Fixed up textures in UI
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@@ -13,7 +13,7 @@ namespace SplashEdit.RuntimeCode
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/// </summary>
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public static class PSXUIExporter
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{
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/// <summary>
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/// <summary>
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/// Collect all PSXCanvas components and their child UI elements,
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/// converting RectTransform coordinates to PS1 pixel space.
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/// Also collects and deduplicates custom fonts.
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@@ -242,6 +242,8 @@ namespace SplashEdit.RuntimeCode
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if (img.PackedTexture != null)
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{
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PSXTexture2D tex = img.PackedTexture;
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// Convert PackingX from VRAM halfwords to texture-pixel U coords.
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// 4bpp: 4 pixels per halfword, 8bpp: 2, 16bpp: 1
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int expander = 16 / (int)tex.BitDepth;
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data.TexpageX = tex.TexpageX;
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data.TexpageY = tex.TexpageY;
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@@ -249,7 +251,8 @@ namespace SplashEdit.RuntimeCode
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data.ClutY = (ushort)tex.ClutPackingY;
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data.U0 = (byte)(tex.PackingX * expander);
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data.V0 = (byte)tex.PackingY;
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data.U1 = (byte)(tex.PackingX * expander + tex.Width * expander / ((int)tex.BitDepth / (int)PSXBPP.TEX_4BIT));
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// Width is already in source pixels = texture-pixel units
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data.U1 = (byte)(tex.PackingX * expander + tex.Width);
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data.V1 = (byte)(tex.PackingY + tex.Height);
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data.BitDepthIndex = tex.BitDepth switch
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{
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@@ -82,6 +82,8 @@ namespace SplashEdit.RuntimeCode
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// List to track unique textures and their indices
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List<PSXTexture2D> uniqueTextures = new List<PSXTexture2D>();
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Dictionary<(int, PSXBPP), int> textureToIndexMap = new Dictionary<(int, PSXBPP), int>();
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// Track duplicates so we can propagate packing data after placement
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List<(PSXTexture2D duplicate, int uniqueIndex)> duplicates = new List<(PSXTexture2D, int)>();
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// Group textures by bit depth (highest first).
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var texturesByBitDepth = allTextures
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@@ -112,7 +114,8 @@ namespace SplashEdit.RuntimeCode
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// Check if we've already processed this texture
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if (textureToIndexMap.TryGetValue(textureKey, out int existingIndex))
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{
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// This texture is a duplicate, skip packing but remember the mapping
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// This texture is a duplicate, skip packing but track for later fixup
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duplicates.Add((texture, existingIndex));
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continue;
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}
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@@ -196,6 +199,21 @@ namespace SplashEdit.RuntimeCode
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AllocateCLUTs();
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// Build the final VRAM pixel array from placed textures and CLUTs.
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BuildVram();
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// Propagate packing coordinates to duplicate textures (e.g. UI images
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// sharing the same source texture as a 3D object). Without this, the
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// duplicate's PackingX/Y/TexpageX/Y/ClutPackingX/Y stay at zero.
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foreach (var (dup, idx) in duplicates)
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{
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var unique = uniqueTextures[idx];
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dup.PackingX = unique.PackingX;
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dup.PackingY = unique.PackingY;
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dup.TexpageX = unique.TexpageX;
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dup.TexpageY = unique.TexpageY;
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dup.ClutPackingX = unique.ClutPackingX;
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dup.ClutPackingY = unique.ClutPackingY;
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}
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return (objects, _finalizedAtlases.ToArray(), _vramPixels);
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}
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@@ -345,9 +363,11 @@ namespace SplashEdit.RuntimeCode
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// For non-16-bit textures, copy the color palette into VRAM.
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if (texture.BitDepth != PSXBPP.TEX_16BIT)
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{
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// ClutPackingX is pre-divided by 16, multiply back for VRAM pixel position
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int clutPixelX = texture.ClutPackingX * 16;
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for (int x = 0; x < texture.ColorPalette.Count; x++)
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{
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_vramPixels[x + texture.ClutPackingX, texture.ClutPackingY] = texture.ColorPalette[x];
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_vramPixels[clutPixelX + x, texture.ClutPackingY] = texture.ColorPalette[x];
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}
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}
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}
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