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

@@ -1,19 +1,22 @@
using UnityEngine;
using UnityEditor;
using PSXSplash.RuntimeCode;
using SplashEdit.RuntimeCode;
[CustomEditor(typeof(PSXSceneExporter))]
public class PSXSceneExporterEditor : Editor
namespace SplashEdit.EditorCode
{
public override void OnInspectorGUI()
[CustomEditor(typeof(PSXSceneExporter))]
public class PSXSceneExporterEditor : Editor
{
DrawDefaultInspector();
PSXSceneExporter comp = (PSXSceneExporter)target;
if (GUILayout.Button("Export"))
public override void OnInspectorGUI()
{
comp.Export();
}
DrawDefaultInspector();
PSXSceneExporter comp = (PSXSceneExporter)target;
if (GUILayout.Button("Export"))
{
comp.Export();
}
}
}
}

View File

@@ -1,185 +1,187 @@
using System.Collections.Generic;
using System.IO;
using PSXSplash.RuntimeCode;
using SplashEdit.RuntimeCode;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
public class QuantizedPreviewWindow : EditorWindow
namespace SplashEdit.EditorCode
{
private Texture2D originalTexture;
private Texture2D quantizedTexture;
private Texture2D vramTexture; // New VRAM Texture
private List<VRAMPixel> clut; // Changed to 1D array
private ushort[] indexedPixelData; // New field for indexed pixel data
private PSXBPP bpp;
private readonly int previewSize = 256;
[MenuItem("Window/Quantized Preview")]
public static void ShowWindow()
public class QuantizedPreviewWindow : EditorWindow
{
QuantizedPreviewWindow win = GetWindow<QuantizedPreviewWindow>("Quantized Preview");
win.minSize = new Vector2(800, 700);
}
private Texture2D originalTexture;
private Texture2D quantizedTexture;
private Texture2D vramTexture; // VRAM representation of the texture
private List<VRAMPixel> clut; // Color Lookup Table (CLUT), stored as a 1D list
private ushort[] indexedPixelData; // Indexed pixel data for VRAM storage
private PSXBPP bpp;
private readonly int previewSize = 256;
private void OnGUI()
{
GUILayout.Label("Quantized Preview", EditorStyles.boldLabel);
originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
bpp = (PSXBPP)EditorGUILayout.EnumPopup("Bit Depth", bpp);
if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
[MenuItem("Window/Quantized Preview")]
public static void ShowWindow()
{
GenerateQuantizedPreview();
// Creates and displays the window
QuantizedPreviewWindow win = GetWindow<QuantizedPreviewWindow>("Quantized Preview");
win.minSize = new Vector2(800, 700);
}
GUILayout.BeginHorizontal();
if (originalTexture != null)
private void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.Label("Original Texture");
DrawTexturePreview(originalTexture, previewSize, false);
GUILayout.EndVertical();
}
GUILayout.Label("Quantized Preview", EditorStyles.boldLabel);
if (vramTexture != null)
{
GUILayout.BeginVertical();
GUILayout.Label("VRAM View (Indexed Data as 16bpp)");
DrawTexturePreview(vramTexture, previewSize);
GUILayout.EndVertical();
}
// Texture input field
originalTexture = (Texture2D)EditorGUILayout.ObjectField("Original Texture", originalTexture, typeof(Texture2D), false);
if (quantizedTexture != null)
{
GUILayout.BeginVertical();
GUILayout.Label("Quantized Texture");
DrawTexturePreview(quantizedTexture, previewSize);
GUILayout.EndVertical();
}
// Dropdown for bit depth selection
bpp = (PSXBPP)EditorGUILayout.EnumPopup("Bit Depth", bpp);
GUILayout.EndHorizontal();
if (clut != null)
{
GUILayout.Label("Color Lookup Table (CLUT)");
DrawCLUT();
}
GUILayout.Space(10);
if (indexedPixelData != null)
{
if (GUILayout.Button("Export texute data"))
// Button to generate the quantized preview
if (GUILayout.Button("Generate Quantized Preview") && originalTexture != null)
{
string path = EditorUtility.SaveFilePanel(
"Save texture data",
"",
"pixel_data",
"bin"
);
if (!string.IsNullOrEmpty(path))
{
using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
using (BinaryWriter writer = new BinaryWriter(fileStream))
{
foreach (ushort value in indexedPixelData)
{
writer.Write(value);
}
}
}
GenerateQuantizedPreview();
}
}
if (clut != null)
{
if (GUILayout.Button("Export clut data"))
{
string path = EditorUtility.SaveFilePanel(
"Save clut data",
"",
"clut_data",
"bin"
);
if (!string.IsNullOrEmpty(path))
{
using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
using (BinaryWriter writer = new BinaryWriter(fileStream))
{
foreach (VRAMPixel value in clut)
{
writer.Write(value.Pack());
}
}
}
}
}
}
private void GenerateQuantizedPreview()
{
PSXTexture2D psxTex = PSXTexture2D.CreateFromTexture2D(originalTexture, bpp);
quantizedTexture = psxTex.GeneratePreview();
vramTexture = psxTex.GenerateVramPreview();
clut = psxTex.ColorPalette;
}
private void DrawTexturePreview(Texture2D texture, int size, bool flipY = true)
{
Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));
EditorGUI.DrawPreviewTexture(rect, texture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
}
private void DrawCLUT()
{
if (clut == null) return;
int swatchSize = 20;
int maxColorsPerRow = 40;
GUILayout.Space(10);
int totalColors = clut.Count;
int totalRows = Mathf.CeilToInt((float)totalColors / maxColorsPerRow);
for (int row = 0; row < totalRows; row++)
{
GUILayout.BeginHorizontal();
int colorsInRow = Mathf.Min(maxColorsPerRow, totalColors - row * maxColorsPerRow);
for (int col = 0; col < colorsInRow; col++)
// Display the original texture
if (originalTexture != null)
{
int index = row * maxColorsPerRow + col;
GUILayout.BeginVertical();
GUILayout.Label("Original Texture");
DrawTexturePreview(originalTexture, previewSize, false);
GUILayout.EndVertical();
}
Vector3 color = new Vector3(
clut[index].R / 31.0f, // Red: bits 04
clut[index].G / 31.0f, // Green: bits 59
clut[index].B / 31.0f // Blue: bits 1014
);
// Display the VRAM view of the texture
if (vramTexture != null)
{
GUILayout.BeginVertical();
GUILayout.Label("VRAM View (Indexed Data as 16bpp)");
DrawTexturePreview(vramTexture, previewSize);
GUILayout.EndVertical();
}
Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false));
EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z));
// Display the quantized texture
if (quantizedTexture != null)
{
GUILayout.BeginVertical();
GUILayout.Label("Quantized Texture");
DrawTexturePreview(quantizedTexture, previewSize);
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
// Display the Color Lookup Table (CLUT)
if (clut != null)
{
GUILayout.Label("Color Lookup Table (CLUT)");
DrawCLUT();
}
GUILayout.Space(10);
// Export indexed pixel data
if (indexedPixelData != null)
{
if (GUILayout.Button("Export texture data"))
{
string path = EditorUtility.SaveFilePanel("Save texture data", "", "pixel_data", "bin");
if (!string.IsNullOrEmpty(path))
{
using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
using (BinaryWriter writer = new BinaryWriter(fileStream))
{
foreach (ushort value in indexedPixelData)
{
writer.Write(value);
}
}
}
}
}
// Export CLUT data
if (clut != null)
{
if (GUILayout.Button("Export CLUT data"))
{
string path = EditorUtility.SaveFilePanel("Save CLUT data", "", "clut_data", "bin");
if (!string.IsNullOrEmpty(path))
{
using (FileStream fileStream = new FileStream(path, FileMode.Create, FileAccess.Write))
using (BinaryWriter writer = new BinaryWriter(fileStream))
{
foreach (VRAMPixel value in clut)
{
writer.Write(value.Pack()); // Convert VRAMPixel data into a binary format
}
}
}
}
}
}
private void GenerateQuantizedPreview()
{
// Converts the texture using PSXTexture2D and stores the processed data
PSXTexture2D psxTex = PSXTexture2D.CreateFromTexture2D(originalTexture, bpp);
// Generate the quantized texture preview
quantizedTexture = psxTex.GeneratePreview();
// Generate the VRAM representation of the texture
vramTexture = psxTex.GenerateVramPreview();
// Store the Color Lookup Table (CLUT)
clut = psxTex.ColorPalette;
}
private void DrawTexturePreview(Texture2D texture, int size, bool flipY = true)
{
// Renders a texture preview within the editor window
Rect rect = GUILayoutUtility.GetRect(size, size, GUILayout.ExpandWidth(false));
EditorGUI.DrawPreviewTexture(rect, texture, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
}
private void DrawCLUT()
{
if (clut == null) return;
int swatchSize = 20;
int maxColorsPerRow = 40; // Number of colors displayed per row
GUILayout.Space(10);
int totalColors = clut.Count;
int totalRows = Mathf.CeilToInt((float)totalColors / maxColorsPerRow);
for (int row = 0; row < totalRows; row++)
{
GUILayout.BeginHorizontal();
int colorsInRow = Mathf.Min(maxColorsPerRow, totalColors - row * maxColorsPerRow);
for (int col = 0; col < colorsInRow; col++)
{
int index = row * maxColorsPerRow + col;
// Convert the CLUT colors from 5-bit to float values (0-1 range)
Vector3 color = new Vector3(
clut[index].R / 31.0f, // Red: bits 04
clut[index].G / 31.0f, // Green: bits 59
clut[index].B / 31.0f // Blue: bits 1014
);
// Create a small color preview box for each color in the CLUT
Rect rect = GUILayoutUtility.GetRect(swatchSize, swatchSize, GUILayout.ExpandWidth(false));
EditorGUI.DrawRect(rect, new Color(color.x, color.y, color.z));
}
GUILayout.EndHorizontal();
}
}
}
}

View File

@@ -1,31 +1,33 @@
using System.Collections.Generic;
using System.IO;
using PSXSplash.RuntimeCode;
using SplashEdit.RuntimeCode;
using Unity.Collections;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
public class VRAMEditorWindow : EditorWindow
namespace SplashEdit.EditorCode
{
private const int VramWidth = 1024;
private const int VramHeight = 512;
private List<ProhibitedArea> prohibitedAreas = new List<ProhibitedArea>();
private Vector2 scrollPosition;
private Texture2D vramImage;
private Vector2 selectedResolution = new Vector2(320, 240);
private bool dualBuffering = true;
private bool verticalLayout = true;
private Color bufferColor1 = new Color(1, 0, 0, 0.5f);
private Color bufferColor2 = new Color(0, 1, 0, 0.5f);
private Color prohibitedColor = new Color(1, 0, 0, 0.3f);
private static string _psxDataPath = "Assets/PSXData.asset";
private PSXData _psxData;
private static readonly Vector2[] resolutions =
public class VRAMEditorWindow : EditorWindow
{
private const int VramWidth = 1024;
private const int VramHeight = 512;
private List<ProhibitedArea> prohibitedAreas = new List<ProhibitedArea>();
private Vector2 scrollPosition;
private Texture2D vramImage;
private Vector2 selectedResolution = new Vector2(320, 240);
private bool dualBuffering = true;
private bool verticalLayout = true;
private Color bufferColor1 = new Color(1, 0, 0, 0.5f);
private Color bufferColor2 = new Color(0, 1, 0, 0.5f);
private Color prohibitedColor = new Color(1, 0, 0, 0.3f);
private static string _psxDataPath = "Assets/PSXData.asset";
private PSXData _psxData;
private static readonly Vector2[] resolutions =
{
new Vector2(256, 240), new Vector2(256, 480),
new Vector2(320, 240), new Vector2(320, 480),
new Vector2(368, 240), new Vector2(368, 480),
@@ -33,232 +35,270 @@ public class VRAMEditorWindow : EditorWindow
new Vector2(640, 240), new Vector2(640, 480)
};
[MenuItem("Window/VRAM Editor")]
public static void ShowWindow()
{
GetWindow<VRAMEditorWindow>("VRAM Editor");
}
private void OnEnable()
{
vramImage = new Texture2D(VramWidth, VramHeight);
NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
vramImage.SetPixelData(blackPixels, 0);
vramImage.Apply();
blackPixels.Dispose();
LoadData();
}
public static void PasteTexture(Texture2D baseTexture, Texture2D overlayTexture, int posX, int posY)
{
if (baseTexture == null || overlayTexture == null)
[MenuItem("Window/VRAM Editor")]
public static void ShowWindow()
{
Debug.LogError("Textures cannot be null!");
return;
VRAMEditorWindow window = GetWindow<VRAMEditorWindow>("VRAM Editor");
// Set minimum window dimensions.
window.minSize = new Vector2(1600, 600);
}
Color[] overlayPixels = overlayTexture.GetPixels();
Color[] basePixels = baseTexture.GetPixels();
int baseWidth = baseTexture.width;
int baseHeight = baseTexture.height;
int overlayWidth = overlayTexture.width;
int overlayHeight = overlayTexture.height;
for (int y = 0; y < overlayHeight; y++)
private void OnEnable()
{
for (int x = 0; x < overlayWidth; x++)
{
int baseX = posX + x;
int baseY = posY + y;
if (baseX >= 0 && baseX < baseWidth && baseY >= 0 && baseY < baseHeight)
{
int baseIndex = baseY * baseWidth + baseX;
int overlayIndex = y * overlayWidth + x;
// Initialize VRAM texture with black pixels.
vramImage = new Texture2D(VramWidth, VramHeight);
NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
vramImage.SetPixelData(blackPixels, 0);
vramImage.Apply();
blackPixels.Dispose();
basePixels[baseIndex] = overlayPixels[overlayIndex];
// Ensure minimum window size is applied.
this.minSize = new Vector2(800, 600);
LoadData();
}
/// <summary>
/// Pastes an overlay texture onto a base texture at the specified position.
/// </summary>
public static void PasteTexture(Texture2D baseTexture, Texture2D overlayTexture, int posX, int posY)
{
if (baseTexture == null || overlayTexture == null)
{
Debug.LogError("Textures cannot be null!");
return;
}
Color[] overlayPixels = overlayTexture.GetPixels();
Color[] basePixels = baseTexture.GetPixels();
int baseWidth = baseTexture.width;
int baseHeight = baseTexture.height;
int overlayWidth = overlayTexture.width;
int overlayHeight = overlayTexture.height;
// Copy each overlay pixel into the base texture if within bounds.
for (int y = 0; y < overlayHeight; y++)
{
for (int x = 0; x < overlayWidth; x++)
{
int baseX = posX + x;
int baseY = posY + y;
if (baseX >= 0 && baseX < baseWidth && baseY >= 0 && baseY < baseHeight)
{
int baseIndex = baseY * baseWidth + baseX;
int overlayIndex = y * overlayWidth + x;
basePixels[baseIndex] = overlayPixels[overlayIndex];
}
}
}
baseTexture.SetPixels(basePixels);
baseTexture.Apply();
}
baseTexture.SetPixels(basePixels);
baseTexture.Apply();
}
private void PackTextures()
{
vramImage = new Texture2D(VramWidth, VramHeight);
NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
vramImage.SetPixelData(blackPixels, 0);
vramImage.Apply();
blackPixels.Dispose();
PSXObjectExporter[] objects = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
foreach (PSXObjectExporter exp in objects)
/// <summary>
/// Packs PSX textures into VRAM, rebuilds the VRAM texture and writes binary data to an output file.
/// </summary>
private void PackTextures()
{
exp.CreatePSXTexture2D();
}
// Reinitialize VRAM texture with black pixels.
vramImage = new Texture2D(VramWidth, VramHeight);
NativeArray<Color32> blackPixels = new NativeArray<Color32>(VramWidth * VramHeight, Allocator.Temp);
vramImage.SetPixelData(blackPixels, 0);
vramImage.Apply();
blackPixels.Dispose();
Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y);
Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y)
: new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y);
List<Rect> framebuffers = new List<Rect> { buffer1 };
if (dualBuffering)
{
framebuffers.Add(buffer2);
}
VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
var packed = tp.PackTexturesIntoVRAM(objects);
for (int y = 0; y < VramHeight; y++)
{
for (int x = 0; x < VramWidth; x++)
// Retrieve all PSXObjectExporter objects and create their PSX textures.
PSXObjectExporter[] objects = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
foreach (PSXObjectExporter exp in objects)
{
vramImage.SetPixel(x, VramHeight - y - 1, packed._vramPixels[x, y].GetUnityColor());
exp.CreatePSXTexture2D();
}
}
vramImage.Apply();
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
// Define framebuffer regions based on selected resolution and layout.
Rect buffer1 = new Rect(0, 0, selectedResolution.x, selectedResolution.y);
Rect buffer2 = verticalLayout ? new Rect(0, 256, selectedResolution.x, selectedResolution.y)
: new Rect(selectedResolution.x, 0, selectedResolution.x, selectedResolution.y);
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
{
List<Rect> framebuffers = new List<Rect> { buffer1 };
if (dualBuffering)
{
framebuffers.Add(buffer2);
}
// Pack textures into VRAM using the VRAMPacker.
VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas);
var packed = tp.PackTexturesIntoVRAM(objects);
// Copy packed VRAM pixel data into the texture.
for (int y = 0; y < VramHeight; y++)
{
for (int x = 0; x < VramWidth; x++)
{
writer.Write(packed._vramPixels[x, y].Pack());
vramImage.SetPixel(x, VramHeight - y - 1, packed._vramPixels[x, y].GetUnityColor());
}
}
vramImage.Apply();
// Prompt the user to select a file location and save the VRAM data.
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
{
for (int y = 0; y < VramHeight; y++)
{
for (int x = 0; x < VramWidth; x++)
{
writer.Write(packed._vramPixels[x, y].Pack());
}
}
}
}
}
private void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
GUILayout.Label("VRAM Editor", EditorStyles.boldLabel);
selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution),
new string[] { "256x240", "256x480", "320x240", "320x480", "368x240", "368x480", "512x240", "512x480", "640x240", "640x480" })];
bool canDBHorizontal = selectedResolution[0] * 2 <= 1024;
bool canDBVertical = selectedResolution[1] * 2 <= 512;
if (canDBHorizontal || canDBVertical)
private void OnGUI()
{
dualBuffering = EditorGUILayout.Toggle("Dual Buffering", dualBuffering);
}
else { dualBuffering = false; }
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
GUILayout.Label("VRAM Editor", EditorStyles.boldLabel);
if (canDBVertical && canDBHorizontal)
{
verticalLayout = EditorGUILayout.Toggle("Vertical", verticalLayout);
}
else if (canDBVertical) { verticalLayout = true; }
else
{
verticalLayout = false;
}
// Dropdown for resolution selection.
selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution),
new string[] { "256x240", "256x480", "320x240", "320x480", "368x240", "368x480", "512x240", "512x480", "640x240", "640x480" })];
GUILayout.Space(10);
GUILayout.Label("Prohibited areas", EditorStyles.boldLabel);
scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.MaxHeight(150f));
// Check resolution constraints for dual buffering.
bool canDBHorizontal = selectedResolution[0] * 2 <= 1024;
bool canDBVertical = selectedResolution[1] * 2 <= 512;
for (int i = 0; i < prohibitedAreas.Count; i++)
{
var area = prohibitedAreas[i];
area.X = EditorGUILayout.IntField("X", area.X);
area.Y = EditorGUILayout.IntField("Y", area.Y);
area.Width = EditorGUILayout.IntField("Width", area.Width);
area.Height = EditorGUILayout.IntField("Height", area.Height);
if (GUILayout.Button("Remove"))
if (canDBHorizontal || canDBVertical)
{
prohibitedAreas.RemoveAt(i);
break;
dualBuffering = EditorGUILayout.Toggle("Dual Buffering", dualBuffering);
}
else
{
dualBuffering = false;
}
if (canDBVertical && canDBHorizontal)
{
verticalLayout = EditorGUILayout.Toggle("Vertical", verticalLayout);
}
else if (canDBVertical)
{
verticalLayout = true;
}
else
{
verticalLayout = false;
}
prohibitedAreas[i] = area;
GUILayout.Space(10);
GUILayout.Label("Prohibited areas", EditorStyles.boldLabel);
scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.MaxHeight(150f));
// List and edit each prohibited area.
for (int i = 0; i < prohibitedAreas.Count; i++)
{
var area = prohibitedAreas[i];
area.X = EditorGUILayout.IntField("X", area.X);
area.Y = EditorGUILayout.IntField("Y", area.Y);
area.Width = EditorGUILayout.IntField("Width", area.Width);
area.Height = EditorGUILayout.IntField("Height", area.Height);
if (GUILayout.Button("Remove"))
{
prohibitedAreas.RemoveAt(i);
break;
}
prohibitedAreas[i] = area;
GUILayout.Space(10);
}
GUILayout.EndScrollView();
GUILayout.Space(10);
if (GUILayout.Button("Add Prohibited Area"))
{
prohibitedAreas.Add(new ProhibitedArea());
}
// Button to initiate texture packing.
if (GUILayout.Button("Pack Textures"))
{
PackTextures();
}
// Button to save settings; saving now occurs only on button press.
if (GUILayout.Button("Save Settings"))
{
StoreData();
}
GUILayout.EndVertical();
// Display VRAM image preview.
Rect vramRect = GUILayoutUtility.GetRect(VramWidth, VramHeight, GUILayout.ExpandWidth(false));
EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
// Draw framebuffer overlays.
Rect buffer1 = new Rect(vramRect.x, vramRect.y, selectedResolution.x, selectedResolution.y);
Rect buffer2 = verticalLayout ? new Rect(vramRect.x, 256, selectedResolution.x, selectedResolution.y)
: new Rect(vramRect.x + selectedResolution.x, vramRect.y, selectedResolution.x, selectedResolution.y);
EditorGUI.DrawRect(buffer1, bufferColor1);
GUI.Label(new Rect(buffer1.center.x - 40, buffer1.center.y - 10, 120, 20), "Framebuffer A", EditorStyles.boldLabel);
GUILayout.Space(10);
if (dualBuffering)
{
EditorGUI.DrawRect(buffer2, bufferColor2);
GUI.Label(new Rect(buffer2.center.x - 40, buffer2.center.y - 10, 120, 20), "Framebuffer B", EditorStyles.boldLabel);
}
// Draw overlays for each prohibited area.
foreach (ProhibitedArea area in prohibitedAreas)
{
Rect areaRect = new Rect(vramRect.x + area.X, vramRect.y + area.Y, area.Width, area.Height);
EditorGUI.DrawRect(areaRect, prohibitedColor);
}
GUILayout.EndHorizontal();
}
GUILayout.EndScrollView();
GUILayout.Space(10);
if (GUILayout.Button("Add Prohibited Area"))
/// <summary>
/// Loads stored PSX data from the asset.
/// </summary>
private void LoadData()
{
prohibitedAreas.Add(new ProhibitedArea());
_psxData = AssetDatabase.LoadAssetAtPath<PSXData>(_psxDataPath);
if (!_psxData)
{
_psxData = CreateInstance<PSXData>();
AssetDatabase.CreateAsset(_psxData, _psxDataPath);
AssetDatabase.SaveAssets();
}
selectedResolution = _psxData.OutputResolution;
dualBuffering = _psxData.DualBuffering;
verticalLayout = _psxData.VerticalBuffering;
prohibitedAreas = _psxData.ProhibitedAreas;
}
if (GUILayout.Button("Pack Textures"))
/// <summary>
/// Stores current configuration to the PSX data asset.
/// This is now triggered manually via the "Save Settings" button.
/// </summary>
private void StoreData()
{
PackTextures();
}
if (_psxData != null)
{
_psxData.OutputResolution = selectedResolution;
_psxData.DualBuffering = dualBuffering;
_psxData.VerticalBuffering = verticalLayout;
_psxData.ProhibitedAreas = prohibitedAreas;
GUILayout.EndVertical();
Rect vramRect = GUILayoutUtility.GetRect(VramWidth, VramHeight, GUILayout.ExpandWidth(false));
EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All);
Rect buffer1 = new Rect(vramRect.x, vramRect.y, selectedResolution.x, selectedResolution.y);
Rect buffer2 = verticalLayout ? new Rect(vramRect.x, 256, selectedResolution.x, selectedResolution.y)
: new Rect(vramRect.x + selectedResolution.x, vramRect.y, selectedResolution.x, selectedResolution.y);
EditorGUI.DrawRect(buffer1, bufferColor1);
GUI.Label(new Rect(buffer1.center.x - 40, buffer1.center.y - 10, 120, 20), "Framebuffer A", EditorStyles.boldLabel);
GUILayout.Space(10);
if (dualBuffering)
{
EditorGUI.DrawRect(buffer2, bufferColor2);
GUI.Label(new Rect(buffer2.center.x - 40, buffer2.center.y - 10, 120, 20), "Framebuffer B", EditorStyles.boldLabel);
}
foreach (ProhibitedArea area in prohibitedAreas)
{
Rect areaRect = new Rect(vramRect.x + area.X, vramRect.y + area.Y, area.Width, area.Height);
EditorGUI.DrawRect(areaRect, prohibitedColor);
}
GUILayout.EndHorizontal();
StoreData();
}
private void LoadData()
{
_psxData = AssetDatabase.LoadAssetAtPath<PSXData>(_psxDataPath);
if (!_psxData)
{
_psxData = CreateInstance<PSXData>();
AssetDatabase.CreateAsset(_psxData, _psxDataPath);
AssetDatabase.SaveAssets();
}
selectedResolution = _psxData.OutputResolution;
dualBuffering = _psxData.DualBuffering;
verticalLayout = _psxData.VerticalBuffering;
prohibitedAreas = _psxData.ProhibitedAreas;
}
private void StoreData()
{
if (_psxData != null)
{
_psxData.OutputResolution = selectedResolution;
_psxData.DualBuffering = dualBuffering;
_psxData.VerticalBuffering = verticalLayout;
_psxData.ProhibitedAreas = prohibitedAreas;
EditorUtility.SetDirty(_psxData);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.SetDirty(_psxData);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}
}

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@@ -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
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4df40ce535b32f3a4b30ce0803fa699a
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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>();
}
}

View File

@@ -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);
}
}
}
}
}

View File

@@ -5,7 +5,7 @@ using UnityEditor.Overlays;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace PSXSplash.RuntimeCode
namespace SplashEdit.RuntimeCode
{
[ExecuteInEditMode]
@@ -57,54 +57,79 @@ 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)))
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;

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
@@ -20,6 +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);