Exporting is working and rendering correctly in pcsx-redux
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@@ -3,7 +3,6 @@ using UnityEngine;
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namespace PSXSplash.RuntimeCode
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{
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public struct PSXVertex
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{
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public short vx, vy, vz;
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@@ -22,7 +21,7 @@ namespace PSXSplash.RuntimeCode
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{
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public List<Tri> Triangles;
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public static PSXMesh CreateFromUnityMesh(Mesh mesh, int textureWidth, int textureHeight)
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public static PSXMesh CreateFromUnityMesh(Mesh mesh, int textureWidth = 256, int textureHeight = 256, Transform transform = null)
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{
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PSXMesh psxMesh = new PSXMesh { Triangles = new List<Tri>() };
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@@ -36,11 +35,16 @@ namespace PSXSplash.RuntimeCode
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int vid1 = indices[i + 1];
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int vid2 = indices[i + 2];
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PSXVertex v0 = ConvertToPSXVertex(vertices[vid0], uv[vid0], textureWidth, textureHeight);
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PSXVertex v1 = ConvertToPSXVertex(vertices[vid1], uv[vid1], textureWidth, textureHeight);
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PSXVertex v2 = ConvertToPSXVertex(vertices[vid2], uv[vid2], textureWidth, textureHeight);
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// Convert to world space only if a transform is provided
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Vector3 v0 = transform ? transform.TransformPoint(vertices[vid0]) : vertices[vid0];
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Vector3 v1 = transform ? transform.TransformPoint(vertices[vid1]) : vertices[vid1];
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Vector3 v2 = transform ? transform.TransformPoint(vertices[vid2]) : vertices[vid2];
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psxMesh.Triangles.Add(new Tri { v0 = v0, v1 = v1, v2 = v2 });
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PSXVertex psxV0 = ConvertToPSXVertex(v0, uv[vid0], textureWidth, textureHeight);
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PSXVertex psxV1 = ConvertToPSXVertex(v1, uv[vid1], textureWidth, textureHeight);
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PSXVertex psxV2 = ConvertToPSXVertex(v2, uv[vid2], textureWidth, textureHeight);
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psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2 });
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}
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return psxMesh;
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@@ -51,12 +55,12 @@ namespace PSXSplash.RuntimeCode
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PSXVertex psxVertex = new PSXVertex
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{
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vx = (short)(Mathf.Clamp(vertex.x, -4f, 3.999f) * 4096),
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vy = (short)(Mathf.Clamp(vertex.y, -4f, 3.999f) * 4096),
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vy = (short)(Mathf.Clamp(-vertex.y, -4f, 3.999f) * 4096),
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vz = (short)(Mathf.Clamp(vertex.z, -4f, 3.999f) * 4096),
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u = (byte)(Mathf.Clamp(uv.x * textureWidth, 0, 255)),
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v = (byte)(Mathf.Clamp((1.0f - uv.y) * textureHeight, 0, 255))
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u = (byte)(Mathf.Clamp((uv.x * (textureWidth-1)), 0, 255)),
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v = (byte)(Mathf.Clamp(((1.0f - uv.y) * (textureHeight-1)), 0, 255))
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};
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return psxVertex;
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}
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}
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}
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}
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