0, 255)),
v = (byte)(Mathf.Clamp(((1.0f - uv.y) * (textureHeight-1)), 0, 255))
// Convert normals to fixed-point.
nx = (short)(Mathf.Clamp(normal.x, -4f, 3.999f) * 4096),
ny = (short)(Mathf.Clamp(-normal.y, -4f, 3.999f) * 4096),
nz = (short)(Mathf.Clamp(normal.z, -4f, 3.999f) * 4096),
// 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.
r = (byte)(Mathf.Clamp(shadedColor.r * 255, 0, 255)),
g = (byte)(Mathf.Clamp(shadedColor.g * 255, 0, 255)),
b = (byte)(Mathf.Clamp(shadedColor.b * 255, 0, 255))
};
return psxVertex;
}
}

View File

@@ -1,41 +1,50 @@
using UnityEngine;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
public class PSXObjectExporter : MonoBehaviour
{
public PSXBPP BitDepth;
public bool MeshIsStatic = true;
public PSXBPP BitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
public bool MeshIsStatic = true; // Determines if the mesh is static, affecting how it's processed. Non-static meshes don't export correctly as of now.
[HideInInspector]
public PSXTexture2D Texture;
public PSXTexture2D Texture; // Stores the converted PlayStation-style texture
[HideInInspector]
public PSXMesh Mesh;
public PSXMesh Mesh; // Stores the converted PlayStation-style mesh
/// <summary>
/// Converts the object's material texture into a PlayStation-compatible texture.
/// </summary>
public void CreatePSXTexture2D()
{
Renderer renderer = GetComponent<Renderer>();
if (renderer != null && renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture)
{
Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth);
Texture.OriginalTexture = texture;
Texture.OriginalTexture = texture; // Stores reference to the original texture
}
}
/// <summary>
/// Converts the object's mesh into a PlayStation-compatible mesh.
/// </summary>
public void CreatePSXMesh()
{
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
if (meshFilter != null)
{
if(MeshIsStatic) {
if (MeshIsStatic)
{
// Static meshes take object transformation into account
Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform);
}
else {
else
{
// Dynamic meshes do not consider object transformation
Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height);
}
}
}
}
}

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@@ -5,7 +5,7 @@ using UnityEditor.Overlays;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
[ExecuteInEditMode]
@@ -21,7 +21,7 @@ namespace PSXSplash.RuntimeCode
private bool verticalLayout;
private List<ProhibitedArea> prohibitedAreas;
private VRAMPixel[,] vramPixels;
public void Export()
@@ -54,57 +54,82 @@ namespace PSXSplash.RuntimeCode
var packed = tp.PackTexturesIntoVRAM(_exporters);
_exporters = packed.processedObjects;
vramPixels = packed._vramPixels;
}
void ExportFile() {
void ExportFile()
{
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
int totalFaces = 0;
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
int totalFaces = 0;
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
{
// VramPixels are always 1MB
for (int y = 0; y < vramPixels.GetLength(1); y++)
{
// VramPixels are always 1MB
for (int y = 0; y < vramPixels.GetLength(1); y++)
{
for (int x = 0; x < vramPixels.GetLength(0); x++)
{
writer.Write(vramPixels[x, y].Pack());
}
}
writer.Write((ushort) _exporters.Length);
foreach(PSXObjectExporter exporter in _exporters) {
int expander = 16 / ((int) exporter.Texture.BitDepth);
totalFaces += exporter.Mesh.Triangles.Count;
writer.Write((ushort) exporter.Mesh.Triangles.Count);
writer.Write((byte) exporter.Texture.BitDepth);
writer.Write((byte)exporter.Texture.TexpageX);
writer.Write((byte)exporter.Texture.TexpageY);
writer.Write((ushort)exporter.Texture.ClutPackingX);
writer.Write((ushort)exporter.Texture.ClutPackingY);
writer.Write((byte) 0);
foreach(Tri tri in exporter.Mesh.Triangles) {
writer.Write((short)tri.v0.vx);
writer.Write((short)tri.v0.vy);
writer.Write((short)tri.v0.vz);
writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander));
writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY));
writer.Write((short)tri.v1.vx);
writer.Write((short)tri.v1.vy);
writer.Write((short)tri.v1.vz);
writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander));
writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY));
writer.Write((short)tri.v2.vx);
writer.Write((short)tri.v2.vy);
writer.Write((short)tri.v2.vz);
writer.Write((byte)(tri.v2.u + exporter.Texture.PackingX * expander));
writer.Write((byte)(tri.v2.v + exporter.Texture.PackingY));
}
}
for (int x = 0; x < vramPixels.GetLength(0); x++)
{
writer.Write(vramPixels[x, y].Pack());
}
}
Debug.Log(totalFaces);
writer.Write((ushort)_exporters.Length);
foreach (PSXObjectExporter exporter in _exporters)
{
int expander = 16 / ((int)exporter.Texture.BitDepth);
totalFaces += exporter.Mesh.Triangles.Count;
writer.Write((ushort)exporter.Mesh.Triangles.Count);
writer.Write((byte)exporter.Texture.BitDepth);
writer.Write((byte)exporter.Texture.TexpageX);
writer.Write((byte)exporter.Texture.TexpageY);
writer.Write((ushort)exporter.Texture.ClutPackingX);
writer.Write((ushort)exporter.Texture.ClutPackingY);
writer.Write((byte)0);
foreach (Tri tri in exporter.Mesh.Triangles)
{
writer.Write((short)tri.v0.vx);
writer.Write((short)tri.v0.vy);
writer.Write((short)tri.v0.vz);
writer.Write((short)tri.v0.nx);
writer.Write((short)tri.v0.ny);
writer.Write((short)tri.v0.nz);
writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander));
writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY));
writer.Write((byte) tri.v0.r);
writer.Write((byte) tri.v0.g);
writer.Write((byte) tri.v0.b);
for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
writer.Write((short)tri.v1.vx);
writer.Write((short)tri.v1.vy);
writer.Write((short)tri.v1.vz);
writer.Write((short)tri.v1.nx);
writer.Write((short)tri.v1.ny);
writer.Write((short)tri.v1.nz);
writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander));
writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY));
writer.Write((byte) tri.v1.r);
writer.Write((byte) tri.v1.g);
writer.Write((byte) tri.v1.b);
for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
writer.Write((short)tri.v2.vx);
writer.Write((short)tri.v2.vy);
writer.Write((short)tri.v2.vz);
writer.Write((short)tri.v2.nx);
writer.Write((short)tri.v2.ny);
writer.Write((short)tri.v2.nz);
writer.Write((byte)(tri.v2.u + exporter.Texture.PackingX * expander));
writer.Write((byte)(tri.v2.v + exporter.Texture.PackingY));
writer.Write((byte) tri.v2.r);
writer.Write((byte) tri.v2.g);
writer.Write((byte) tri.v2.b);
for(int i = 0; i < 7; i ++) writer.Write((byte) 0);
}
}
}
Debug.Log(totalFaces);
}
public void LoadData()

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@@ -1,9 +1,8 @@
using System.Collections.Generic;
using UnityEngine;
using static PSXSplash.RuntimeCode.TextureQuantizer;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
/// <summary>
@@ -162,7 +161,7 @@ namespace PSXSplash.RuntimeCode
psxTex._maxColors = (int)Mathf.Pow((int)bitDepth, 2);
QuantizedResult result = Quantize(inputTexture, psxTex._maxColors);
TextureQuantizer.QuantizedResult result = TextureQuantizer.Quantize(inputTexture, psxTex._maxColors);
foreach (Vector3 color in result.Palette)
{

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@@ -1,76 +1,102 @@
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
/// <summary>
/// Represents a texture atlas that groups PSX textures by bit depth.
/// Each atlas has a fixed height and a configurable width based on texture bit depth.
/// </summary>
public class TextureAtlas
{
public PSXBPP BitDepth;
public int PositionX;
public int PositionY;
public int Width;
public const int Height = 256;
public List<PSXTexture2D> ContainedTextures = new List<PSXTexture2D>();
public PSXBPP BitDepth; // Bit depth of textures in this atlas.
public int PositionX; // X position of the atlas in VRAM.
public int PositionY; // Y position of the atlas in VRAM.
public int Width; // Width of the atlas.
public const int Height = 256; // Fixed height for all atlases.
public List<PSXTexture2D> ContainedTextures = new List<PSXTexture2D>(); // Textures packed in this atlas.
}
/// <summary>
/// Packs PSX textures into a simulated VRAM.
/// It manages texture atlases, placement of textures, and allocation of color lookup tables (CLUTs).
/// </summary>
public class VRAMPacker
{
private List<TextureAtlas> _textureAtlases = new List<TextureAtlas>();
private List<Rect> _reservedAreas;
private List<TextureAtlas> _finalizedAtlases = new List<TextureAtlas>();
private List<Rect> _allocatedCLUTs = new List<Rect>();
private List<Rect> _reservedAreas; // Areas in VRAM where no textures can be placed.
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;
private VRAMPixel[,] _vramPixels;
private VRAMPixel[,] _vramPixels; // Simulated VRAM pixel data.
/// <summary>
/// Initializes the VRAMPacker with reserved areas from prohibited regions and framebuffers.
/// </summary>
/// <param name="framebuffers">Framebuffers to reserve in VRAM.</param>
/// <param name="reservedAreas">Additional prohibited areas as ProhibitedArea instances.</param>
public VRAMPacker(List<Rect> framebuffers, List<ProhibitedArea> reservedAreas)
{
// Convert ProhibitedArea instances to Unity Rects.
List<Rect> areasConvertedToRect = new List<Rect>();
foreach (ProhibitedArea area in reservedAreas)
{
areasConvertedToRect.Add(new Rect(area.X, area.Y, area.Width, area.Height));
}
_reservedAreas = areasConvertedToRect;
// Reserve the two framebuffers.
_reservedAreas.Add(framebuffers[0]);
_reservedAreas.Add(framebuffers[1]);
_vramPixels = new VRAMPixel[VRAM_WIDTH, VRAM_HEIGHT];
}
/// <summary>
/// Packs the textures from the provided PSXObjectExporter array into VRAM.
/// Returns the processed objects and the final VRAM pixel array.
/// </summary>
/// <param name="objects">Array of PSXObjectExporter objects to process.</param>
/// <returns>Tuple containing processed objects and the VRAM pixel array.</returns>
public (PSXObjectExporter[] processedObjects, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects)
{
List<PSXTexture2D> uniqueTextures = new List<PSXTexture2D>();
// Group objects by texture bit depth (high to low).
var groupedObjects = objects.GroupBy(obj => obj.Texture.BitDepth).OrderByDescending(g => g.Key);
foreach (var group in groupedObjects)
{
// Determine atlas width based on texture bit depth.
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 a new atlas for this group.
TextureAtlas atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 };
_textureAtlases.Add(atlas);
// Process each texture in descending order of area (width * height).
foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height))
{
/*if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth))
// Remove duplicate textures
if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth))
{
obj.Texture = uniqueTextures.First(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID());
continue;
}*/
}
// Try to place the texture in the current atlas.
if (!TryPlaceTextureInAtlas(atlas, obj.Texture))
{
// If failed, create a new atlas and try again.
atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 };
_textureAtlases.Add(atlas);
if (!TryPlaceTextureInAtlas(atlas, obj.Texture))
@@ -83,20 +109,33 @@ namespace PSXSplash.RuntimeCode
}
}
// Arrange atlases in the VRAM space.
ArrangeAtlasesInVRAM();
// Allocate color lookup tables (CLUTs) for textures that use palettes.
AllocateCLUTs();
// Build the final VRAM pixel array from placed textures and CLUTs.
BuildVram();
return (objects, _vramPixels);
}
/// <summary>
/// Attempts to place a texture within the given atlas.
/// Iterates over possible positions and checks for overlapping textures.
/// </summary>
/// <param name="atlas">The atlas where the texture should be placed.</param>
/// <param name="texture">The texture to place.</param>
/// <returns>True if the texture was placed successfully; otherwise, false.</returns>
private bool TryPlaceTextureInAtlas(TextureAtlas atlas, PSXTexture2D texture)
{
// Iterate over potential Y positions.
for (byte y = 0; y <= TextureAtlas.Height - texture.Height; y++)
{
// Iterate over potential X positions within the atlas.
for (byte x = 0; x <= atlas.Width - texture.QuantizedWidth; x++)
{
var candidateRect = new Rect(x, y, texture.QuantizedWidth, texture.Height);
// Check if candidateRect overlaps with any already placed texture.
if (!atlas.ContainedTextures.Any(tex => new Rect(tex.PackingX, tex.PackingY, tex.QuantizedWidth, tex.Height).Overlaps(candidateRect)))
{
texture.PackingX = x;
@@ -109,17 +148,25 @@ namespace PSXSplash.RuntimeCode
return false;
}
/// <summary>
/// Arranges all texture atlases into the VRAM, ensuring they do not overlap reserved areas.
/// Also assigns texpage indices for textures based on atlas position.
/// </summary>
private void ArrangeAtlasesInVRAM()
{
// Process each bit depth category in order.
foreach (var bitDepth in new[] { PSXBPP.TEX_16BIT, PSXBPP.TEX_8BIT, PSXBPP.TEX_4BIT })
{
foreach (var atlas in _textureAtlases.Where(a => a.BitDepth == bitDepth))
{
bool placed = false;
// Try every possible row (stepping by atlas height).
for (int y = 0; y <= VRAM_HEIGHT - TextureAtlas.Height; y += 256)
{
// Try every possible column (stepping by 64 pixels).
for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64)
{
// Only consider atlases that haven't been placed yet.
if (atlas.PositionX == 0 && atlas.PositionY == 0)
{
var candidateRect = new Rect(x, y, atlas.Width, TextureAtlas.Height);
@@ -136,11 +183,11 @@ namespace PSXSplash.RuntimeCode
}
if (placed)
{
// Assign texpage coordinates for each texture within the atlas.
foreach (PSXTexture2D texture in atlas.ContainedTextures)
{
int colIndex = atlas.PositionX / 64;
int rowIndex = atlas.PositionY / 256;
texture.TexpageX = (byte)colIndex;
texture.TexpageY = (byte)rowIndex;
}
@@ -155,10 +202,14 @@ namespace PSXSplash.RuntimeCode
}
}
/// <summary>
/// Allocates color lookup table (CLUT) regions in VRAM for textures with palettes.
/// </summary>
private void AllocateCLUTs()
{
foreach (var texture in _finalizedAtlases.SelectMany(atlas => atlas.ContainedTextures))
{
// Skip textures without a color palette.
if (texture.ColorPalette == null || texture.ColorPalette.Count == 0)
continue;
@@ -166,6 +217,7 @@ namespace PSXSplash.RuntimeCode
int clutHeight = 1;
bool placed = false;
// Iterate over possible CLUT positions in VRAM.
for (ushort x = 0; x < VRAM_WIDTH; x += 16)
{
for (ushort y = 0; y <= VRAM_HEIGHT; y++)
@@ -190,13 +242,16 @@ namespace PSXSplash.RuntimeCode
}
}
/// <summary>
/// Builds the final VRAM by copying texture image data and color palettes into the VRAM pixel array.
/// </summary>
private void BuildVram()
{
foreach (TextureAtlas atlas in _finalizedAtlases)
{
foreach (PSXTexture2D texture in atlas.ContainedTextures)
{
// Copy texture image data into VRAM using atlas and texture packing offsets.
for (int y = 0; y < texture.Height; y++)
{
for (int x = 0; x < texture.QuantizedWidth; x++)
@@ -205,6 +260,7 @@ namespace PSXSplash.RuntimeCode
}
}
// For non-16-bit textures, copy the color palette into VRAM.
if (texture.BitDepth != PSXBPP.TEX_16BIT)
{
for (int x = 0; x < texture.ColorPalette.Count; x++)
@@ -216,19 +272,35 @@ namespace PSXSplash.RuntimeCode
}
}
/// <summary>
/// Checks if a given rectangle can be placed in VRAM without overlapping existing atlases,
/// reserved areas, or allocated CLUT regions.
/// </summary>
/// <param name="rect">The rectangle representing a candidate placement.</param>
/// <returns>True if the placement is valid; otherwise, false.</returns>
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;
// Check for overlaps with existing atlases.
bool overlapsAtlas = _finalizedAtlases.Any(a => new Rect(a.PositionX, a.PositionY, a.Width, TextureAtlas.Height).Overlaps(rect));
// Check for overlaps with reserved VRAM areas.
bool overlapsReserved = _reservedAreas.Any(r => r.Overlaps(rect));
// Check for overlaps with already allocated CLUT regions.
bool overlapsCLUT = _allocatedCLUTs.Any(c => c.Overlaps(rect));
return !(overlapsAtlas || overlapsReserved || overlapsCLUT);
}
/// <summary>
/// Calculates the texpage index from given VRAM coordinates.
/// This helper method divides VRAM into columns and rows.
/// </summary>
/// <param name="x">The X coordinate in VRAM.</param>
/// <param name="y">The Y coordinate in VRAM.</param>
/// <returns>The calculated texpage index.</returns>
private int CalculateTexpage(int x, int y)
{
int columns = 16;
@@ -237,4 +309,4 @@ namespace PSXSplash.RuntimeCode
return (rowIndex * columns) + colIndex;
}
}
}
}

View File

@@ -1,14 +1,26 @@
using UnityEngine;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
/// <summary>
/// Represents a prohibited area in PlayStation 2D VRAM where textures should not be packed.
/// This class provides conversion methods to and from Unity's Rect structure.
/// </summary>
public class ProhibitedArea
{
// X and Y coordinates of the prohibited area in VRAM.
public int X;
public int Y;
// Width and height of the prohibited area.
public int Width;
public int Height;
/// <summary>
/// Creates a ProhibitedArea instance from a Unity Rect.
/// The floating-point values of the Rect are rounded to the nearest integer.
/// </summary>
/// <param name="rect">The Unity Rect representing the prohibited area.</param>
/// <returns>A new ProhibitedArea with integer dimensions.</returns>
public static ProhibitedArea FromUnityRect(Rect rect)
{
return new ProhibitedArea
@@ -20,9 +32,13 @@ namespace PSXSplash.RuntimeCode
};
}
/// <summary>
/// Converts the ProhibitedArea back into a Unity Rect.
/// </summary>
/// <returns>A Unity Rect with the same area as defined by this ProhibitedArea.</returns>
public Rect ToUnityRect()
{
return new Rect(X, Y, Width, Height);
}
}
}
}