Preparation for release. Comments, fixes, README
This commit is contained in:
@@ -1,10 +1,12 @@
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using UnityEngine;
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using UnityEditor;
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using PSXSplash.RuntimeCode;
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using SplashEdit.RuntimeCode;
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[CustomEditor(typeof(PSXSceneExporter))]
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public class PSXSceneExporterEditor : Editor
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namespace SplashEdit.EditorCode
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{
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[CustomEditor(typeof(PSXSceneExporter))]
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public class PSXSceneExporterEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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@@ -16,4 +18,5 @@ public class PSXSceneExporterEditor : Editor
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}
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}
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}
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}
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@@ -1,23 +1,26 @@
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using System.Collections.Generic;
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using System.IO;
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using PSXSplash.RuntimeCode;
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using SplashEdit.RuntimeCode;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class QuantizedPreviewWindow : EditorWindow
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namespace SplashEdit.EditorCode
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{
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public class QuantizedPreviewWindow : EditorWindow
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{
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private Texture2D originalTexture;
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private Texture2D quantizedTexture;
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private Texture2D vramTexture; // New VRAM Texture
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private List<VRAMPixel> clut; // Changed to 1D array
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private ushort[] indexedPixelData; // New field for indexed pixel data
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private Texture2D vramTexture; // VRAM representation of the texture
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private List<VRAMPixel> clut; // Color Lookup Table (CLUT), stored as a 1D list
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private ushort[] indexedPixelData; // Indexed pixel data for VRAM storage
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private PSXBPP bpp;
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private readonly int previewSize = 256;
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[MenuItem("Window/Quantized Preview")]
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public static void ShowWindow()
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{
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// Creates and displays the window
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QuantizedPreviewWindow win = GetWindow<QuantizedPreviewWindow>("Quantized Preview");
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win.minSize = new Vector2(800, 700);
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}
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@@ -26,12 +29,13 @@ public class QuantizedPreviewWindow : EditorWindow
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{
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GUILayout.Label("Quantized Preview", EditorStyles.boldLabel);
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// Texture input field
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originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
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// Dropdown for bit depth selection
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bpp = (PSXBPP)EditorGUILayout.EnumPopup("Bit Depth", bpp);
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// Button to generate the quantized preview
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if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
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{
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GenerateQuantizedPreview();
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@@ -39,6 +43,7 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.BeginHorizontal();
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// Display the original texture
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if (originalTexture != null)
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{
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GUILayout.BeginVertical();
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@@ -47,6 +52,7 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.EndVertical();
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}
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// Display the VRAM view of the texture
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if (vramTexture != null)
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{
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GUILayout.BeginVertical();
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@@ -55,6 +61,7 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.EndVertical();
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}
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// Display the quantized texture
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if (quantizedTexture != null)
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{
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GUILayout.BeginVertical();
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@@ -65,6 +72,7 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.EndHorizontal();
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// Display the Color Lookup Table (CLUT)
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if (clut != null)
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{
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GUILayout.Label("Color Lookup Table (CLUT)");
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@@ -73,16 +81,12 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.Space(10);
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// Export indexed pixel data
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if (indexedPixelData != null)
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{
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if (GUILayout.Button("Export texute data"))
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if (GUILayout.Button("Export texture data"))
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{
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string path = EditorUtility.SaveFilePanel(
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"Save texture data",
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"",
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"pixel_data",
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"bin"
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);
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string path = EditorUtility.SaveFilePanel("Save texture data", "", "pixel_data", "bin");
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if (!string.IsNullOrEmpty(path))
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{
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@@ -98,16 +102,12 @@ public class QuantizedPreviewWindow : EditorWindow
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}
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}
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// Export CLUT data
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if (clut != null)
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{
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if (GUILayout.Button("Export clut data"))
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if (GUILayout.Button("Export CLUT data"))
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{
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string path = EditorUtility.SaveFilePanel(
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"Save clut data",
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"",
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"clut_data",
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"bin"
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);
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string path = EditorUtility.SaveFilePanel("Save CLUT data", "", "clut_data", "bin");
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if (!string.IsNullOrEmpty(path))
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{
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@@ -116,7 +116,7 @@ public class QuantizedPreviewWindow : EditorWindow
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{
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foreach (VRAMPixel value in clut)
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{
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writer.Write(value.Pack());
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writer.Write(value.Pack()); // Convert VRAMPixel data into a binary format
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}
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}
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}
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@@ -126,32 +126,32 @@ public class QuantizedPreviewWindow : EditorWindow
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private void GenerateQuantizedPreview()
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{
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// Converts the texture using PSXTexture2D and stores the processed data
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PSXTexture2D psxTex = PSXTexture2D.CreateFromTexture2D(originalTexture, bpp);
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// Generate the quantized texture preview
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quantizedTexture = psxTex.GeneratePreview();
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// Generate the VRAM representation of the texture
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vramTexture = psxTex.GenerateVramPreview();
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// Store the Color Lookup Table (CLUT)
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clut = psxTex.ColorPalette;
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}
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private void DrawTexturePreview(Texture2D texture, int size, bool flipY = true)
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{
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// Renders a texture preview within the editor window
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Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));
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EditorGUI.DrawPreviewTexture(rect, texture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
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}
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private void DrawCLUT()
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{
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if (clut == null) return;
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int swatchSize = 20;
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int maxColorsPerRow = 40;
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int maxColorsPerRow = 40; // Number of colors displayed per row
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GUILayout.Space(10);
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@@ -168,12 +168,14 @@ public class QuantizedPreviewWindow : EditorWindow
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{
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int index = row * maxColorsPerRow + col;
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// Convert the CLUT colors from 5-bit to float values (0-1 range)
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Vector3 color = new Vector3(
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clut[index].R / 31.0f, // Red: bits 0–4
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clut[index].G / 31.0f, // Green: bits 5–9
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clut[index].B / 31.0f // Blue: bits 10–14
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);
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// Create a small color preview box for each color in the CLUT
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Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false));
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EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z));
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}
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@@ -181,5 +183,5 @@ public class QuantizedPreviewWindow : EditorWindow
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GUILayout.EndHorizontal();
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}
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}
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}
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}
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@@ -1,14 +1,16 @@
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using System.Collections.Generic;
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using System.IO;
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using PSXSplash.RuntimeCode;
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using SplashEdit.RuntimeCode;
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using Unity.Collections;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class VRAMEditorWindow : EditorWindow
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{
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namespace SplashEdit.EditorCode
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{
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public class VRAMEditorWindow : EditorWindow
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{
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private const int VramWidth = 1024;
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private const int VramHeight = 512;
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private List<ProhibitedArea> prohibitedAreas = new List<ProhibitedArea>();
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@@ -36,20 +38,29 @@ public class VRAMEditorWindow : EditorWindow
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[MenuItem("Window/VRAM Editor")]
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public static void ShowWindow()
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{
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GetWindow<VRAMEditorWindow>("VRAM Editor");
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VRAMEditorWindow window = GetWindow<VRAMEditorWindow>("VRAM Editor");
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// Set minimum window dimensions.
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window.minSize = new Vector2(1600, 600);
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}
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private void OnEnable()
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{
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// Initialize VRAM texture with black pixels.
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vramImage = new Texture2D(VramWidth, VramHeight);
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NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
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vramImage.SetPixelData(blackPixels, 0);
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vramImage.Apply();
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blackPixels.Dispose();
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// Ensure minimum window size is applied.
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this.minSize = new Vector2(800, 600);
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LoadData();
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}
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/// <summary>
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/// Pastes an overlay texture onto a base texture at the specified position.
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/// </summary>
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public static void PasteTexture(Texture2D baseTexture, Texture2D overlayTexture, int posX, int posY)
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{
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if (baseTexture == null || overlayTexture == null)
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@@ -66,6 +77,7 @@ public class VRAMEditorWindow : EditorWindow
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int overlayWidth = overlayTexture.width;
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int overlayHeight = overlayTexture.height;
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// Copy each overlay pixel into the base texture if within bounds.
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for (int y = 0; y < overlayHeight; y++)
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{
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for (int x = 0; x < overlayWidth; x++)
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@@ -76,7 +88,6 @@ public class VRAMEditorWindow : EditorWindow
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{
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int baseIndex = baseY * baseWidth + baseX;
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int overlayIndex = y * overlayWidth + x;
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basePixels[baseIndex] = overlayPixels[overlayIndex];
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}
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}
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@@ -85,36 +96,42 @@ public class VRAMEditorWindow : EditorWindow
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baseTexture.SetPixels(basePixels);
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baseTexture.Apply();
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}
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/// <summary>
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/// Packs PSX textures into VRAM, rebuilds the VRAM texture and writes binary data to an output file.
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/// </summary>
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private void PackTextures()
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{
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// Reinitialize VRAM texture with black pixels.
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vramImage = new Texture2D(VramWidth, VramHeight);
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NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
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vramImage.SetPixelData(blackPixels, 0);
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vramImage.Apply();
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blackPixels.Dispose();
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// Retrieve all PSXObjectExporter objects and create their PSX textures.
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PSXObjectExporter[] objects = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
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foreach (PSXObjectExporter exp in objects)
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{
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exp.CreatePSXTexture2D();
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}
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// Define framebuffer regions based on selected resolution and layout.
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Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y);
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Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y)
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: new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y);
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List<Rect> framebuffers = new List<Rect> { buffer1 };
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if (dualBuffering)
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{
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framebuffers.Add(buffer2);
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}
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// Pack textures into VRAM using the VRAMPacker.
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VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
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var packed = tp.PackTexturesIntoVRAM(objects);
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// Copy packed VRAM pixel data into the texture.
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for (int y = 0; y < VramHeight; y++)
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{
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for (int x = 0; x < VramWidth; x++)
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@@ -124,8 +141,8 @@ public class VRAMEditorWindow : EditorWindow
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}
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vramImage.Apply();
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// Prompt the user to select a file location and save the VRAM data.
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
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{
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for (int y = 0; y < VramHeight; y++)
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@@ -136,7 +153,6 @@ public class VRAMEditorWindow : EditorWindow
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}
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}
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}
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}
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private void OnGUI()
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@@ -145,9 +161,11 @@ public class VRAMEditorWindow : EditorWindow
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GUILayout.BeginVertical();
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GUILayout.Label("VRAM Editor", EditorStyles.boldLabel);
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// Dropdown for resolution selection.
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selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution),
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new string[] { "256x240", "256x480", "320x240", "320x480", "368x240", "368x480", "512x240", "512x480", "640x240", "640x480" })];
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// Check resolution constraints for dual buffering.
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bool canDBHorizontal = selectedResolution[0] * 2 <= 1024;
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bool canDBVertical = selectedResolution[1] * 2 <= 512;
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@@ -155,13 +173,19 @@ public class VRAMEditorWindow : EditorWindow
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{
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dualBuffering = EditorGUILayout.Toggle("Dual Buffering", dualBuffering);
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}
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else { dualBuffering = false; }
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else
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{
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dualBuffering = false;
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}
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if (canDBVertical && canDBHorizontal)
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{
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verticalLayout = EditorGUILayout.Toggle("Vertical", verticalLayout);
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}
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else if (canDBVertical) { verticalLayout = true; }
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else if (canDBVertical)
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{
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verticalLayout = true;
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}
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else
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{
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verticalLayout = false;
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@@ -171,6 +195,7 @@ public class VRAMEditorWindow : EditorWindow
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GUILayout.Label("Prohibited areas", EditorStyles.boldLabel);
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scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.MaxHeight(150f));
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// List and edit each prohibited area.
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for (int i = 0; i < prohibitedAreas.Count; i++)
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{
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var area = prohibitedAreas[i];
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@@ -189,7 +214,6 @@ public class VRAMEditorWindow : EditorWindow
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prohibitedAreas[i] = area;
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GUILayout.Space(10);
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}
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GUILayout.EndScrollView();
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GUILayout.Space(10);
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if (GUILayout.Button("Add Prohibited Area"))
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@@ -197,16 +221,25 @@ public class VRAMEditorWindow : EditorWindow
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prohibitedAreas.Add(new ProhibitedArea());
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}
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// Button to initiate texture packing.
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if (GUILayout.Button("Pack Textures"))
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{
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PackTextures();
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}
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// Button to save settings; saving now occurs only on button press.
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if (GUILayout.Button("Save Settings"))
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{
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StoreData();
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}
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GUILayout.EndVertical();
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// Display VRAM image preview.
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Rect vramRect = GUILayoutUtility.GetRect(VramWidth, VramHeight, GUILayout.ExpandWidth(false));
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EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
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// Draw framebuffer overlays.
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Rect buffer1 = new Rect(vramRect.x, vramRect.y, selectedResolution.x, selectedResolution.y);
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Rect buffer2 = verticalLayout ? new Rect(vramRect.x, 256, selectedResolution.x, selectedResolution.y)
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: new Rect(vramRect.x + selectedResolution.x, vramRect.y, selectedResolution.x, selectedResolution.y);
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@@ -220,6 +253,7 @@ public class VRAMEditorWindow : EditorWindow
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GUI.Label(new Rect(buffer2.center.x - 40, buffer2.center.y - 10, 120, 20), "Framebuffer B", EditorStyles.boldLabel);
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}
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// Draw overlays for each prohibited area.
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foreach (ProhibitedArea area in prohibitedAreas)
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{
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Rect areaRect = new Rect(vramRect.x + area.X, vramRect.y + area.Y, area.Width, area.Height);
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@@ -227,13 +261,14 @@ public class VRAMEditorWindow : EditorWindow
|
||||
}
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GUILayout.EndHorizontal();
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StoreData();
|
||||
}
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||||
|
||||
/// <summary>
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/// Loads stored PSX data from the asset.
|
||||
/// </summary>
|
||||
private void LoadData()
|
||||
{
|
||||
_psxData = AssetDatabase.LoadAssetAtPath<PSXData>(_psxDataPath);
|
||||
|
||||
if (!_psxData)
|
||||
{
|
||||
_psxData = CreateInstance<PSXData>();
|
||||
@@ -247,6 +282,10 @@ public class VRAMEditorWindow : EditorWindow
|
||||
prohibitedAreas = _psxData.ProhibitedAreas;
|
||||
}
|
||||
|
||||
/// <summary>
|
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/// Stores current configuration to the PSX data asset.
|
||||
/// This is now triggered manually via the "Save Settings" button.
|
||||
/// </summary>
|
||||
private void StoreData()
|
||||
{
|
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if (_psxData != null)
|
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@@ -261,4 +300,5 @@ public class VRAMEditorWindow : EditorWindow
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
122
README.md
Normal file
122
README.md
Normal file
@@ -0,0 +1,122 @@
|
||||
# SplashEdit
|
||||
|
||||
SplashEdit is a Unity Package that converts your Unity scenes into authentic PSX worlds by exporting binary data loadable in a PlayStation 1 game. It streamlines the export process for your scenes and offers additional tools for VRAM management and texture quantization.
|
||||
|
||||
## Features
|
||||
|
||||
- **Automatic Scene Exporting:**
|
||||
Export your scene with a single click using the PSX Scene Exporter component. This process automatically packs textures into the PSX's 2D VRAM.
|
||||
- **Texture Packing & Quantization:**
|
||||
Convert and preview your textures in a PSX-compatible format with built-in quantization tools.
|
||||
|
||||
## Installation
|
||||
|
||||
Install SplashEdit directly from the Git repository using Unity's Package Manager:
|
||||
|
||||
1. **Open Unity's Package Manager:**
|
||||
Go to `Window` → `Package Manager`.
|
||||
|
||||
2. **Add Package from Git URL:**
|
||||
Click the **+** button in the upper left corner and select **"Add package from git URL..."**.
|
||||
Enter the Git URL for SplashEdit: `https://github.com/psxsplash/splashedit.git`
|
||||
Click **Add** and wait for the package to install.
|
||||
|
||||
## Usage
|
||||
|
||||
### General Scene Exporting
|
||||
|
||||
If you only need to export the scene, follow these steps:
|
||||
|
||||
1. **PSX Object Exporter:**
|
||||
- Attach the **PSX Object Exporter** component to every GameObject you wish to export.
|
||||
- Set the desired bit depth for each object's texture in the component settings.
|
||||
|
||||
2. **PSX Scene Exporter:**
|
||||
- Add the **PSX Scene Exporter** component to a GameObject in your scene (using an empty GameObject is recommended for organization).
|
||||
- Click the export button in the PSX Scene Exporter. You will be prompted to choose an output file location.
|
||||
- The exporter will automatically handle texture packing into the PSX's 2D VRAM.
|
||||
|
||||
### Additional Features
|
||||
|
||||
SplashEdit also includes extra tools to enhance your workflow:
|
||||
|
||||
1. **VRAM Editor:**
|
||||
- Access the VRAM Editor via Unity's **Window** context menu.
|
||||
- Set framebuffer locations and preview texture packing.
|
||||
- **Important:** Click on **Save Settings** in the VRAM Editor to inform the PSX Scene Exporter where to pack textures.
|
||||
- When you click **Pack Textures** in the VRAM Editor, a file selection dialog will appear.
|
||||
- Selecting a file will save only the VRAM data.
|
||||
- If you do not wish to save VRAM, simply close the dialog.
|
||||
**Note:** This action only exports the VRAM. For a complete scene export (including VRAM), use the PSX Scene Exporter component.
|
||||
|
||||
2. **Quantized Texture Preview:**
|
||||
- Preview how your textures will look after quantization before exporting.
|
||||
|
||||
## Texture Requirements
|
||||
|
||||
- **Power of Two:**
|
||||
All textures must have dimensions that are a power of two (e.g., 64x64, 128x128, 256x256) with a maximum size of **256x256**.
|
||||
- **No Automatic Downscaling:**
|
||||
SplashEdit does not automatically downscale textures that exceed these limits.
|
||||
- **READ/WRITE Enabled:**
|
||||
Ensure all textures have **READ/WRITE enabled** in Unity.
|
||||
|
||||
## Output Format
|
||||
|
||||
The binary file output by SplashEdit is structured as follows, allowing a programmer to write a parser in C based solely on this specification.
|
||||
|
||||
1. **VRAM Data (1 MB):**
|
||||
- The file begins with a 1 MB block of VRAM data.
|
||||
- This data is generated by iterating through a 2D array (`vramPixels`) in row-major order.
|
||||
- Each pixel is written using its `.Pack()` method (resulting in one byte per pixel).
|
||||
|
||||
2. **Object Count:**
|
||||
- Immediately following the VRAM data, a 2-byte unsigned short is written indicating the number of exported objects (PSXObjectExporters).
|
||||
|
||||
3. **Per-Object Data:**
|
||||
For each exported object, the following data is written sequentially:
|
||||
|
||||
- **Triangle Count (2 bytes):**
|
||||
An unsigned short representing the number of triangles in the object's mesh.
|
||||
|
||||
- **Texture Information:**
|
||||
- **Bit Depth (1 byte):**
|
||||
The bit depth of the object's texture.
|
||||
- **Texpage Coordinates (2 bytes total):**
|
||||
Two 1-byte values for `TexpageX` and `TexpageY`.
|
||||
- **CLUT Packing (4 bytes total):**
|
||||
Two unsigned shorts (2 bytes each) for `ClutPackingX` and `ClutPackingY`.
|
||||
|
||||
- **Packing Byte (1 byte):**
|
||||
|
||||
|
||||
- **Triangles Data:**
|
||||
For each triangle in the object's mesh, data for its three vertices is written in sequence. Each vertex consists of:
|
||||
|
||||
- **Position (6 bytes):**
|
||||
Three signed shorts (2 bytes each) representing `vx`, `vy`, and `vz`.
|
||||
- **Normal (6 bytes):**
|
||||
Three signed shorts representing `nx`, `ny`, and `nz`.
|
||||
- **Texture Coordinates (2 bytes):**
|
||||
- **U coordinate (1 byte):**
|
||||
The U coordinate relative to texpage start
|
||||
- **V coordinate (1 byte):**
|
||||
The V coordinate relative to texpage start
|
||||
- **Color (3 bytes):**
|
||||
Three bytes representing the RGB values.
|
||||
- **Padding (7 bytes):**
|
||||
Seven bytes of zero padding.
|
||||
|
||||
Each vertex is 24 bytes in total, making each triangle 72 bytes (3 vertices × 24 bytes).
|
||||
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions are welcome! To contribute:
|
||||
|
||||
1. Fork the repository.
|
||||
3. Submit a pull request with your changes.
|
||||
|
||||
For major changes, please open an issue first to discuss your ideas.
|
||||
|
||||
|
||||
7
README.md.meta
Normal file
7
README.md.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4df40ce535b32f3a4b30ce0803fa699a
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,7 +3,7 @@ using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace PSXSplash.RuntimeCode
|
||||
namespace SplashEdit.RuntimeCode
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -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
|
||||
{
|
||||
[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>();
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@ using UnityEditor.Overlays;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace PSXSplash.RuntimeCode
|
||||
namespace SplashEdit.RuntimeCode
|
||||
{
|
||||
|
||||
[ExecuteInEditMode]
|
||||
@@ -57,7 +57,8 @@ namespace PSXSplash.RuntimeCode
|
||||
|
||||
}
|
||||
|
||||
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)))
|
||||
@@ -70,37 +71,61 @@ namespace PSXSplash.RuntimeCode
|
||||
writer.Write(vramPixels[x, y].Pack());
|
||||
}
|
||||
}
|
||||
writer.Write((ushort) _exporters.Length);
|
||||
foreach(PSXObjectExporter exporter in _exporters) {
|
||||
writer.Write((ushort)_exporters.Length);
|
||||
foreach (PSXObjectExporter exporter in _exporters)
|
||||
{
|
||||
|
||||
int expander = 16 / ((int) exporter.Texture.BitDepth);
|
||||
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((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((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);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -1,55 +1,76 @@
|
||||
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,
|
||||
@@ -58,19 +79,24 @@ namespace PSXSplash.RuntimeCode
|
||||
_ => 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;
|
||||
|
||||
@@ -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
|
||||
@@ -20,6 +32,10 @@ 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);
|
||||
|
||||
Reference in New Issue
Block a user