From e2a9c13fe509e263b8a32593e8ff66eaaa58a395 Mon Sep 17 00:00:00 2001 From: "aliaksei.kalosha" Date: Tue, 18 Mar 2025 01:11:45 +0100 Subject: [PATCH 01/14] code refactoring and improvement add more "Unity" way of handling static object add RequireComponent to ensure that object have mesh and texture add some handling of empty texture on objects removed repetition from code set all formatting to be the same --- Runtime/PSXMesh.cs | 24 ++-- Runtime/PSXObjectExporter.cs | 44 ++++--- Runtime/PSXSceneExporter.cs | 243 ++++++++++++++++------------------- Runtime/TexturePacker.cs | 8 +- 4 files changed, 153 insertions(+), 166 deletions(-) diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index 618864f..d1af672 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -104,26 +104,28 @@ namespace SplashEdit.RuntimeCode // Compute the final shaded color by multiplying the light color by the intensity. Color shadedColor = lightColor * lightIntensity; + static short clampPosition(float v) => (short)(Mathf.Clamp(v, -4f, 3.999f) * 4096); + static byte clamp0255(float v) => (byte)(Mathf.Clamp(v, 0, 255)); 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), + vx = clampPosition(vertex.x), + vy = clampPosition(-vertex.y), + vz = clampPosition(vertex.z), // 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), + nx = clampPosition(normal.x), + ny = clampPosition(-normal.y), + nz = clampPosition(normal.z), // 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)), + u = clamp0255(uv.x * (textureWidth - 1)), + v = clamp0255((1.0f - uv.y) * (textureHeight - 1)), // 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)) + r = clamp0255(shadedColor.r * 255), + g = clamp0255(shadedColor.g * 255), + b = clamp0255(shadedColor.b * 255) }; return psxVertex; diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index 38d7dc7..371c973 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -2,16 +2,14 @@ using UnityEngine; namespace SplashEdit.RuntimeCode { + [RequireComponent(typeof(MeshFilter))] + [RequireComponent(typeof(Renderer))] public class PSXObjectExporter : MonoBehaviour { 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; // Stores the converted PlayStation-style texture - - [HideInInspector] - public PSXMesh Mesh; // Stores the converted PlayStation-style mesh + public PSXTexture2D Texture { get; set; } // Stores the converted PlayStation-style texture + public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh /// /// Converts the object's material texture into a PlayStation-compatible texture. @@ -19,11 +17,22 @@ namespace SplashEdit.RuntimeCode public void CreatePSXTexture2D() { Renderer renderer = GetComponent(); - if (renderer != null && renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture) + if (renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture) { Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth); Texture.OriginalTexture = texture; // Stores reference to the original texture } + else + { + //TODO: Better handle object with default texture + Texture = new PSXTexture2D() + { + BitDepth = BitDepth, + Width = 0, + Height = 0, + }; + Texture.OriginalTexture = null; + } } /// @@ -31,19 +40,16 @@ namespace SplashEdit.RuntimeCode /// public void CreatePSXMesh() { - MeshFilter meshFilter = gameObject.GetComponent(); - if (meshFilter != null) + MeshFilter meshFilter = GetComponent(); + if (gameObject.isStatic) { - if (MeshIsStatic) - { - // Static meshes take object transformation into account - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform); - } - else - { - // Dynamic meshes do not consider object transformation - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height); - } + // Static meshes take object transformation into account + Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform); + } + else + { + // Dynamic meshes do not consider object transformation + Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height); } } } diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index 5799463..f0c7d9b 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -8,151 +8,130 @@ using UnityEngine.SceneManagement; namespace SplashEdit.RuntimeCode { - [ExecuteInEditMode] - public class PSXSceneExporter : MonoBehaviour - { - private PSXObjectExporter[] _exporters; - - private PSXData _psxData; - private readonly string _psxDataPath = "Assets/PSXData.asset"; - - private Vector2 selectedResolution; - private bool dualBuffering; - private bool verticalLayout; - private List prohibitedAreas; - private VRAMPixel[,] vramPixels; - - - - public void Export() + [ExecuteInEditMode] + public class PSXSceneExporter : MonoBehaviour { - LoadData(); - _exporters = FindObjectsByType(FindObjectsSortMode.None); - foreach (PSXObjectExporter exp in _exporters) - { - exp.CreatePSXTexture2D(); - exp.CreatePSXMesh(); - } - PackTextures(); - ExportFile(); - } + private PSXObjectExporter[] _exporters; - void PackTextures() - { + private PSXData _psxData; + private readonly string _psxDataPath = "Assets/PSXData.asset"; - 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); + private Vector2 selectedResolution; + private bool dualBuffering; + private bool verticalLayout; + private List prohibitedAreas; + private VRAMPixel[,] vramPixels; - List framebuffers = new List { buffer1 }; - if (dualBuffering) - { - framebuffers.Add(buffer2); - } - VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); - var packed = tp.PackTexturesIntoVRAM(_exporters); - _exporters = packed.processedObjects; - vramPixels = packed._vramPixels; - } - - void ExportFile() - { - string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); - 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++) + public void Export() { - for (int x = 0; x < vramPixels.GetLength(0); x++) - { - writer.Write(vramPixels[x, y].Pack()); - } + LoadData(); + _exporters = FindObjectsByType(FindObjectsSortMode.None); + foreach (PSXObjectExporter exp in _exporters) + { + exp.CreatePSXTexture2D(); + exp.CreatePSXMesh(); + } + PackTextures(); + ExportFile(); } - writer.Write((ushort)_exporters.Length); - foreach (PSXObjectExporter exporter in _exporters) + + void PackTextures() { - int expander = 16 / ((int)exporter.Texture.BitDepth); + 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); - 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); + List framebuffers = new List { buffer1 }; + if (dualBuffering) + { + framebuffers.Add(buffer2); + } - 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); + VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); + var packed = tp.PackTexturesIntoVRAM(_exporters); + _exporters = packed.processedObjects; + vramPixels = packed._vramPixels; - 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); + + void ExportFile() + { + string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); + 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++) + { + 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); + void writePSXVertex(PSXVertex vertex) + { + writer.Write((short)vertex.vx); + writer.Write((short)vertex.vy); + writer.Write((short)vertex.vz); + writer.Write((short)vertex.nx); + writer.Write((short)vertex.ny); + writer.Write((short)vertex.nz); + writer.Write((byte)(vertex.u + exporter.Texture.PackingX * expander)); + writer.Write((byte)(vertex.v + exporter.Texture.PackingY)); + writer.Write((byte)vertex.r); + writer.Write((byte)vertex.g); + writer.Write((byte)vertex.b); + for (int i = 0; i < 7; i++) writer.Write((byte)0); + } + foreach (Tri tri in exporter.Mesh.Triangles) + { + writePSXVertex(tri.v0); + writePSXVertex(tri.v1); + writePSXVertex(tri.v2); + } + } + } + Debug.Log(totalFaces); + } + + public void LoadData() + { + _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); + + if (!_psxData) + { + _psxData = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(_psxData, _psxDataPath); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + + selectedResolution = _psxData.OutputResolution; + dualBuffering = _psxData.DualBuffering; + verticalLayout = _psxData.VerticalBuffering; + prohibitedAreas = _psxData.ProhibitedAreas; + } + + void OnDrawGizmos() + { + Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); + } } - - public void LoadData() - { - _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); - - if (!_psxData) - { - _psxData = ScriptableObject.CreateInstance(); - AssetDatabase.CreateAsset(_psxData, _psxDataPath); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - } - - void OnDrawGizmos() - { - Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); - } - } } diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index fd2a9c8..dc50969 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -74,9 +74,9 @@ namespace SplashEdit.RuntimeCode 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. @@ -87,7 +87,7 @@ namespace SplashEdit.RuntimeCode foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height)) { // Remove duplicate textures - if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth)) + if (uniqueTextures.Where(tex => tex.OriginalTexture != null).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; From f89ed71bd4081fb1f72750ba2c339252538d4799 Mon Sep 17 00:00:00 2001 From: "aliaksei.kalosha" Date: Tue, 18 Mar 2025 12:12:39 +0100 Subject: [PATCH 02/14] more refactoring remove code duplication remove magic constant add new constant add LICENSE.meta --- Editor/VramEditorWindow.cs | 47 ++++++++++--------------------------- LICENSE.meta | 7 ++++++ Runtime/PSXSceneExporter.cs | 25 ++------------------ Runtime/Utils.cs | 40 +++++++++++++++++++++++++++++++ 4 files changed, 61 insertions(+), 58 deletions(-) create mode 100644 LICENSE.meta diff --git a/Editor/VramEditorWindow.cs b/Editor/VramEditorWindow.cs index 1cff27a..7a1c6a3 100644 --- a/Editor/VramEditorWindow.cs +++ b/Editor/VramEditorWindow.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using System.IO; +using System.Linq; using SplashEdit.RuntimeCode; using Unity.Collections; using UnityEditor; @@ -13,6 +14,7 @@ namespace SplashEdit.EditorCode { private const int VramWidth = 1024; private const int VramHeight = 512; + private static readonly Vector2 MinSize = new Vector2(800, 600); private List prohibitedAreas = new List(); private Vector2 scrollPosition; private Texture2D vramImage; @@ -22,8 +24,6 @@ namespace SplashEdit.EditorCode 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 = @@ -33,14 +33,15 @@ namespace SplashEdit.EditorCode new Vector2(368, 240), new Vector2(368, 480), new Vector2(512, 240), new Vector2(512, 480), new Vector2(640, 240), new Vector2(640, 480) - }; + }; + private static string[] resolutionsStrings => resolutions.Select(c => $"{c.x}x{c.y}").ToArray(); [MenuItem("Window/VRAM Editor")] public static void ShowWindow() { VRAMEditorWindow window = GetWindow("VRAM Editor"); // Set minimum window dimensions. - window.minSize = new Vector2(1600, 600); + window.minSize = MinSize; } private void OnEnable() @@ -53,9 +54,9 @@ namespace SplashEdit.EditorCode blackPixels.Dispose(); // Ensure minimum window size is applied. - this.minSize = new Vector2(800, 600); + this.minSize = MinSize; - LoadData(); + _psxData = Utils.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); } /// @@ -117,9 +118,7 @@ namespace SplashEdit.EditorCode } // 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); + (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout); List framebuffers = new List { buffer1 }; if (dualBuffering) @@ -162,12 +161,11 @@ namespace SplashEdit.EditorCode GUILayout.Label("VRAM Editor", EditorStyles.boldLabel); // 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" })]; + selectedResolution = resolutions[EditorGUILayout.Popup("Resolution", System.Array.IndexOf(resolutions, selectedResolution), resolutionsStrings)]; // Check resolution constraints for dual buffering. - bool canDBHorizontal = selectedResolution[0] * 2 <= 1024; - bool canDBVertical = selectedResolution[1] * 2 <= 512; + bool canDBHorizontal = selectedResolution.x * 2 <= VramWidth; + bool canDBVertical = selectedResolution.y * 2 <= VramHeight; if (canDBHorizontal || canDBVertical) { @@ -240,9 +238,7 @@ namespace SplashEdit.EditorCode 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); + (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout, vramRect.min); EditorGUI.DrawRect(buffer1, bufferColor1); GUI.Label(new Rect(buffer1.center.x - 40, buffer1.center.y - 10, 120, 20), "Framebuffer A", EditorStyles.boldLabel); @@ -263,25 +259,6 @@ namespace SplashEdit.EditorCode GUILayout.EndHorizontal(); } - /// - /// Loads stored PSX data from the asset. - /// - private void LoadData() - { - _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); - if (!_psxData) - { - _psxData = CreateInstance(); - AssetDatabase.CreateAsset(_psxData, _psxDataPath); - AssetDatabase.SaveAssets(); - } - - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - } - /// /// Stores current configuration to the PSX data asset. /// This is now triggered manually via the "Save Settings" button. diff --git a/LICENSE.meta b/LICENSE.meta new file mode 100644 index 0000000..af41383 --- /dev/null +++ b/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c1679c9d58898f14494d614dfe5f76a6 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index f0c7d9b..28da0bf 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -26,7 +26,7 @@ namespace SplashEdit.RuntimeCode public void Export() { - LoadData(); + _psxData = Utils.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); _exporters = FindObjectsByType(FindObjectsSortMode.None); foreach (PSXObjectExporter exp in _exporters) { @@ -39,10 +39,7 @@ namespace SplashEdit.RuntimeCode void PackTextures() { - - 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); + (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout); List framebuffers = new List { buffer1 }; if (dualBuffering) @@ -111,24 +108,6 @@ namespace SplashEdit.RuntimeCode Debug.Log(totalFaces); } - public void LoadData() - { - _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); - - if (!_psxData) - { - _psxData = ScriptableObject.CreateInstance(); - AssetDatabase.CreateAsset(_psxData, _psxDataPath); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - } - void OnDrawGizmos() { Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index 1c17997..7b14902 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -1,3 +1,5 @@ +using System.Collections.Generic; +using UnityEditor; using UnityEngine; namespace SplashEdit.RuntimeCode @@ -41,4 +43,42 @@ namespace SplashEdit.RuntimeCode return new Rect(X, Y, Width, Height); } } + + + public static class Utils + { + private static string _psxDataPath = "Assets/PSXData.asset"; + + public static (Rect, Rect) BufferForResolution(Vector2 selectedResolution, bool verticalLayout, Vector2 offset = default) + { + if (offset == default) + { + offset = Vector2.zero; + } + Rect buffer1 = new Rect(offset.x, offset.y, selectedResolution.x, selectedResolution.y); + Rect buffer2 = verticalLayout ? new Rect(offset.x, 256, selectedResolution.x, selectedResolution.y) + : new Rect(offset.x + selectedResolution.x, offset.y, selectedResolution.x, selectedResolution.y); + return (buffer1, buffer2); + } + + /// + /// Loads stored PSX data from the asset. + /// + public static PSXData LoadData(out Vector2 selectedResolution, out bool dualBuffering, out bool verticalLayout, out List prohibitedAreas) + { + var _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); + if (!_psxData) + { + _psxData = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(_psxData, _psxDataPath); + AssetDatabase.SaveAssets(); + } + + selectedResolution = _psxData.OutputResolution; + dualBuffering = _psxData.DualBuffering; + verticalLayout = _psxData.VerticalBuffering; + prohibitedAreas = _psxData.ProhibitedAreas; + return _psxData; + } + } } From d83e935a1425063574a75d1decdaa62ed5b53e8b Mon Sep 17 00:00:00 2001 From: "aliaksei.kalosha" Date: Tue, 18 Mar 2025 12:41:59 +0100 Subject: [PATCH 03/14] add check to not recalculate the same textures twice --- Runtime/PSXObjectExporter.cs | 7 +++++-- Runtime/PSXTexture2D.cs | 11 +++++++++++ 2 files changed, 16 insertions(+), 2 deletions(-) diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index 371c973..f1da72a 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -19,8 +19,11 @@ namespace SplashEdit.RuntimeCode Renderer renderer = GetComponent(); if (renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture) { - Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth); - Texture.OriginalTexture = texture; // Stores reference to the original texture + if (Texture == null || Texture.NeedUpdate(BitDepth, texture)) + { + Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth); + Texture.OriginalTexture = texture; // Stores reference to the original texture + } } else { diff --git a/Runtime/PSXTexture2D.cs b/Runtime/PSXTexture2D.cs index 975b26b..34dd54a 100644 --- a/Runtime/PSXTexture2D.cs +++ b/Runtime/PSXTexture2D.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using UnityEngine; @@ -275,5 +276,15 @@ namespace SplashEdit.RuntimeCode return vramTexture; } + /// + /// Check if we need to update stored texture + /// + /// new settings for color bit depth + /// new texture + /// return true if sored texture is different from a new one + internal bool NeedUpdate(PSXBPP bitDepth, Texture2D texture) + { + return BitDepth != bitDepth || texture.GetInstanceID() != texture.GetInstanceID(); + } } } \ No newline at end of file From c356649a699cb1e01ceb1b8146c9463ebe883353 Mon Sep 17 00:00:00 2001 From: "aliaksei.kalosha" Date: Tue, 18 Mar 2025 13:08:08 +0100 Subject: [PATCH 04/14] set default value for QuantizedPreviewWindow PSXBPP --- Editor/QuantizedPreviewWindow.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Editor/QuantizedPreviewWindow.cs b/Editor/QuantizedPreviewWindow.cs index 1a2038c..e5fb939 100644 --- a/Editor/QuantizedPreviewWindow.cs +++ b/Editor/QuantizedPreviewWindow.cs @@ -14,7 +14,7 @@ namespace SplashEdit.EditorCode private Texture2D vramTexture; // VRAM representation of the texture private List clut; // Color Lookup Table (CLUT), stored as a 1D list private ushort[] indexedPixelData; // Indexed pixel data for VRAM storage - private PSXBPP bpp; + private PSXBPP bpp = PSXBPP.TEX_4BIT; private readonly int previewSize = 256; [MenuItem("Window/Quantized Preview")] From 0d639acf783616537a0b7df5a58d86d06b5d2677 Mon Sep 17 00:00:00 2001 From: jracek Date: Sat, 22 Mar 2025 08:45:32 +0100 Subject: [PATCH 05/14] Added splashpack --- Runtime/PSXSceneExporter.cs | 213 +++++++++++++++++++++++++++++------- Runtime/TexturePacker.cs | 13 ++- Runtime/Utils.cs | 120 ++++++++++++++++++++ 3 files changed, 300 insertions(+), 46 deletions(-) diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index 5799463..9ac4faa 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -1,9 +1,13 @@ +using System; using System.Collections.Generic; using System.IO; +using System.Linq; using UnityEditor; using UnityEditor.Overlays; using UnityEngine; +using UnityEngine.Diagnostics; using UnityEngine.SceneManagement; +using UnityEngine.TextCore.Text; namespace SplashEdit.RuntimeCode { @@ -12,6 +16,7 @@ namespace SplashEdit.RuntimeCode public class PSXSceneExporter : MonoBehaviour { private PSXObjectExporter[] _exporters; + private TextureAtlas[] _atlases; private PSXData _psxData; private readonly string _psxDataPath = "Assets/PSXData.asset"; @@ -53,7 +58,7 @@ namespace SplashEdit.RuntimeCode VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); var packed = tp.PackTexturesIntoVRAM(_exporters); _exporters = packed.processedObjects; - vramPixels = packed._vramPixels; + _atlases = packed.atlases; } @@ -61,77 +66,201 @@ namespace SplashEdit.RuntimeCode { string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); int totalFaces = 0; + + // Lists for mesh data offsets. + List offsetPlaceholderPositions = new List(); + List meshDataOffsets = new List(); + + // Lists for atlas data offsets. + List atlasOffsetPlaceholderPositions = new List(); + List atlasDataOffsets = new List(); + using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) { - // 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()); - } - } + // Header + writer.Write('S'); + writer.Write('P'); + writer.Write((ushort)1); writer.Write((ushort)_exporters.Length); + writer.Write((ushort)_atlases.Length); + // Start of Metadata section + + // GameObject section (exporters) foreach (PSXObjectExporter exporter in _exporters) { + // Write object's position + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.x)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.y)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.z)); - int expander = 16 / ((int)exporter.Texture.BitDepth); + int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation); + writer.Write((int)rotationMatrix[0, 0]); + writer.Write((int)rotationMatrix[0, 1]); + writer.Write((int)rotationMatrix[0, 2]); + writer.Write((int)rotationMatrix[1, 0]); + writer.Write((int)rotationMatrix[1, 1]); + writer.Write((int)rotationMatrix[1, 2]); + writer.Write((int)rotationMatrix[2, 0]); + writer.Write((int)rotationMatrix[2, 1]); + writer.Write((int)rotationMatrix[2, 2]); + + // Set up texture page attributes + TPageAttr tpage = new TPageAttr(); + tpage.SetPageX(exporter.Texture.TexpageX); + tpage.SetPageX(exporter.Texture.TexpageY); + switch (exporter.Texture.BitDepth) + { + case PSXBPP.TEX_4BIT: + tpage.Set(ColorMode.Mode4Bit); + break; + case PSXBPP.TEX_8BIT: + tpage.Set(ColorMode.Mode8Bit); + break; + case PSXBPP.TEX_16BIT: + tpage.Set(ColorMode.Mode16Bit); + break; + } + tpage.SetDithering(true); + writer.Write((ushort)tpage.info); + writer.Write((ushort)exporter.Mesh.Triangles.Count); + + // Write placeholder for mesh data offset and record its position. + offsetPlaceholderPositions.Add(writer.BaseStream.Position); + writer.Write((int)0); // 4-byte placeholder for mesh data offset. + } + + // Atlas metadata section + foreach (TextureAtlas atlas in _atlases) + { + // Write placeholder for texture atlas raw data offset. + atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position); + writer.Write((int)0); // 4-byte placeholder for atlas data offset. + + writer.Write((ushort)atlas.Width); + writer.Write((ushort)TextureAtlas.Height); + writer.Write((ushort)atlas.PositionX); + writer.Write((ushort)atlas.PositionY); + } + + // Start of data section + + // Mesh data section: Write mesh data for each exporter. + foreach (PSXObjectExporter exporter in _exporters) + { + // Record the current offset for this exporter's mesh data. + long meshDataOffset = writer.BaseStream.Position; + meshDataOffsets.Add(meshDataOffset); 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); + + int expander = 16 / ((int)exporter.Texture.BitDepth); foreach (Tri tri in exporter.Mesh.Triangles) { + // Write vertices coordinates 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); + + // Write vertex normals for v0 only + writer.Write((short)tri.v0.nx); + writer.Write((short)tri.v0.ny); + writer.Write((short)tri.v0.nz); + + // Write UVs for each vertex, adjusting for texture packing + writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander)); + writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY)); + + writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander)); + writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY)); + 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); + writer.Write((ushort)0); // padding + + // Write vertex colors with padding + writer.Write((byte)tri.v0.r); + writer.Write((byte)tri.v0.g); + writer.Write((byte)tri.v0.b); + writer.Write((byte)0); // padding + + writer.Write((byte)tri.v1.r); + writer.Write((byte)tri.v1.g); + writer.Write((byte)tri.v1.b); + writer.Write((byte)0); // padding + + writer.Write((byte)tri.v2.r); + writer.Write((byte)tri.v2.g); + writer.Write((byte)tri.v2.b); + writer.Write((byte)0); // padding } } + + // Atlas data section: Write raw texture data for each atlas. + foreach (TextureAtlas atlas in _atlases) + { + AlignToFourBytes(writer); + // Record the current offset for this atlas's data. + long atlasDataOffset = writer.BaseStream.Position; + atlasDataOffsets.Add(atlasDataOffset); + + // Write the atlas's raw texture data. + for (int y = 0; y < atlas.vramPixels.GetLength(1); y++) + { + for (int x = 0; x < atlas.vramPixels.GetLength(0); x++) + { + writer.Write(atlas.vramPixels[x, y].Pack()); + } + } + } + + // Backfill the mesh data offsets into the metadata section. + if (offsetPlaceholderPositions.Count == meshDataOffsets.Count) + { + for (int i = 0; i < offsetPlaceholderPositions.Count; i++) + { + writer.Seek((int)offsetPlaceholderPositions[i], SeekOrigin.Begin); + writer.Write((int)meshDataOffsets[i]); + } + } + else + { + Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!"); + } + + // Backfill the atlas data offsets into the metadata section. + if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count) + { + for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++) + { + writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin); + writer.Write((int)atlasDataOffsets[i]); + } + } + else + { + Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!"); + } } Debug.Log(totalFaces); } + void AlignToFourBytes(BinaryWriter writer) + { + long position = writer.BaseStream.Position; + int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding + Debug.Log($"aligned {padding} bytes"); + writer.Write(new byte[padding]); // Write zero padding + } + public void LoadData() { _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index fd2a9c8..4c7e4ee 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -15,6 +15,7 @@ namespace SplashEdit.RuntimeCode 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 VRAMPixel[,] vramPixels; public List ContainedTextures = new List(); // Textures packed in this atlas. } @@ -62,7 +63,7 @@ namespace SplashEdit.RuntimeCode /// /// Array of PSXObjectExporter objects to process. /// Tuple containing processed objects and the VRAM pixel array. - public (PSXObjectExporter[] processedObjects, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects) + public (PSXObjectExporter[] processedObjects, TextureAtlas[] atlases, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects) { List uniqueTextures = new List(); // Group objects by texture bit depth (high to low). @@ -87,11 +88,11 @@ namespace SplashEdit.RuntimeCode foreach (var obj in group.OrderByDescending(obj => obj.Texture.QuantizedWidth * obj.Texture.Height)) { // Remove duplicate textures - if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth)) + /*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)) @@ -116,7 +117,7 @@ namespace SplashEdit.RuntimeCode // Build the final VRAM pixel array from placed textures and CLUTs. BuildVram(); - return (objects, _vramPixels); + return (objects, _finalizedAtlases.ToArray(), _vramPixels); } /// @@ -249,13 +250,17 @@ namespace SplashEdit.RuntimeCode { foreach (TextureAtlas atlas in _finalizedAtlases) { + atlas.vramPixels = new VRAMPixel[atlas.Width, TextureAtlas.Height]; + 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++) { + atlas.vramPixels[x + texture.PackingX, y + texture.PackingY] = texture.ImageData[x, y]; _vramPixels[x + atlas.PositionX + texture.PackingX, y + atlas.PositionY + texture.PackingY] = texture.ImageData[x, y]; } } diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index 1c17997..a9cdf96 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -1,3 +1,4 @@ +using System.Runtime.InteropServices; using UnityEngine; namespace SplashEdit.RuntimeCode @@ -41,4 +42,123 @@ namespace SplashEdit.RuntimeCode return new Rect(X, Y, Width, Height); } } + public static class PSXTrig + { + + public static short ConvertCoordinateToPSX(float value) + { + return (short)(Mathf.Clamp(value, -4f, 3.999f) * 4096); + } + + public static short ConvertRadiansToPSX(float value) + { + return (short)(Mathf.Clamp(value, -4f, 3.999f) * 4096f / Mathf.PI); + } + + public static int[,] ConvertRotationToPSXMatrix(Quaternion rotation) + { + float xx = rotation.x * rotation.x; + float yy = rotation.y * rotation.y; + float zz = rotation.z * rotation.z; + float xy = rotation.x * rotation.y; + float xz = rotation.x * rotation.z; + float yz = rotation.y * rotation.z; + float wx = rotation.w * rotation.x; + float wy = rotation.w * rotation.y; + float wz = rotation.w * rotation.z; + + // Create the 3x3 rotation matrix + int[,] psxMatrix = new int[3, 3] + { + { ConvertToFixed12(1.0f - 2.0f * (yy + zz)), ConvertToFixed12(2.0f * (xy - wz)), ConvertToFixed12(2.0f * (xz + wy)) }, + { ConvertToFixed12(2.0f * (xy + wz)), ConvertToFixed12(1.0f - 2.0f * (xx + zz)), ConvertToFixed12(2.0f * (yz - wx)) }, + { ConvertToFixed12(2.0f * (xz - wy)), ConvertToFixed12(2.0f * (yz + wx)), ConvertToFixed12(1.0f - 2.0f * (xx + yy)) } + }; + + return psxMatrix; + } + + private static int ConvertToFixed12(float value) + { + return (int)(value * 4096.0f); // 2^12 = 4096 + } + } + [StructLayout(LayoutKind.Sequential, Pack = 1)] + public struct TPageAttr + { + public ushort info; + + public TPageAttr SetPageX(byte x) + { + info &= 0xFFF0; // Clear lower 4 bits + x &= 0x0F; // Ensure only lower 4 bits are used + info |= x; + return this; + } + + public TPageAttr SetPageY(byte y) + { + info &= 0xFFEF; // Clear bit 4 + y &= 0x01; // Ensure only lower 1 bit is used + info |= (ushort)(y << 4); + return this; + } + + public TPageAttr Set(SemiTrans trans) + { + info &= 0xFF9F; // Clear bits 5 and 6 + uint t = (uint)trans; + info |= (ushort)(t << 5); + return this; + } + + public TPageAttr Set(ColorMode mode) + { + info &= 0xFE7F; // Clear bits 7 and 8 + uint m = (uint)mode; + info |= (ushort)(m << 7); + return this; + } + + public TPageAttr SetDithering(bool dithering) + { + if (dithering) + info |= 0x0200; + else + info &= 0xFDFF; + return this; + } + + public TPageAttr DisableDisplayArea() + { + info &= 0xFBFF; // Clear bit 10 + return this; + } + + public TPageAttr EnableDisplayArea() + { + info |= 0x0400; // Set bit 10 + return this; + } + + public override string ToString() => $"Info: 0x{info:X4}"; + } + + // Define the enums for SemiTrans and ColorMode (assuming their values) + public enum SemiTrans : uint + { + None = 0, + Type1 = 1, + Type2 = 2, + Type3 = 3 + } + + public enum ColorMode : uint + { + Mode4Bit = 0, + Mode8Bit = 1, + Mode16Bit = 2 + } + } + From 1e4f5673e83521533f44a110615d5b05f6092cfe Mon Sep 17 00:00:00 2001 From: jracek Date: Sun, 23 Mar 2025 00:05:33 +0100 Subject: [PATCH 06/14] Splashpack fixes, added GTE scaling option --- Runtime/PSXMesh.cs | 25 ++++++++++++------------ Runtime/PSXObjectExporter.cs | 6 +++--- Runtime/PSXSceneExporter.cs | 23 +++++++++++----------- Runtime/TexturePacker.cs | 14 ------------- Runtime/Utils.cs | 38 ++++++++++++++++-------------------- 5 files changed, 44 insertions(+), 62 deletions(-) diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index 618864f..7a28160 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using UnityEngine; +using UnityEngine.Diagnostics; namespace SplashEdit.RuntimeCode { @@ -44,7 +45,7 @@ namespace SplashEdit.RuntimeCode /// Height of the texture (default is 256). /// Optional transform to convert vertices to world space. /// A new PSXMesh containing the converted triangles. - public static PSXMesh CreateFromUnityMesh(Mesh mesh, int textureWidth = 256, int textureHeight = 256, Transform transform = null) + public static PSXMesh CreateFromUnityMesh(Mesh mesh, float GTEScaling, int textureWidth = 256, int textureHeight = 256, Transform transform = null) { PSXMesh psxMesh = new PSXMesh { Triangles = new List() }; @@ -72,9 +73,9 @@ namespace SplashEdit.RuntimeCode Vector3 v2 = transform ? transform.TransformPoint(vertices[vid2]) : vertices[vid2]; // 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); + PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], lightDir, lightColor, textureWidth, textureHeight); + PSXVertex psxV1 = ConvertToPSXVertex(v1, GTEScaling, normals[vid1], uv[vid1], lightDir, lightColor, textureWidth, textureHeight); + PSXVertex psxV2 = ConvertToPSXVertex(v2, GTEScaling, 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 }); @@ -94,12 +95,10 @@ namespace SplashEdit.RuntimeCode /// Width of the texture for UV scaling. /// Height of the texture for UV scaling. /// A PSXVertex with converted coordinates, normals, UVs, and color. - private static PSXVertex ConvertToPSXVertex(Vector3 vertex, Vector3 normal, Vector2 uv, Vector3 lightDir, Color lightColor, int textureWidth, int textureHeight) + private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, 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; @@ -107,14 +106,14 @@ namespace SplashEdit.RuntimeCode 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), + vx = (short)PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling), + vy = (short)PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling), + vz = (short)PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling), // 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), + nx = (short)PSXTrig.ConvertCoordinateToPSX(normal.x), + ny = (short)PSXTrig.ConvertCoordinateToPSX(-normal.y), + nz = (short)PSXTrig.ConvertCoordinateToPSX(normal.z), // Map UV coordinates to a byte range after scaling based on texture dimensions. u = (byte)(Mathf.Clamp((uv.x * (textureWidth - 1)), 0, 255)), diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index 38d7dc7..a3c12b9 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -29,7 +29,7 @@ namespace SplashEdit.RuntimeCode /// /// Converts the object's mesh into a PlayStation-compatible mesh. /// - public void CreatePSXMesh() + public void CreatePSXMesh(float GTEScaling) { MeshFilter meshFilter = gameObject.GetComponent(); if (meshFilter != null) @@ -37,12 +37,12 @@ namespace SplashEdit.RuntimeCode if (MeshIsStatic) { // Static meshes take object transformation into account - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height, transform); + Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, Texture.Width, Texture.Height, transform); } else { // Dynamic meshes do not consider object transformation - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height); + Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, Texture.Width, Texture.Height); } } } diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index 9ac4faa..e5b04a9 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -1,13 +1,7 @@ -using System; using System.Collections.Generic; using System.IO; -using System.Linq; using UnityEditor; -using UnityEditor.Overlays; using UnityEngine; -using UnityEngine.Diagnostics; -using UnityEngine.SceneManagement; -using UnityEngine.TextCore.Text; namespace SplashEdit.RuntimeCode { @@ -15,6 +9,9 @@ namespace SplashEdit.RuntimeCode [ExecuteInEditMode] public class PSXSceneExporter : MonoBehaviour { + + public float GTEScaling = 100.0f; + private PSXObjectExporter[] _exporters; private TextureAtlas[] _atlases; @@ -36,7 +33,7 @@ namespace SplashEdit.RuntimeCode foreach (PSXObjectExporter exp in _exporters) { exp.CreatePSXTexture2D(); - exp.CreatePSXMesh(); + exp.CreatePSXMesh(GTEScaling); } PackTextures(); ExportFile(); @@ -107,17 +104,17 @@ namespace SplashEdit.RuntimeCode // Set up texture page attributes TPageAttr tpage = new TPageAttr(); tpage.SetPageX(exporter.Texture.TexpageX); - tpage.SetPageX(exporter.Texture.TexpageY); + tpage.SetPageY(exporter.Texture.TexpageY); switch (exporter.Texture.BitDepth) { case PSXBPP.TEX_4BIT: - tpage.Set(ColorMode.Mode4Bit); + tpage.Set(TPageAttr.ColorMode.Mode4Bit); break; case PSXBPP.TEX_8BIT: - tpage.Set(ColorMode.Mode8Bit); + tpage.Set(TPageAttr.ColorMode.Mode8Bit); break; case PSXBPP.TEX_16BIT: - tpage.Set(ColorMode.Mode16Bit); + tpage.Set(TPageAttr.ColorMode.Mode16Bit); break; } tpage.SetDithering(true); @@ -282,6 +279,10 @@ namespace SplashEdit.RuntimeCode void OnDrawGizmos() { Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); + Vector3 sceneOrigin = new Vector3(0,0,0); + Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); + Gizmos.color = Color.red; + Gizmos.DrawWireCube(sceneOrigin, cubeSize); } } } diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index 4c7e4ee..86ed3cc 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -299,19 +299,5 @@ namespace SplashEdit.RuntimeCode return !(overlapsAtlas || overlapsReserved || overlapsCLUT); } - /// - /// Calculates the texpage index from given VRAM coordinates. - /// This helper method divides VRAM into columns and rows. - /// - /// The X coordinate in VRAM. - /// The Y coordinate in VRAM. - /// The calculated texpage index. - private int CalculateTexpage(int x, int y) - { - int columns = 16; - int colIndex = x / 64; - int rowIndex = y / 256; - return (rowIndex * columns) + colIndex; - } } } diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index a9cdf96..49ace69 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -45,15 +45,11 @@ namespace SplashEdit.RuntimeCode public static class PSXTrig { - public static short ConvertCoordinateToPSX(float value) + public static short ConvertCoordinateToPSX(float value, float GTEScaling = 1.0f) { - return (short)(Mathf.Clamp(value, -4f, 3.999f) * 4096); + return (short)(Mathf.Clamp(value/GTEScaling, -4f, 3.999f) * 4096); } - public static short ConvertRadiansToPSX(float value) - { - return (short)(Mathf.Clamp(value, -4f, 3.999f) * 4096f / Mathf.PI); - } public static int[,] ConvertRotationToPSXMatrix(Quaternion rotation) { @@ -142,23 +138,23 @@ namespace SplashEdit.RuntimeCode } public override string ToString() => $"Info: 0x{info:X4}"; - } - // Define the enums for SemiTrans and ColorMode (assuming their values) - public enum SemiTrans : uint - { - None = 0, - Type1 = 1, - Type2 = 2, - Type3 = 3 - } - public enum ColorMode : uint - { - Mode4Bit = 0, - Mode8Bit = 1, - Mode16Bit = 2 - } + // Define the enums for SemiTrans and ColorMode (assuming their values) + public enum SemiTrans : uint + { + None = 0, + Type1 = 1, + Type2 = 2, + Type3 = 3 + } + public enum ColorMode : uint + { + Mode4Bit = 0, + Mode8Bit = 1, + Mode16Bit = 2 + } + } } From f921319f1e90d59e66dfdf85fa11d35e7a7f0df2 Mon Sep 17 00:00:00 2001 From: jracek Date: Sun, 23 Mar 2025 00:17:12 +0100 Subject: [PATCH 07/14] Added splashpack filespec --- doc/splashbundle.md | 85 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 85 insertions(+) create mode 100644 doc/splashbundle.md diff --git a/doc/splashbundle.md b/doc/splashbundle.md new file mode 100644 index 0000000..3c32438 --- /dev/null +++ b/doc/splashbundle.md @@ -0,0 +1,85 @@ +# SPLASHPACK Binary File Format Specification + +This specification describes the binary file layout for the SP exporter. All numeric values are stored in little‐endian format. All offsets are counted from the beginning of the file. + +--- + +## 1. File Header + +| Offset | Size | Type | Description | +| ------- | ---- | ------ | --------------------------------------------------------------- | +| 0x00 | 1 | char | `'S'` – File identifier | +| 0x01 | 1 | char | `'P'` – File identifier | +| 0x02 | 2 | uint16 | Version number (currently **1**) | +| 0x04 | 2 | uint16 | Number of GameObject (exporter) descriptors | +| 0x06 | 2 | uint16 | Number of Texture Atlas descriptors | + +--- + +## 2. Metadata Section + +The metadata section is split into two parts: **Object Descriptors** and **Atlas Descriptors**. + +### 2.1 Object (Exporter) Descriptors + +For each exporter, the following fields are stored sequentially: + +| Offset (per entry) | Size | Type | Description | +| ------------------ | -------- | ------- | -------------------------------------------------------------------- | +| 0x00 | 4 | int | X coordinate (GTE-converted) | +| 0x04 | 4 | int | Y coordinate (GTE-converted) | +| 0x08 | 4 | int | Z coordinate (GTE-converted) | +| 0x0C | 36 | int[9] | Rotation matrix (3×3, row-major order) | +| 0x30 | 2 | uint16 | Texture page attributes (encoded from page X/Y, bit depth, dithering) | +| 0x32 | 2 | uint16 | Number of triangles in the mesh | +| 0x34 | 4 | int | Mesh data offset placeholder | + +*Each object descriptor occupies **0x38** bytes.* + +--- + +### 2.2 Texture Atlas Descriptors + +For each texture atlas, the following fields are stored sequentially: + +| Offset (per entry) | Size | Type | Description | +| ------------------ | ---- | ------ | -------------------------------------------------------------- | +| 0x00 | 4 | int | Atlas raw data offset placeholder | +| 0x04 | 2 | uint16 | Atlas width | +| 0x06 | 2 | uint16 | Atlas height (always 256, but defined for future-proofing) | +| 0x08 | 2 | uint16 | Atlas position X – relative to VRAM origin | +| 0x0A | 2 | uint16 | Atlas position Y – relative to VRAM origin | + +*Each atlas descriptor occupies **0x0C** bytes.* + +--- + +## 3. Data Section + +The data section is composed of two distinct blocks: **Mesh Data Blocks** and **Atlas Data Blocks**. + +### 3.1 Mesh Data Blocks + +For each exporter, a mesh data block is written. The starting offset of each block (stored in its corresponding object descriptor) is counted from the beginning of the file. Within each mesh data block, data for every triangle is stored sequentially using the following layout: + +| Field | Size per element | Type | Description | +| ----------------------------- | ----------------------- | -------- | ---------------------------------------------------------------------------------------- | +| **Vertex Coordinates** | 3 × 2 bytes per vertex | int16 | For each vertex (v0, v1, v2): X, Y, Z coordinates | +| **Vertex Normal** | 3 × 2 bytes | int16 | For vertex v0 only: Normal vector components (nx, ny, nz) | +| **Texture Coordinates (UVs)** | 1 + 1 bytes per vertex | uint8 | For each vertex (v0, v1, v2): U and V coordinates (adjusted by texture packing factors) | +| **UV Padding** | 2 bytes | uint16 | Padding (set to zero) | +| **Vertex Colors** | 3 + 1 bytes per vertex | uint8 | For each vertex (v0, v1, v2): Color channels (red, green, blue) and 1 byte of padding | + +*The overall size per triangle is calculated based on the fixed sizes above multiplied by the number of vertices and triangles.* + +--- + +### 3.2 Atlas Data Blocks + +For each texture atlas, the raw texture data is stored as a 2D array. Before writing each atlas data block, the file pointer is aligned to a 4-byte boundary. The starting offset of each atlas block (stored in its corresponding atlas descriptor) is counted from the beginning of the file. + +| Field | Description | +| ------------- | --------------------------------------------------------------------------------------------------- | +| **Raw Texture Data** | The atlas data is written pixel by pixel. + +--- \ No newline at end of file From afe9feb19280acab37ec03e32d1590623e8cbec0 Mon Sep 17 00:00:00 2001 From: jracek Date: Sun, 23 Mar 2025 00:36:39 +0100 Subject: [PATCH 08/14] Fixed quantized preview 16bb preview --- Runtime/PSXTexture2D.cs | 4 ++-- doc.meta | 8 ++++++++ doc/splashbundle.md.meta | 7 +++++++ 3 files changed, 17 insertions(+), 2 deletions(-) create mode 100644 doc.meta create mode 100644 doc/splashbundle.md.meta diff --git a/Runtime/PSXTexture2D.cs b/Runtime/PSXTexture2D.cs index 975b26b..1a0441b 100644 --- a/Runtime/PSXTexture2D.cs +++ b/Runtime/PSXTexture2D.cs @@ -159,7 +159,7 @@ namespace SplashEdit.RuntimeCode return psxTex; } - psxTex._maxColors = (int)Mathf.Pow((int)bitDepth, 2); + psxTex._maxColors = (int)Mathf.Pow(2, (int)bitDepth); TextureQuantizer.QuantizedResult result = TextureQuantizer.Quantize(inputTexture, psxTex._maxColors); @@ -230,7 +230,7 @@ namespace SplashEdit.RuntimeCode { for (int x = 0; x < Height; x++) { - tex.SetPixel(x, y, ImageData[x, y].GetUnityColor()); + tex.SetPixel(x, Height - 1 - y, ImageData[x, y].GetUnityColor()); } } diff --git a/doc.meta b/doc.meta new file mode 100644 index 0000000..4bc1249 --- /dev/null +++ b/doc.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 311ff9868024b5078bd12a6c2252a4ef +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/doc/splashbundle.md.meta b/doc/splashbundle.md.meta new file mode 100644 index 0000000..f30ba70 --- /dev/null +++ b/doc/splashbundle.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1944ac962a00b23c2a880b5134cdc7ab +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: From b0800a3995779dafb06771a8fddece15af075228 Mon Sep 17 00:00:00 2001 From: jracek Date: Sun, 23 Mar 2025 13:08:13 +0100 Subject: [PATCH 09/14] Added cluts --- Runtime/PSXSceneExporter.cs | 27 +++++++++++++++++++++++++-- Runtime/TexturePacker.cs | 2 +- doc/splashbundle.md | 14 ++++++++------ 3 files changed, 34 insertions(+), 9 deletions(-) diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index e5b04a9..3fcab20 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -72,6 +72,7 @@ namespace SplashEdit.RuntimeCode List atlasOffsetPlaceholderPositions = new List(); List atlasDataOffsets = new List(); + using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) { // Header @@ -101,6 +102,8 @@ namespace SplashEdit.RuntimeCode writer.Write((int)rotationMatrix[2, 1]); writer.Write((int)rotationMatrix[2, 2]); + writer.Write((ushort)exporter.Mesh.Triangles.Count); + // Set up texture page attributes TPageAttr tpage = new TPageAttr(); tpage.SetPageX(exporter.Texture.TexpageX); @@ -119,7 +122,27 @@ namespace SplashEdit.RuntimeCode } tpage.SetDithering(true); writer.Write((ushort)tpage.info); - writer.Write((ushort)exporter.Mesh.Triangles.Count); + writer.Write((ushort)exporter.Texture.ClutPackingX); + writer.Write((ushort)exporter.Texture.ClutPackingY); + if (exporter.Texture.BitDepth != PSXBPP.TEX_16BIT) + { + foreach (VRAMPixel color in exporter.Texture.ColorPalette) + { + writer.Write((ushort)color.Pack()); + } + for (int i = exporter.Texture.ColorPalette.Count; i < 256; i++) + { + writer.Write((ushort)0); + } + } + else + { + for (int i = 0; i < 256; i++) + { + writer.Write((ushort)0); + } + } + // Write placeholder for mesh data offset and record its position. offsetPlaceholderPositions.Add(writer.BaseStream.Position); @@ -279,7 +302,7 @@ namespace SplashEdit.RuntimeCode void OnDrawGizmos() { Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); - Vector3 sceneOrigin = new Vector3(0,0,0); + Vector3 sceneOrigin = new Vector3(0, 0, 0); Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); Gizmos.color = Color.red; Gizmos.DrawWireCube(sceneOrigin, cubeSize); diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index 86ed3cc..25be041 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -227,7 +227,7 @@ namespace SplashEdit.RuntimeCode if (IsPlacementValid(candidate)) { _allocatedCLUTs.Add(candidate); - texture.ClutPackingX = x; + texture.ClutPackingX = (ushort)(x/16); texture.ClutPackingY = y; placed = true; break; diff --git a/doc/splashbundle.md b/doc/splashbundle.md index 3c32438..d7bacf5 100644 --- a/doc/splashbundle.md +++ b/doc/splashbundle.md @@ -22,17 +22,18 @@ The metadata section is split into two parts: **Object Descriptors** and **Atlas ### 2.1 Object (Exporter) Descriptors -For each exporter, the following fields are stored sequentially: - | Offset (per entry) | Size | Type | Description | | ------------------ | -------- | ------- | -------------------------------------------------------------------- | | 0x00 | 4 | int | X coordinate (GTE-converted) | | 0x04 | 4 | int | Y coordinate (GTE-converted) | | 0x08 | 4 | int | Z coordinate (GTE-converted) | | 0x0C | 36 | int[9] | Rotation matrix (3×3, row-major order) | -| 0x30 | 2 | uint16 | Texture page attributes (encoded from page X/Y, bit depth, dithering) | -| 0x32 | 2 | uint16 | Number of triangles in the mesh | -| 0x34 | 4 | int | Mesh data offset placeholder | +| 0x30 | 2 | uint16 | Number of triangles in the mesh | +| 0x32 | 2 | uint16 | Texture page attributes (encoded from page X/Y, bit depth, dithering) | +| 0x34 | 2 | uint16 | CLUT packing X coordinate | +| 0x36 | 2 | uint16 | CLUT packing Y coordinate | +| 0x38 | 512 | uint16[256] | Color palette (filled with zeros if 16-bit textures) | +| 0x438 | 4 | int | Mesh data offset placeholder | *Each object descriptor occupies **0x38** bytes.* @@ -82,4 +83,5 @@ For each texture atlas, the raw texture data is stored as a 2D array. Before wri | ------------- | --------------------------------------------------------------------------------------------------- | | **Raw Texture Data** | The atlas data is written pixel by pixel. ---- \ No newline at end of file +--- + From 9e0d1557ee93b04f53b7d8c1a2fe175012e08a48 Mon Sep 17 00:00:00 2001 From: jracek Date: Wed, 26 Mar 2025 14:31:49 +0100 Subject: [PATCH 10/14] Minor refactor and QoL features, updated splashpack --- Editor/VramEditorWindow.cs | 96 +++++++++++---------- Runtime/PSXMesh.cs | 35 ++++++-- Runtime/PSXObjectExporter.cs | 11 +-- Runtime/PSXSceneExporter.cs | 78 ++++++++--------- Runtime/Utils.cs | 160 +++++++++++++++++++++++++++++------ 5 files changed, 251 insertions(+), 129 deletions(-) diff --git a/Editor/VramEditorWindow.cs b/Editor/VramEditorWindow.cs index 1cff27a..0d15465 100644 --- a/Editor/VramEditorWindow.cs +++ b/Editor/VramEditorWindow.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using System.IO; +using System.Linq; using SplashEdit.RuntimeCode; using Unity.Collections; using UnityEditor; @@ -22,8 +23,6 @@ namespace SplashEdit.EditorCode 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 = @@ -55,7 +54,11 @@ namespace SplashEdit.EditorCode // Ensure minimum window size is applied. this.minSize = new Vector2(800, 600); - LoadData(); + _psxData = DataStorage.LoadData(); + selectedResolution = _psxData.OutputResolution; + dualBuffering = _psxData.DualBuffering; + verticalLayout = _psxData.VerticalBuffering; + prohibitedAreas = _psxData.ProhibitedAreas; } /// @@ -143,13 +146,17 @@ namespace SplashEdit.EditorCode // 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))) + + if (path != string.Empty) { - for (int y = 0; y < VramHeight; y++) + using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) { - for (int x = 0; x < VramWidth; x++) + for (int y = 0; y < VramHeight; y++) { - writer.Write(packed._vramPixels[x, y].Pack()); + for (int x = 0; x < VramWidth; x++) + { + writer.Write(packed._vramPixels[x, y].Pack()); + } } } } @@ -192,30 +199,51 @@ namespace SplashEdit.EditorCode } GUILayout.Space(10); - GUILayout.Label("Prohibited areas", EditorStyles.boldLabel); - scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.MaxHeight(150f)); + GUILayout.Label("Prohibited Areas", EditorStyles.boldLabel); + GUILayout.Space(10); + + scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, true, GUILayout.MinHeight(300f), GUILayout.ExpandWidth(true)); // List and edit each prohibited area. + List toRemove = new List(); + 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); + GUI.backgroundColor = new Color(0.95f, 0.95f, 0.95f); + GUILayout.BeginVertical("box"); + + GUI.backgroundColor = Color.white; + + // Display fields for editing the area + area.X = EditorGUILayout.IntField("X Coordinate", area.X); + area.Y = EditorGUILayout.IntField("Y Coordinate", area.Y); area.Width = EditorGUILayout.IntField("Width", area.Width); area.Height = EditorGUILayout.IntField("Height", area.Height); - if (GUILayout.Button("Remove")) + + if (GUILayout.Button("Remove", GUILayout.Height(30))) { - prohibitedAreas.RemoveAt(i); - break; + toRemove.Add(i); // Mark for removal } + prohibitedAreas[i] = area; + + GUILayout.EndVertical(); GUILayout.Space(10); } + + // Remove the areas marked for deletion outside the loop to avoid skipping elements + foreach (var index in toRemove.OrderByDescending(x => x)) + { + prohibitedAreas.RemoveAt(index); + } + GUILayout.EndScrollView(); GUILayout.Space(10); + if (GUILayout.Button("Add Prohibited Area")) { prohibitedAreas.Add(new ProhibitedArea()); @@ -230,7 +258,13 @@ namespace SplashEdit.EditorCode // Button to save settings; saving now occurs only on button press. if (GUILayout.Button("Save Settings")) { - StoreData(); + _psxData.OutputResolution = selectedResolution; + _psxData.DualBuffering = dualBuffering; + _psxData.VerticalBuffering = verticalLayout; + _psxData.ProhibitedAreas = prohibitedAreas; + + DataStorage.StoreData(_psxData); + EditorUtility.DisplayDialog("splashedit", "Vram configuration saved", "OK"); } GUILayout.EndVertical(); @@ -263,42 +297,10 @@ namespace SplashEdit.EditorCode GUILayout.EndHorizontal(); } - /// - /// Loads stored PSX data from the asset. - /// - private void LoadData() - { - _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); - if (!_psxData) - { - _psxData = CreateInstance(); - AssetDatabase.CreateAsset(_psxData, _psxDataPath); - AssetDatabase.SaveAssets(); - } - - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - } - /// /// Stores current configuration to the PSX data asset. /// This is now triggered manually via the "Save Settings" button. /// - 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(); - } - } } } \ No newline at end of file diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index 7a28160..f282fff 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -45,7 +45,7 @@ namespace SplashEdit.RuntimeCode /// Height of the texture (default is 256). /// Optional transform to convert vertices to world space. /// A new PSXMesh containing the converted triangles. - public static PSXMesh CreateFromUnityMesh(Mesh mesh, float GTEScaling, int textureWidth = 256, int textureHeight = 256, Transform transform = null) + public static PSXMesh CreateFromUnityMesh(Mesh mesh, float GTEScaling, Transform transform, bool isStatic, int textureWidth = 256, int textureHeight = 256) { PSXMesh psxMesh = new PSXMesh { Triangles = new List() }; @@ -67,10 +67,27 @@ namespace SplashEdit.RuntimeCode int vid1 = indices[i + 1]; int vid2 = indices[i + 2]; + Vector3 v0, v1, v2; + // 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]; + + if (isStatic) + { + v0 = transform.TransformPoint(vertices[vid0]); + v1 = transform.TransformPoint(vertices[vid1]); + v2 = transform.TransformPoint(vertices[vid2]); + } + else + { + // Extract ONLY world scale + Vector3 worldScale = transform.lossyScale; + + // Apply scale *before* transformation, ensuring rotation isn’t affected + v0 = Vector3.Scale(vertices[vid0], worldScale); + v1 = Vector3.Scale(vertices[vid1], worldScale); + v2 = Vector3.Scale(vertices[vid2], worldScale); + + } // Convert vertices to PSX format including fixed-point conversion and shading. PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], lightDir, lightColor, textureWidth, textureHeight); @@ -116,13 +133,13 @@ namespace SplashEdit.RuntimeCode nz = (short)PSXTrig.ConvertCoordinateToPSX(normal.z), // 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)), + 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)) + 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; diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index a3c12b9..f4b343f 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -34,16 +34,7 @@ namespace SplashEdit.RuntimeCode MeshFilter meshFilter = gameObject.GetComponent(); if (meshFilter != null) { - if (MeshIsStatic) - { - // Static meshes take object transformation into account - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, Texture.Width, Texture.Height, transform); - } - else - { - // Dynamic meshes do not consider object transformation - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, Texture.Width, Texture.Height); - } + Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, transform, MeshIsStatic, Texture.Width, Texture.Height); } } } diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index 3fcab20..1808e88 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -16,19 +16,20 @@ namespace SplashEdit.RuntimeCode private TextureAtlas[] _atlases; private PSXData _psxData; - private readonly string _psxDataPath = "Assets/PSXData.asset"; private Vector2 selectedResolution; private bool dualBuffering; private bool verticalLayout; private List prohibitedAreas; - private VRAMPixel[,] vramPixels; - - public void Export() { - LoadData(); + _psxData = DataStorage.LoadData(); + selectedResolution = _psxData.OutputResolution; + dualBuffering = _psxData.DualBuffering; + verticalLayout = _psxData.VerticalBuffering; + prohibitedAreas = _psxData.ProhibitedAreas; + _exporters = FindObjectsByType(FindObjectsSortMode.None); foreach (PSXObjectExporter exp in _exporters) { @@ -59,8 +60,37 @@ namespace SplashEdit.RuntimeCode } + public static string PSXMatrixToStringMultiline(int[,] matrix) + { + return $@" +RT11={matrix[0, 0],6} RT12={matrix[0, 1],6} RT13={matrix[0, 2],6} +RT21={matrix[1, 0],6} RT22={matrix[1, 1],6} RT23={matrix[1, 2],6} +RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; + } + + public static Vector3 ConvertPSXMatrixToEulerAngles(int[,] psxMatrix) + { + // Convert PSX fixed-point (s3.12) to float + float r00 = psxMatrix[0, 0] / 4096.0f; + float r01 = psxMatrix[0, 1] / 4096.0f; + float r02 = psxMatrix[0, 2] / 4096.0f; + float r10 = psxMatrix[1, 0] / 4096.0f; + float r11 = psxMatrix[1, 1] / 4096.0f; + float r12 = psxMatrix[1, 2] / 4096.0f; + float r20 = psxMatrix[2, 0] / 4096.0f; + float r21 = psxMatrix[2, 1] / 4096.0f; + float r22 = psxMatrix[2, 2] / 4096.0f; + + // Compute Euler angles (YXZ order for Unity) + float thetaX = Mathf.Asin(-r21) * Mathf.Rad2Deg; // X Rotation + float thetaY = Mathf.Atan2(r20, r22) * Mathf.Rad2Deg; // Y Rotation + float thetaZ = Mathf.Atan2(r01, r11) * Mathf.Rad2Deg; // Z Rotation + + return new Vector3(thetaX, thetaY, thetaZ); + } void ExportFile() { + string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); int totalFaces = 0; @@ -86,12 +116,12 @@ namespace SplashEdit.RuntimeCode // GameObject section (exporters) foreach (PSXObjectExporter exporter in _exporters) { - // Write object's position - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.x)); - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.y)); - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(transform.position.z)); - + // Write object's transform + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().x, GTEScaling)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(-exporter.transform.localToWorldMatrix.GetPosition().y, GTEScaling)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().z, GTEScaling)); int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation); + writer.Write((int)rotationMatrix[0, 0]); writer.Write((int)rotationMatrix[0, 1]); writer.Write((int)rotationMatrix[0, 2]); @@ -277,35 +307,7 @@ namespace SplashEdit.RuntimeCode { long position = writer.BaseStream.Position; int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding - Debug.Log($"aligned {padding} bytes"); writer.Write(new byte[padding]); // Write zero padding } - - public void LoadData() - { - _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); - - if (!_psxData) - { - _psxData = ScriptableObject.CreateInstance(); - AssetDatabase.CreateAsset(_psxData, _psxDataPath); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - } - - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - } - - void OnDrawGizmos() - { - Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); - Vector3 sceneOrigin = new Vector3(0, 0, 0); - Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); - Gizmos.color = Color.red; - Gizmos.DrawWireCube(sceneOrigin, cubeSize); - } } } diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index 49ace69..26f1c53 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -1,8 +1,39 @@ using System.Runtime.InteropServices; +using UnityEditor; using UnityEngine; namespace SplashEdit.RuntimeCode { + + public static class DataStorage + { + private static readonly string psxDataPath = "Assets/PSXData.asset"; + public static PSXData LoadData() + { + PSXData psxData = AssetDatabase.LoadAssetAtPath(psxDataPath); + + if (!psxData) + { + psxData = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(psxData, psxDataPath); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + + return psxData; + } + + public static void StoreData(PSXData psxData) + { + if (psxData != null) + { + EditorUtility.SetDirty(psxData); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + } + } + /// /// 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. @@ -42,48 +73,83 @@ namespace SplashEdit.RuntimeCode return new Rect(X, Y, Width, Height); } } + /// + /// A utility class containing methods for converting Unity-specific data formats to PSX-compatible formats. + /// This includes converting coordinates and rotations to PSX's 3.12 fixed-point format. + /// public static class PSXTrig { - + /// + /// Converts a floating-point coordinate to a PSX-compatible 3.12 fixed-point format. + /// The value is clamped to the range [-4, 3.999] and scaled by the provided GTEScaling factor. + /// + /// The coordinate value to convert. + /// A scaling factor for the value (default is 1.0f). + /// The converted coordinate in 3.12 fixed-point format. public static short ConvertCoordinateToPSX(float value, float GTEScaling = 1.0f) { - return (short)(Mathf.Clamp(value/GTEScaling, -4f, 3.999f) * 4096); + return (short)(Mathf.Clamp(value / GTEScaling, -4f, 3.999f) * 4096); } - + /// + /// Converts a quaternion rotation to a PSX-compatible 3x3 rotation matrix. + /// The matrix is adjusted for the difference in the Y-axis orientation between Unity (Y-up) and PSX (Y-down). + /// Each matrix element is converted to a 3.12 fixed-point format. + /// + /// The quaternion representing the rotation to convert. + /// A 3x3 matrix representing the PSX-compatible rotation. public static int[,] ConvertRotationToPSXMatrix(Quaternion rotation) { - float xx = rotation.x * rotation.x; - float yy = rotation.y * rotation.y; - float zz = rotation.z * rotation.z; - float xy = rotation.x * rotation.y; - float xz = rotation.x * rotation.z; - float yz = rotation.y * rotation.z; - float wx = rotation.w * rotation.x; - float wy = rotation.w * rotation.y; - float wz = rotation.w * rotation.z; + // Convert the quaternion to a Unity rotation matrix. + Matrix4x4 unityMatrix = Matrix4x4.Rotate(rotation); - // Create the 3x3 rotation matrix - int[,] psxMatrix = new int[3, 3] + // Flip the Y-axis to match PSX's Y-down convention. + float[,] fixedMatrix = new float[3, 3] { - { ConvertToFixed12(1.0f - 2.0f * (yy + zz)), ConvertToFixed12(2.0f * (xy - wz)), ConvertToFixed12(2.0f * (xz + wy)) }, - { ConvertToFixed12(2.0f * (xy + wz)), ConvertToFixed12(1.0f - 2.0f * (xx + zz)), ConvertToFixed12(2.0f * (yz - wx)) }, - { ConvertToFixed12(2.0f * (xz - wy)), ConvertToFixed12(2.0f * (yz + wx)), ConvertToFixed12(1.0f - 2.0f * (xx + yy)) } + { unityMatrix.m00, -unityMatrix.m01, unityMatrix.m02 }, // Flip Y + { -unityMatrix.m10, unityMatrix.m11, -unityMatrix.m12 }, // Flip Y + { unityMatrix.m20, -unityMatrix.m21, unityMatrix.m22 } // Flip Y }; + // Convert the Unity matrix to PSX fixed-point format. + int[,] psxMatrix = new int[3, 3]; + for (int i = 0; i < 3; i++) + { + for (int j = 0; j < 3; j++) + { + psxMatrix[i, j] = ConvertToFixed12(fixedMatrix[i, j]); + } + } + return psxMatrix; } - private static int ConvertToFixed12(float value) + /// + /// Converts a floating-point value to a 3.12 fixed-point format (PSX format). + /// The value is scaled by a factor of 4096 and clamped to the range of a signed 16-bit integer. + /// + /// The floating-point value to convert. + /// The converted value in 3.12 fixed-point format as a 16-bit signed integer. + public static short ConvertToFixed12(float value) { - return (int)(value * 4096.0f); // 2^12 = 4096 + int fixedValue = Mathf.RoundToInt(value * 4096.0f); // Scale to 3.12 format + return (short)Mathf.Clamp(fixedValue, -32768, 32767); // Clamp to signed 16-bit } } - [StructLayout(LayoutKind.Sequential, Pack = 1)] + /// + /// Represents the attributes of a texture page in the PSX graphics system. + /// Provides methods for setting various properties such as the page coordinates, transparency type, color mode, dithering, and display area. + /// public struct TPageAttr { - public ushort info; + public ushort info; // Stores the packed attribute information as a 16-bit unsigned integer. + /// + /// Sets the X-coordinate of the texture page. + /// The lower 4 bits of the 'info' field are used to store the X value. + /// + /// The X-coordinate value (0 to 15). + /// The updated TPageAttr instance. public TPageAttr SetPageX(byte x) { info &= 0xFFF0; // Clear lower 4 bits @@ -92,6 +158,12 @@ namespace SplashEdit.RuntimeCode return this; } + /// + /// Sets the Y-coordinate of the texture page. + /// The 4th bit of the 'info' field is used to store the Y value (0 or 1). + /// + /// The Y-coordinate value (0 or 1). + /// The updated TPageAttr instance. public TPageAttr SetPageY(byte y) { info &= 0xFFEF; // Clear bit 4 @@ -100,6 +172,12 @@ namespace SplashEdit.RuntimeCode return this; } + /// + /// Sets the transparency type of the texture page. + /// The transparency type is stored in bits 5 and 6 of the 'info' field. + /// + /// The transparency type to set. + /// The updated TPageAttr instance. public TPageAttr Set(SemiTrans trans) { info &= 0xFF9F; // Clear bits 5 and 6 @@ -108,6 +186,12 @@ namespace SplashEdit.RuntimeCode return this; } + /// + /// Sets the color mode of the texture page. + /// The color mode is stored in bits 7 and 8 of the 'info' field. + /// + /// The color mode to set (4-bit, 8-bit, or 16-bit). + /// The updated TPageAttr instance. public TPageAttr Set(ColorMode mode) { info &= 0xFE7F; // Clear bits 7 and 8 @@ -116,31 +200,54 @@ namespace SplashEdit.RuntimeCode return this; } + /// + /// Enables or disables dithering for the texture page. + /// Dithering is stored in bit 9 of the 'info' field. + /// + /// True to enable dithering, false to disable it. + /// The updated TPageAttr instance. public TPageAttr SetDithering(bool dithering) { if (dithering) - info |= 0x0200; + info |= 0x0200; // Set bit 9 to enable dithering else - info &= 0xFDFF; + info &= 0xFDFF; // Clear bit 9 to disable dithering return this; } + /// + /// Disables the display area for the texture page. + /// This will clear bit 10 of the 'info' field. + /// + /// The updated TPageAttr instance. public TPageAttr DisableDisplayArea() { info &= 0xFBFF; // Clear bit 10 return this; } + /// + /// Enables the display area for the texture page. + /// This will set bit 10 of the 'info' field. + /// + /// The updated TPageAttr instance. public TPageAttr EnableDisplayArea() { - info |= 0x0400; // Set bit 10 + info |= 0x0400; // Set bit 10 to enable display area return this; } + /// + /// Returns a string representation of the TPageAttr instance, showing the 'info' value in hexadecimal. + /// + /// A string representing the 'info' value in hexadecimal format. public override string ToString() => $"Info: 0x{info:X4}"; - // Define the enums for SemiTrans and ColorMode (assuming their values) + + /// + /// Defines the transparency types for a texture page. + /// public enum SemiTrans : uint { None = 0, @@ -149,6 +256,9 @@ namespace SplashEdit.RuntimeCode Type3 = 3 } + /// + /// Defines the color modes for a texture page. + /// public enum ColorMode : uint { Mode4Bit = 0, From da12ade58005eeed9e4d1c65c435f4ee9b8c98c0 Mon Sep 17 00:00:00 2001 From: jracek Date: Sun, 30 Mar 2025 21:31:02 +0200 Subject: [PATCH 11/14] Improved light baking, updated splashpack structure and documentation --- Editor/VramEditorWindow.cs | 6 +- Runtime/PSXLightingBaker.cs | 88 ++++++++++++++++ Runtime/PSXLightingBaker.cs.meta | 2 + Runtime/PSXMesh.cs | 167 ++++++++++++++++++++--------- Runtime/PSXObjectExporter.cs | 102 +++++++++++++++--- Runtime/PSXSceneExporter.cs | 175 ++++++++++++++++--------------- Runtime/TexturePacker.cs | 72 +++++++++---- Runtime/Utils.cs | 30 ++++-- doc/splashbundle.md | 108 ++++++++++--------- 9 files changed, 523 insertions(+), 227 deletions(-) create mode 100644 Runtime/PSXLightingBaker.cs create mode 100644 Runtime/PSXLightingBaker.cs.meta diff --git a/Editor/VramEditorWindow.cs b/Editor/VramEditorWindow.cs index 0d15465..3564e65 100644 --- a/Editor/VramEditorWindow.cs +++ b/Editor/VramEditorWindow.cs @@ -116,7 +116,7 @@ namespace SplashEdit.EditorCode PSXObjectExporter[] objects = FindObjectsByType(FindObjectsSortMode.None); foreach (PSXObjectExporter exp in objects) { - exp.CreatePSXTexture2D(); + exp.CreatePSXTextures2D(); } // Define framebuffer regions based on selected resolution and layout. @@ -139,7 +139,7 @@ namespace SplashEdit.EditorCode { for (int x = 0; x < VramWidth; x++) { - vramImage.SetPixel(x, VramHeight - y - 1, packed._vramPixels[x, y].GetUnityColor()); + vramImage.SetPixel(x, VramHeight - y - 1, packed.vramPixels[x, y].GetUnityColor()); } } vramImage.Apply(); @@ -155,7 +155,7 @@ namespace SplashEdit.EditorCode { for (int x = 0; x < VramWidth; x++) { - writer.Write(packed._vramPixels[x, y].Pack()); + writer.Write(packed.vramPixels[x, y].Pack()); } } } diff --git a/Runtime/PSXLightingBaker.cs b/Runtime/PSXLightingBaker.cs new file mode 100644 index 0000000..c9a8337 --- /dev/null +++ b/Runtime/PSXLightingBaker.cs @@ -0,0 +1,88 @@ +using UnityEngine; + +public static class PSXLightingBaker +{ + /// + /// Computes the per-vertex lighting from all scene light sources. + /// Incorporates ambient, diffuse, and spotlight falloff. + /// + /// The world-space position of the vertex. + /// The normalized world-space normal of the vertex. + /// A Color representing the lit vertex. + public static Color ComputeLighting(Vector3 vertex, Vector3 normal) + { + Color finalColor = Color.black; + + Light[] lights = Object.FindObjectsByType(FindObjectsSortMode.None); + + foreach (Light light in lights) + { + if (!light.enabled) + continue; + + Color lightContribution = Color.black; + + if (light.type == LightType.Directional) + { + Vector3 lightDir = -light.transform.forward; + float NdotL = Mathf.Max(0f, Vector3.Dot(normal, lightDir)); + lightContribution = light.color * light.intensity * NdotL; + } + else if (light.type == LightType.Point) + { + Vector3 lightDir = light.transform.position - vertex; + float distance = lightDir.magnitude; + lightDir.Normalize(); + + float NdotL = Mathf.Max(0f, Vector3.Dot(normal, lightDir)); + float attenuation = 1.0f / Mathf.Max(distance * distance, 0.0001f); + lightContribution = light.color * light.intensity * NdotL * attenuation; + } + else if (light.type == LightType.Spot) + { + Vector3 L = light.transform.position - vertex; + float distance = L.magnitude; + L = L / distance; + + float NdotL = Mathf.Max(0f, Vector3.Dot(normal, L)); + float attenuation = 1.0f / Mathf.Max(distance * distance, 0.0001f); + + float outerAngleRad = (light.spotAngle * 0.5f) * Mathf.Deg2Rad; + float innerAngleRad = outerAngleRad * 0.8f; + + if (light is Light spotLight) + { + if (spotLight.innerSpotAngle > 0) + { + innerAngleRad = (spotLight.innerSpotAngle * 0.5f) * Mathf.Deg2Rad; + } + } + + float cosOuter = Mathf.Cos(outerAngleRad); + float cosInner = Mathf.Cos(innerAngleRad); + float cosAngle = Vector3.Dot(L, -light.transform.forward); + + if (cosAngle >= cosOuter) + { + float spotFactor = Mathf.Clamp01((cosAngle - cosOuter) / (cosInner - cosOuter)); + spotFactor = Mathf.Pow(spotFactor, 4.0f); + + lightContribution = light.color * light.intensity * NdotL * attenuation * spotFactor; + } + else + { + lightContribution = Color.black; + } + } + + finalColor += lightContribution; + } + + finalColor.r = Mathf.Clamp(finalColor.r, 0.0f, 0.8f); + finalColor.g = Mathf.Clamp(finalColor.g, 0.0f, 0.8f); + finalColor.b = Mathf.Clamp(finalColor.b, 0.0f, 0.8f); + finalColor.a = 1f; + + return finalColor; + } +} diff --git a/Runtime/PSXLightingBaker.cs.meta b/Runtime/PSXLightingBaker.cs.meta new file mode 100644 index 0000000..7493f55 --- /dev/null +++ b/Runtime/PSXLightingBaker.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b707b7d499862621fb6c82aba4caa183 \ No newline at end of file diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index f282fff..43f4d88 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using System.Linq; using UnityEngine; using UnityEngine.Diagnostics; @@ -27,6 +28,8 @@ namespace SplashEdit.RuntimeCode public PSXVertex v0; public PSXVertex v1; public PSXVertex v2; + + public PSXTexture2D Texture; } /// @@ -37,6 +40,40 @@ namespace SplashEdit.RuntimeCode { public List Triangles; + private static Vector3[] RecalculateSmoothNormals(Mesh mesh) + { + Vector3[] normals = new Vector3[mesh.vertexCount]; + Dictionary> vertexMap = new Dictionary>(); + + for (int i = 0; i < mesh.vertexCount; i++) + { + Vector3 vertex = mesh.vertices[i]; + if (!vertexMap.ContainsKey(vertex)) + { + vertexMap[vertex] = new List(); + } + vertexMap[vertex].Add(i); + } + + foreach (var kvp in vertexMap) + { + Vector3 smoothNormal = Vector3.zero; + foreach (int index in kvp.Value) + { + smoothNormal += mesh.normals[index]; + } + smoothNormal.Normalize(); + + foreach (int index in kvp.Value) + { + normals[index] = smoothNormal; + } + } + + return normals; + } + + /// /// Creates a PSXMesh from a Unity Mesh by converting its vertices, normals, UVs, and applying shading. /// @@ -45,57 +82,99 @@ namespace SplashEdit.RuntimeCode /// Height of the texture (default is 256). /// Optional transform to convert vertices to world space. /// A new PSXMesh containing the converted triangles. - public static PSXMesh CreateFromUnityMesh(Mesh mesh, float GTEScaling, Transform transform, bool isStatic, int textureWidth = 256, int textureHeight = 256) + public static PSXMesh CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List textures) { PSXMesh psxMesh = new PSXMesh { Triangles = new List() }; - // Get mesh data arrays. - Vector3[] vertices = mesh.vertices; - Vector3[] normals = mesh.normals; - Vector2[] uv = mesh.uv; - int[] indices = mesh.triangles; + // Get materials and mesh. + Material[] materials = renderer.sharedMaterials; + Mesh mesh = renderer.GetComponent().sharedMesh; - // 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) + // Iterate over each submesh. + for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++) { - int vid0 = indices[i]; - int vid1 = indices[i + 1]; - int vid2 = indices[i + 2]; + // Get the triangles for this submesh. + int[] submeshTriangles = mesh.GetTriangles(submeshIndex); - Vector3 v0, v1, v2; + // Get the material for this submesh. + Material material = materials[submeshIndex]; - // Transform vertices to world space if a transform is provided. + // Get the corresponding texture for this material (assume mainTexture). + Texture2D texture = material.mainTexture as Texture2D; + PSXTexture2D psxTexture = null; - if (isStatic) + if (texture != null) { - v0 = transform.TransformPoint(vertices[vid0]); - v1 = transform.TransformPoint(vertices[vid1]); - v2 = transform.TransformPoint(vertices[vid2]); - } - else - { - // Extract ONLY world scale - Vector3 worldScale = transform.lossyScale; - - // Apply scale *before* transformation, ensuring rotation isn’t affected - v0 = Vector3.Scale(vertices[vid0], worldScale); - v1 = Vector3.Scale(vertices[vid1], worldScale); - v2 = Vector3.Scale(vertices[vid2], worldScale); - + // Find the corresponding PSX texture based on the Unity texture. + psxTexture = textures.FirstOrDefault(t => t.OriginalTexture == texture); } - // Convert vertices to PSX format including fixed-point conversion and shading. - PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], lightDir, lightColor, textureWidth, textureHeight); - PSXVertex psxV1 = ConvertToPSXVertex(v1, GTEScaling, normals[vid1], uv[vid1], lightDir, lightColor, textureWidth, textureHeight); - PSXVertex psxV2 = ConvertToPSXVertex(v2, GTEScaling, normals[vid2], uv[vid2], lightDir, lightColor, textureWidth, textureHeight); + if (psxTexture == null) + { + continue; + } - // Add the constructed triangle to the mesh. - psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2 }); + // Get mesh data arrays. + Vector3[] vertices = mesh.vertices; + Vector3[] normals = mesh.normals;// Assuming this function recalculates normals + Vector3[] smoothNormals = RecalculateSmoothNormals(mesh); + Vector2[] uv = mesh.uv; + + // Iterate through the triangles of the submesh. + for (int i = 0; i < submeshTriangles.Length; i += 3) + { + int vid0 = submeshTriangles[i]; + int vid1 = submeshTriangles[i + 1]; + int vid2 = submeshTriangles[i + 2]; + + Vector3 faceNormal = Vector3.Cross(vertices[vid1] - vertices[vid0], vertices[vid2] - vertices[vid0]).normalized; + + if (Vector3.Dot(faceNormal, normals[vid0]) < 0) + { + (vid1, vid2) = (vid2, vid1); + } + + // Scale the vertices based on world scale. + Vector3 v0 = Vector3.Scale(vertices[vid0], transform.lossyScale); + Vector3 v1 = Vector3.Scale(vertices[vid1], transform.lossyScale); + Vector3 v2 = Vector3.Scale(vertices[vid2], transform.lossyScale); + + // Transform the vertices to world space. + Vector3 wv0 = transform.TransformPoint(vertices[vid0]); + Vector3 wv1 = transform.TransformPoint(vertices[vid1]); + Vector3 wv2 = transform.TransformPoint(vertices[vid2]); + + // Transform the normals to world space. + Vector3 wn0 = transform.TransformDirection(smoothNormals[vid0]).normalized; + Vector3 wn1 = transform.TransformDirection(smoothNormals[vid1]).normalized; + Vector3 wn2 = transform.TransformDirection(smoothNormals[vid2]).normalized; + + // Compute lighting for each vertex (this can be a custom function). + Color cv0 = PSXLightingBaker.ComputeLighting(wv0, wn0); + Color cv1 = PSXLightingBaker.ComputeLighting(wv1, wn1); + Color cv2 = PSXLightingBaker.ComputeLighting(wv2, wn2); + + // Convert vertices to PSX format, including fixed-point conversion and shading. + PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); + PSXVertex psxV1 = ConvertToPSXVertex(v1, GTEScaling, normals[vid1], uv[vid1], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); + PSXVertex psxV2 = ConvertToPSXVertex(v2, GTEScaling, normals[vid2], uv[vid2], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); + + // Apply lighting to the colors. + psxV0.r = (byte)Mathf.Clamp(cv0.r * 255, 0, 255); + psxV0.g = (byte)Mathf.Clamp(cv0.g * 255, 0, 255); + psxV0.b = (byte)Mathf.Clamp(cv0.b * 255, 0, 255); + + psxV1.r = (byte)Mathf.Clamp(cv1.r * 255, 0, 255); + psxV1.g = (byte)Mathf.Clamp(cv1.g * 255, 0, 255); + psxV1.b = (byte)Mathf.Clamp(cv1.b * 255, 0, 255); + + psxV2.r = (byte)Mathf.Clamp(cv2.r * 255, 0, 255); + psxV2.g = (byte)Mathf.Clamp(cv2.g * 255, 0, 255); + psxV2.b = (byte)Mathf.Clamp(cv2.b * 255, 0, 255); + + // Add the constructed triangle to the mesh. + psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2, Texture = psxTexture }); + } } return psxMesh; @@ -112,13 +191,9 @@ namespace SplashEdit.RuntimeCode /// Width of the texture for UV scaling. /// Height of the texture for UV scaling. /// A PSXVertex with converted coordinates, normals, UVs, and color. - private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, Vector3 lightDir, Color lightColor, int textureWidth, int textureHeight) + private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, 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)); - // Compute the final shaded color by multiplying the light color by the intensity. - Color shadedColor = lightColor * lightIntensity; PSXVertex psxVertex = new PSXVertex { @@ -137,9 +212,7 @@ namespace SplashEdit.RuntimeCode 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; diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index f4b343f..e5a5826 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -1,3 +1,4 @@ +using System.Collections.Generic; using UnityEngine; namespace SplashEdit.RuntimeCode @@ -5,36 +6,111 @@ namespace SplashEdit.RuntimeCode public class PSXObjectExporter : MonoBehaviour { 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; // Stores the converted PlayStation-style texture + public List Textures = new List(); // Stores the converted PlayStation-style texture [HideInInspector] public PSXMesh Mesh; // Stores the converted PlayStation-style mesh - /// - /// Converts the object's material texture into a PlayStation-compatible texture. - /// - public void CreatePSXTexture2D() + public bool PreviewNormals = false; + public float normalPreviewLength = 0.5f; // Length of the normal lines + + private void OnDrawGizmos() { - Renderer renderer = GetComponent(); - if (renderer != null && renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture) + + if (PreviewNormals) { - Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth); - Texture.OriginalTexture = texture; // Stores reference to the original texture + MeshFilter filter = GetComponent(); + + if (filter != null) + { + + Mesh mesh = filter.sharedMesh; + Vector3[] vertices = mesh.vertices; + Vector3[] normals = mesh.normals; + + Gizmos.color = Color.green; // Normal color + + for (int i = 0; i < vertices.Length; i++) + { + Vector3 worldVertex = transform.TransformPoint(vertices[i]); // Convert to world space + Vector3 worldNormal = transform.TransformDirection(normals[i]); // Transform normal to world space + + Gizmos.DrawLine(worldVertex, worldVertex + worldNormal * normalPreviewLength); + } + } + } } + + /// + /// Converts the object's material texture into a PlayStation-compatible texture. + /// + /// + public void CreatePSXTextures2D() + { + Renderer renderer = GetComponent(); + if (renderer != null) + { + Material[] materials = renderer.sharedMaterials; + Textures = new List(); // Ensure the list is initialized + + foreach (Material mat in materials) + { + if (mat != null && mat.mainTexture != null) + { + Texture mainTexture = mat.mainTexture; + Texture2D tex2D = null; + + // Check if it's already a Texture2D + if (mainTexture is Texture2D existingTex2D) + { + tex2D = existingTex2D; + } + else + { + // If not a Texture2D, try to convert + tex2D = ConvertToTexture2D(mainTexture); + } + + if (tex2D != null) + { + PSXTexture2D tex = PSXTexture2D.CreateFromTexture2D(tex2D, BitDepth); + tex.OriginalTexture = tex2D; // Store reference to the original texture + Textures.Add(tex); + } + } + } + } + } + + private Texture2D ConvertToTexture2D(Texture texture) + { + // Create a new Texture2D with the same dimensions and format + Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false); + + // Read the texture pixels + RenderTexture currentActiveRT = RenderTexture.active; + RenderTexture.active = texture as RenderTexture; + + texture2D.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0); + texture2D.Apply(); + + RenderTexture.active = currentActiveRT; + + return texture2D; + } /// /// Converts the object's mesh into a PlayStation-compatible mesh. /// public void CreatePSXMesh(float GTEScaling) { - MeshFilter meshFilter = gameObject.GetComponent(); - if (meshFilter != null) + Renderer renderer = GetComponent(); + if (renderer != null) { - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, GTEScaling, transform, MeshIsStatic, Texture.Width, Texture.Height); + Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures); } } } diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index 1808e88..9c667b3 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using System.IO; +using System.Linq; using UnityEditor; using UnityEngine; @@ -33,7 +34,7 @@ namespace SplashEdit.RuntimeCode _exporters = FindObjectsByType(FindObjectsSortMode.None); foreach (PSXObjectExporter exp in _exporters) { - exp.CreatePSXTexture2D(); + exp.CreatePSXTextures2D(); exp.CreatePSXMesh(GTEScaling); } PackTextures(); @@ -60,34 +61,6 @@ namespace SplashEdit.RuntimeCode } - public static string PSXMatrixToStringMultiline(int[,] matrix) - { - return $@" -RT11={matrix[0, 0],6} RT12={matrix[0, 1],6} RT13={matrix[0, 2],6} -RT21={matrix[1, 0],6} RT22={matrix[1, 1],6} RT23={matrix[1, 2],6} -RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; - } - - public static Vector3 ConvertPSXMatrixToEulerAngles(int[,] psxMatrix) - { - // Convert PSX fixed-point (s3.12) to float - float r00 = psxMatrix[0, 0] / 4096.0f; - float r01 = psxMatrix[0, 1] / 4096.0f; - float r02 = psxMatrix[0, 2] / 4096.0f; - float r10 = psxMatrix[1, 0] / 4096.0f; - float r11 = psxMatrix[1, 1] / 4096.0f; - float r12 = psxMatrix[1, 2] / 4096.0f; - float r20 = psxMatrix[2, 0] / 4096.0f; - float r21 = psxMatrix[2, 1] / 4096.0f; - float r22 = psxMatrix[2, 2] / 4096.0f; - - // Compute Euler angles (YXZ order for Unity) - float thetaX = Mathf.Asin(-r21) * Mathf.Rad2Deg; // X Rotation - float thetaY = Mathf.Atan2(r20, r22) * Mathf.Rad2Deg; // Y Rotation - float thetaZ = Mathf.Atan2(r01, r11) * Mathf.Rad2Deg; // Z Rotation - - return new Vector3(thetaX, thetaY, thetaZ); - } void ExportFile() { @@ -102,6 +75,19 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; List atlasOffsetPlaceholderPositions = new List(); List atlasDataOffsets = new List(); + int clutCount = 0; + + // Cluts + foreach (TextureAtlas atlas in _atlases) + { + foreach (var texture in atlas.ContainedTextures) + { + if (texture.ColorPalette != null) + { + clutCount++; + } + } + } using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) { @@ -111,6 +97,8 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; writer.Write((ushort)1); writer.Write((ushort)_exporters.Length); writer.Write((ushort)_atlases.Length); + writer.Write((ushort)clutCount); + writer.Write((ushort)0); // Start of Metadata section // GameObject section (exporters) @@ -132,51 +120,12 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; writer.Write((int)rotationMatrix[2, 1]); writer.Write((int)rotationMatrix[2, 2]); - writer.Write((ushort)exporter.Mesh.Triangles.Count); - - // Set up texture page attributes - TPageAttr tpage = new TPageAttr(); - tpage.SetPageX(exporter.Texture.TexpageX); - tpage.SetPageY(exporter.Texture.TexpageY); - switch (exporter.Texture.BitDepth) - { - case PSXBPP.TEX_4BIT: - tpage.Set(TPageAttr.ColorMode.Mode4Bit); - break; - case PSXBPP.TEX_8BIT: - tpage.Set(TPageAttr.ColorMode.Mode8Bit); - break; - case PSXBPP.TEX_16BIT: - tpage.Set(TPageAttr.ColorMode.Mode16Bit); - break; - } - tpage.SetDithering(true); - writer.Write((ushort)tpage.info); - writer.Write((ushort)exporter.Texture.ClutPackingX); - writer.Write((ushort)exporter.Texture.ClutPackingY); - if (exporter.Texture.BitDepth != PSXBPP.TEX_16BIT) - { - foreach (VRAMPixel color in exporter.Texture.ColorPalette) - { - writer.Write((ushort)color.Pack()); - } - for (int i = exporter.Texture.ColorPalette.Count; i < 256; i++) - { - writer.Write((ushort)0); - } - } - else - { - for (int i = 0; i < 256; i++) - { - writer.Write((ushort)0); - } - } - // Write placeholder for mesh data offset and record its position. offsetPlaceholderPositions.Add(writer.BaseStream.Position); writer.Write((int)0); // 4-byte placeholder for mesh data offset. + + writer.Write((int)exporter.Mesh.Triangles.Count); } // Atlas metadata section @@ -192,20 +141,45 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; writer.Write((ushort)atlas.PositionY); } + // Cluts + foreach (TextureAtlas atlas in _atlases) + { + foreach (var texture in atlas.ContainedTextures) + { + if (texture.ColorPalette != null) + { + foreach (VRAMPixel clutPixel in texture.ColorPalette) + { + writer.Write((ushort)clutPixel.Pack()); + } + for (int i = texture.ColorPalette.Count; i < 256; i++) + { + writer.Write((ushort)0); + } + writer.Write((ushort)texture.ClutPackingX); + writer.Write((ushort)texture.ClutPackingY); + writer.Write((ushort)texture.ColorPalette.Count); + writer.Write((ushort)0); + } + } + } + // Start of data section // Mesh data section: Write mesh data for each exporter. foreach (PSXObjectExporter exporter in _exporters) { + AlignToFourBytes(writer); // Record the current offset for this exporter's mesh data. long meshDataOffset = writer.BaseStream.Position; meshDataOffsets.Add(meshDataOffset); totalFaces += exporter.Mesh.Triangles.Count; - int expander = 16 / ((int)exporter.Texture.BitDepth); + foreach (Tri tri in exporter.Mesh.Triangles) { + int expander = 16 / ((int)tri.Texture.BitDepth); // Write vertices coordinates writer.Write((short)tri.v0.vx); writer.Write((short)tri.v0.vy); @@ -224,18 +198,6 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; writer.Write((short)tri.v0.ny); writer.Write((short)tri.v0.nz); - // Write UVs for each vertex, adjusting for texture packing - writer.Write((byte)(tri.v0.u + exporter.Texture.PackingX * expander)); - writer.Write((byte)(tri.v0.v + exporter.Texture.PackingY)); - - writer.Write((byte)(tri.v1.u + exporter.Texture.PackingX * expander)); - writer.Write((byte)(tri.v1.v + exporter.Texture.PackingY)); - - writer.Write((byte)(tri.v2.u + exporter.Texture.PackingX * expander)); - writer.Write((byte)(tri.v2.v + exporter.Texture.PackingY)); - - writer.Write((ushort)0); // padding - // Write vertex colors with padding writer.Write((byte)tri.v0.r); writer.Write((byte)tri.v0.g); @@ -251,6 +213,40 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; writer.Write((byte)tri.v2.g); writer.Write((byte)tri.v2.b); writer.Write((byte)0); // padding + + // Write UVs for each vertex, adjusting for texture packing + writer.Write((byte)(tri.v0.u + tri.Texture.PackingX * expander)); + writer.Write((byte)(tri.v0.v + tri.Texture.PackingY)); + + writer.Write((byte)(tri.v1.u + tri.Texture.PackingX * expander)); + writer.Write((byte)(tri.v1.v + tri.Texture.PackingY)); + + writer.Write((byte)(tri.v2.u + tri.Texture.PackingX * expander)); + writer.Write((byte)(tri.v2.v + tri.Texture.PackingY)); + + writer.Write((ushort)0); // padding + + + TPageAttr tpage = new TPageAttr(); + tpage.SetPageX(tri.Texture.TexpageX); + tpage.SetPageY(tri.Texture.TexpageY); + switch (tri.Texture.BitDepth) + { + case PSXBPP.TEX_4BIT: + tpage.Set(TPageAttr.ColorMode.Mode4Bit); + break; + case PSXBPP.TEX_8BIT: + tpage.Set(TPageAttr.ColorMode.Mode8Bit); + break; + case PSXBPP.TEX_16BIT: + tpage.Set(TPageAttr.ColorMode.Mode16Bit); + break; + } + tpage.SetDithering(true); + writer.Write((ushort)tpage.info); + writer.Write((ushort)tri.Texture.ClutPackingX); + writer.Write((ushort)tri.Texture.ClutPackingY); + writer.Write((ushort)0); } } @@ -309,5 +305,18 @@ RT31={matrix[2, 0],6} RT32={matrix[2, 1],6} RT33={matrix[2, 2],6}"; int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding writer.Write(new byte[padding]); // Write zero padding } + + void OnDrawGizmos() + + { + + Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); + Vector3 sceneOrigin = new Vector3(0, 0, 0); + Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); + Gizmos.color = Color.red; + Gizmos.DrawWireCube(sceneOrigin, cubeSize); + + } + } } diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index 25be041..f302a55 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -59,17 +59,31 @@ namespace SplashEdit.RuntimeCode /// /// Packs the textures from the provided PSXObjectExporter array into VRAM. + /// Each exporter now holds a list of textures. + /// Duplicates (textures with the same underlying OriginalTexture and BitDepth) across all exporters are merged. /// Returns the processed objects and the final VRAM pixel array. /// /// Array of PSXObjectExporter objects to process. - /// Tuple containing processed objects and the VRAM pixel array. - public (PSXObjectExporter[] processedObjects, TextureAtlas[] atlases, VRAMPixel[,] _vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects) + /// Tuple containing processed objects, texture atlases, and the VRAM pixel array. + public (PSXObjectExporter[] processedObjects, TextureAtlas[] atlases, VRAMPixel[,] vramPixels) PackTexturesIntoVRAM(PSXObjectExporter[] objects) { - List uniqueTextures = new List(); - // Group objects by texture bit depth (high to low). - var groupedObjects = objects.GroupBy(obj => obj.Texture.BitDepth).OrderByDescending(g => g.Key); + // Gather all textures from all exporters. + List allTextures = new List(); + foreach (var obj in objects) + { + allTextures.AddRange(obj.Textures); + } - foreach (var group in groupedObjects) + // List to track unique textures. + List uniqueTextures = new List(); + + // Group textures by bit depth (highest first). + var texturesByBitDepth = allTextures + .GroupBy(tex => tex.BitDepth) + .OrderByDescending(g => g.Key); + + // Process each group. + foreach (var group in texturesByBitDepth) { // Determine atlas width based on texture bit depth. int atlasWidth = group.Key switch @@ -80,33 +94,48 @@ namespace SplashEdit.RuntimeCode _ => 256 }; - // Create a new atlas for this group. + // Create an initial 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)) + // Process each texture in descending order of area. + foreach (var texture in group.OrderByDescending(tex => tex.QuantizedWidth * tex.Height)) { - // Remove duplicate textures - /*if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth)) + // Check for duplicates in the entire set. + if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == texture.OriginalTexture.GetInstanceID() && + tex.BitDepth == texture.BitDepth)) { - obj.Texture = uniqueTextures.First(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID()); + // Skip packing this texture – it will be replaced later. continue; - }*/ + } // Try to place the texture in the current atlas. - if (!TryPlaceTextureInAtlas(atlas, obj.Texture)) + if (!TryPlaceTextureInAtlas(atlas, texture)) { - // If failed, create a new atlas and try again. + // If failed, create a new atlas for this bit depth group and try again. atlas = new TextureAtlas { BitDepth = group.Key, Width = atlasWidth, PositionX = 0, PositionY = 0 }; _textureAtlases.Add(atlas); - if (!TryPlaceTextureInAtlas(atlas, obj.Texture)) + if (!TryPlaceTextureInAtlas(atlas, texture)) { - Debug.LogError($"Failed to pack texture {obj.Texture}. It might not fit."); - break; + Debug.LogError($"Failed to pack texture {texture}. It might not fit."); + continue; } } - uniqueTextures.Add(obj.Texture); + uniqueTextures.Add(texture); + } + } + + // Now update every exporter so that duplicate textures reference the unique instance. + foreach (var obj in objects) + { + for (int i = 0; i < obj.Textures.Count; i++) + { + var unique = uniqueTextures.FirstOrDefault(tex => tex.OriginalTexture.GetInstanceID() == obj.Textures[i].OriginalTexture.GetInstanceID() && + tex.BitDepth == obj.Textures[i].BitDepth); + if (unique != null) + { + obj.Textures[i] = unique; + } } } @@ -114,7 +143,6 @@ namespace SplashEdit.RuntimeCode 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, _finalizedAtlases.ToArray(), _vramPixels); @@ -227,7 +255,7 @@ namespace SplashEdit.RuntimeCode if (IsPlacementValid(candidate)) { _allocatedCLUTs.Add(candidate); - texture.ClutPackingX = (ushort)(x/16); + texture.ClutPackingX = (ushort)(x / 16); texture.ClutPackingY = y; placed = true; break; @@ -254,7 +282,6 @@ namespace SplashEdit.RuntimeCode 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++) { @@ -298,6 +325,5 @@ namespace SplashEdit.RuntimeCode return !(overlapsAtlas || overlapsReserved || overlapsCLUT); } - } } diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index 26f1c53..6800391 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -100,18 +100,34 @@ namespace SplashEdit.RuntimeCode /// A 3x3 matrix representing the PSX-compatible rotation. public static int[,] ConvertRotationToPSXMatrix(Quaternion rotation) { - // Convert the quaternion to a Unity rotation matrix. - Matrix4x4 unityMatrix = Matrix4x4.Rotate(rotation); + // Standard quaternion-to-matrix conversion. + float x = rotation.x, y = rotation.y, z = rotation.z, w = rotation.w; - // Flip the Y-axis to match PSX's Y-down convention. + float m00 = 1f - 2f * (y * y + z * z); + float m01 = 2f * (x * y - z * w); + float m02 = 2f * (x * z + y * w); + + float m10 = 2f * (x * y + z * w); + float m11 = 1f - 2f * (x * x + z * z); + float m12 = 2f * (y * z - x * w); + + float m20 = 2f * (x * z - y * w); + float m21 = 2f * (y * z + x * w); + float m22 = 1f - 2f * (x * x + y * y); + + // Apply Y-axis flip to match the PSX's Y-down convention. + // This replicates the behavior of: + // { m00, -m01, m02 }, + // { -m10, m11, -m12 }, + // { m20, -m21, m22 } float[,] fixedMatrix = new float[3, 3] { - { unityMatrix.m00, -unityMatrix.m01, unityMatrix.m02 }, // Flip Y - { -unityMatrix.m10, unityMatrix.m11, -unityMatrix.m12 }, // Flip Y - { unityMatrix.m20, -unityMatrix.m21, unityMatrix.m22 } // Flip Y + { m00, -m01, m02 }, + { -m10, m11, -m12 }, + { m20, -m21, m22 } }; - // Convert the Unity matrix to PSX fixed-point format. + // Convert to PSX fixed-point format. int[,] psxMatrix = new int[3, 3]; for (int i = 0; i < 3; i++) { diff --git a/doc/splashbundle.md b/doc/splashbundle.md index d7bacf5..e91cc8a 100644 --- a/doc/splashbundle.md +++ b/doc/splashbundle.md @@ -1,87 +1,93 @@ # SPLASHPACK Binary File Format Specification -This specification describes the binary file layout for the SP exporter. All numeric values are stored in little‐endian format. All offsets are counted from the beginning of the file. +All numeric values are stored in little‐endian format. All offsets are counted from the beginning of the file. --- -## 1. File Header +## 1. File Header (12 bytes) -| Offset | Size | Type | Description | -| ------- | ---- | ------ | --------------------------------------------------------------- | -| 0x00 | 1 | char | `'S'` – File identifier | -| 0x01 | 1 | char | `'P'` – File identifier | -| 0x02 | 2 | uint16 | Version number (currently **1**) | -| 0x04 | 2 | uint16 | Number of GameObject (exporter) descriptors | -| 0x06 | 2 | uint16 | Number of Texture Atlas descriptors | +| Offset | Size | Type | Description | +| ------ | ---- | ------ | ----------------------------------- | +| 0x00 | 2 | char | `'SP'` – File magic | +| 0x02 | 2 | uint16 | Version number (currently **1**) | +| 0x04 | 2 | uint16 | Number of Exporter descriptors | +| 0x06 | 2 | uint16 | Number of Texture Atlas descriptors | +| 0x08 | 2 | uint16 | Number of CLUT descriptors | +| 0x0A | 2 | uint16 | Reserved (always 0) | --- ## 2. Metadata Section -The metadata section is split into two parts: **Object Descriptors** and **Atlas Descriptors**. +The metadata section comprises three groups of descriptors. -### 2.1 Object (Exporter) Descriptors +### 2.1 Exporter Descriptors (56 bytes each) -| Offset (per entry) | Size | Type | Description | -| ------------------ | -------- | ------- | -------------------------------------------------------------------- | -| 0x00 | 4 | int | X coordinate (GTE-converted) | -| 0x04 | 4 | int | Y coordinate (GTE-converted) | -| 0x08 | 4 | int | Z coordinate (GTE-converted) | -| 0x0C | 36 | int[9] | Rotation matrix (3×3, row-major order) | -| 0x30 | 2 | uint16 | Number of triangles in the mesh | -| 0x32 | 2 | uint16 | Texture page attributes (encoded from page X/Y, bit depth, dithering) | -| 0x34 | 2 | uint16 | CLUT packing X coordinate | -| 0x36 | 2 | uint16 | CLUT packing Y coordinate | -| 0x38 | 512 | uint16[256] | Color palette (filled with zeros if 16-bit textures) | -| 0x438 | 4 | int | Mesh data offset placeholder | +Each exporter descriptor stores the transform and mesh metadata for one GameObject. -*Each object descriptor occupies **0x38** bytes.* +| Offset (per entry) | Size | Type | Description | +| ------------------ | ---- | ------ | --------------------------------- | +| 0x00 | 4 | int | X coordinate (Fixed-point) | +| 0x04 | 4 | int | Y coordinate (Fixed-point) | +| 0x08 | 4 | int | Z coordinate (Fixed-point) | +| 0x0C | 36 | int[9] | 3×3 Rotation matrix (Fixed-point) | +| 0x30 | 4 | int | **Mesh Data Offset Placeholder** | +| 0x34 | 4 | int | Triangle count in the mesh | ---- +### 2.2 Texture Atlas Descriptors (12 bytes each) -### 2.2 Texture Atlas Descriptors +Each texture atlas descriptor holds atlas layout data and a placeholder for the atlas raw data offset. -For each texture atlas, the following fields are stored sequentially: +| Offset (per entry) | Size | Type | Description | +| ------------------ | ---- | ------ | -------------------------------------------------------- | +| 0x00 | 4 | int | **Atlas Data Offset Placeholder** | +| 0x04 | 2 | uint16 | Atlas width | +| 0x06 | 2 | uint16 | Atlas height (currently always 256, for future-proofing) | +| 0x08 | 2 | uint16 | Atlas position X – relative to VRAM origin | +| 0x0A | 2 | uint16 | Atlas position Y – relative to VRAM origin | -| Offset (per entry) | Size | Type | Description | -| ------------------ | ---- | ------ | -------------------------------------------------------------- | -| 0x00 | 4 | int | Atlas raw data offset placeholder | -| 0x04 | 2 | uint16 | Atlas width | -| 0x06 | 2 | uint16 | Atlas height (always 256, but defined for future-proofing) | -| 0x08 | 2 | uint16 | Atlas position X – relative to VRAM origin | -| 0x0A | 2 | uint16 | Atlas position Y – relative to VRAM origin | +### 2.3 CLUT Descriptors (520 bytes each) -*Each atlas descriptor occupies **0x0C** bytes.* +CLUTs are the only data which is stored in the Metadata section. +For each CLUT (Color Lookup Table) associated with an atlas texture that has a palette: + +| Offset (per entry) | Size | Type | Description | +| ------------------ | ---- | ----------- | --------------------------------------------------------------------------------- | +| 0x00 | 512 | uint16[256] | Color palette entries (each entry is 2 bytes 16bpp). If unused, entries are zero. | +| 0x200 | 2 | uint16 | CLUT packing X coordinate - already in 16 pixel steps | +| 0x202 | 2 | uint16 | CLUT packing Y coordinate | +| 0x204 | 2 | uint16 | Palette count (number of valid palette entries) | +| 0x206 | 2 | uint16 | Reserved (always 0) | --- ## 3. Data Section -The data section is composed of two distinct blocks: **Mesh Data Blocks** and **Atlas Data Blocks**. +The data section contains the actual mesh and atlas raw data. ### 3.1 Mesh Data Blocks -For each exporter, a mesh data block is written. The starting offset of each block (stored in its corresponding object descriptor) is counted from the beginning of the file. Within each mesh data block, data for every triangle is stored sequentially using the following layout: +For each exporter, a mesh data block is written at the offset specified in its descriptor. Each mesh block contains data for all triangles of the associated mesh. -| Field | Size per element | Type | Description | -| ----------------------------- | ----------------------- | -------- | ---------------------------------------------------------------------------------------- | -| **Vertex Coordinates** | 3 × 2 bytes per vertex | int16 | For each vertex (v0, v1, v2): X, Y, Z coordinates | -| **Vertex Normal** | 3 × 2 bytes | int16 | For vertex v0 only: Normal vector components (nx, ny, nz) | -| **Texture Coordinates (UVs)** | 1 + 1 bytes per vertex | uint8 | For each vertex (v0, v1, v2): U and V coordinates (adjusted by texture packing factors) | -| **UV Padding** | 2 bytes | uint16 | Padding (set to zero) | -| **Vertex Colors** | 3 + 1 bytes per vertex | uint8 | For each vertex (v0, v1, v2): Color channels (red, green, blue) and 1 byte of padding | +#### **Triangle Data Layout (per triangle – 52 bytes total):** -*The overall size per triangle is calculated based on the fixed sizes above multiplied by the number of vertices and triangles.* +| Field | Size | Description | +| ----------------------------- | -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| **Vertex Coordinates** | 3 vertices × 3 × 2 bytes = 18 bytes | For each vertex (v0, v1, v2): X, Y, Z coordinates (int16) | +| **Vertex Normal** | 3 × 2 bytes = 6 bytes | Normal vector for vertex v0 (int16: nx, ny, nz) | +| **Vertex Colors** | 3 vertices × (3 bytes color + 1 byte padding) = 12 bytes | For each vertex (v0, v1, v2): Red, Green, Blue (uint8) plus 1 byte padding | +| **Texture Coordinates (UVs)** | 3 vertices × 2 bytes = 6 bytes | For each vertex (v0, v1, v2): U and V coordinates (uint8), adjusted by texture packing factors | +| **UV Padding** | 2 bytes | Padding (uint16, set to zero) | +| **Texture Attributes** | 2 + 2 + 2 + 2 = 8 bytes | Contains:
• Texture page attributes (uint16 – encoded from page X/Y, bit depth, dithering)
• Texture CLUT packing X (uint16)
• Texture CLUT packing Y (uint16)
• Reserved (uint16, set to zero) | ---- +*Triangles are written sequentially. Prior to writing each mesh data block, the file pointer is aligned to a 4-byte boundary.* ### 3.2 Atlas Data Blocks -For each texture atlas, the raw texture data is stored as a 2D array. Before writing each atlas data block, the file pointer is aligned to a 4-byte boundary. The starting offset of each atlas block (stored in its corresponding atlas descriptor) is counted from the beginning of the file. +For each atlas, a raw texture data block is written at the offset specified in its descriptor. Before writing, the file pointer is aligned to a 4-byte boundary. -| Field | Description | -| ------------- | --------------------------------------------------------------------------------------------------- | -| **Raw Texture Data** | The atlas data is written pixel by pixel. +- **Raw Texture Data:** + The atlas data is written pixel by pixel as returned by the pixel packing function. The total size equals + *(Atlas Width × Atlas Height)* The data is prepared for a DMA transfer to the VRAM. --- - From a42cce4ee28a2652eccb708c167e5deff2e481f5 Mon Sep 17 00:00:00 2001 From: "aliaksei.kalosha" Date: Tue, 1 Apr 2025 21:50:09 +0200 Subject: [PATCH 12/14] fix after merge --- Editor/VramEditorWindow.cs | 7 +- Runtime/PSXMesh.cs | 1 + Runtime/PSXObjectExporter.cs | 18 -- Runtime/PSXSceneExporter.cs | 552 +++++++++++++++++------------------ Runtime/TexturePacker.cs | 2 +- Runtime/Utils.cs | 45 +-- 6 files changed, 302 insertions(+), 323 deletions(-) diff --git a/Editor/VramEditorWindow.cs b/Editor/VramEditorWindow.cs index 25af8d1..efdf3f4 100644 --- a/Editor/VramEditorWindow.cs +++ b/Editor/VramEditorWindow.cs @@ -56,7 +56,7 @@ namespace SplashEdit.EditorCode // Ensure minimum window size is applied. this.minSize = MinSize; - _psxData = Utils.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); + _psxData = DataStorage.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); } /// @@ -266,7 +266,10 @@ namespace SplashEdit.EditorCode // Display VRAM image preview. Rect vramRect = GUILayoutUtility.GetRect(VramWidth, VramHeight, GUILayout.ExpandWidth(false)); - EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All); + if (vramImage) + { + EditorGUI.DrawPreviewTexture(vramRect, vramImage, null, ScaleMode.ScaleToFit, 0, 0, ColorWriteMask.All); + } // Draw framebuffer overlays. (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout, vramRect.min); diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index 620b354..8e09518 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -30,6 +30,7 @@ namespace SplashEdit.RuntimeCode public PSXVertex v2; public PSXTexture2D Texture; + public readonly PSXVertex[] Vertexes => new PSXVertex[] { v0, v1, v2 }; } /// diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index b765a01..7078712 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -3,7 +3,6 @@ using UnityEngine; namespace SplashEdit.RuntimeCode { - [RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(Renderer))] public class PSXObjectExporter : MonoBehaviour { @@ -55,7 +54,6 @@ namespace SplashEdit.RuntimeCode if (renderer != null) { Material[] materials = renderer.sharedMaterials; - Textures = new List(); // Ensure the list is initialized foreach (Material mat in materials) { @@ -84,17 +82,6 @@ namespace SplashEdit.RuntimeCode } } } - else - { - //TODO: Better handle object with default texture - Texture = new PSXTexture2D() - { - BitDepth = BitDepth, - Width = 0, - Height = 0, - }; - Texture.OriginalTexture = null; - } } private Texture2D ConvertToTexture2D(Texture texture) @@ -123,11 +110,6 @@ namespace SplashEdit.RuntimeCode { Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures); } - else - { - // Dynamic meshes do not consider object transformation - Mesh = PSXMesh.CreateFromUnityMesh(meshFilter.sharedMesh, Texture.Width, Texture.Height); - } } } } diff --git a/Runtime/PSXSceneExporter.cs b/Runtime/PSXSceneExporter.cs index d70c4f7..dd88b01 100644 --- a/Runtime/PSXSceneExporter.cs +++ b/Runtime/PSXSceneExporter.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using System.IO; using System.Linq; @@ -7,313 +8,296 @@ using UnityEngine; namespace SplashEdit.RuntimeCode { - [ExecuteInEditMode] - public class PSXSceneExporter : MonoBehaviour - { - - public float GTEScaling = 100.0f; - - private PSXObjectExporter[] _exporters; - private TextureAtlas[] _atlases; - - private PSXData _psxData; - - private Vector2 selectedResolution; - private bool dualBuffering; - private bool verticalLayout; - private List prohibitedAreas; - - public void Export() + [ExecuteInEditMode] + public class PSXSceneExporter : MonoBehaviour { - _psxData = DataStorage.LoadData(); - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - _exporters = FindObjectsByType(FindObjectsSortMode.None); - foreach (PSXObjectExporter exp in _exporters) - { - exp.CreatePSXTextures2D(); - exp.CreatePSXMesh(GTEScaling); - } - PackTextures(); - ExportFile(); - } + public float GTEScaling = 100.0f; + + private PSXObjectExporter[] _exporters; + private TextureAtlas[] _atlases; private PSXData _psxData; - private readonly string _psxDataPath = "Assets/PSXData.asset"; private Vector2 selectedResolution; private bool dualBuffering; private bool verticalLayout; private List prohibitedAreas; - private VRAMPixel[,] vramPixels; - - VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); - var packed = tp.PackTexturesIntoVRAM(_exporters); - _exporters = packed.processedObjects; - _atlases = packed.atlases; - - } - - void ExportFile() - { - - string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); - int totalFaces = 0; - - // Lists for mesh data offsets. - List offsetPlaceholderPositions = new List(); - List meshDataOffsets = new List(); - - // Lists for atlas data offsets. - List atlasOffsetPlaceholderPositions = new List(); - List atlasDataOffsets = new List(); - - int clutCount = 0; - - // Cluts - foreach (TextureAtlas atlas in _atlases) - { - foreach (var texture in atlas.ContainedTextures) + public void Export() { - if (texture.ColorPalette != null) - { - clutCount++; - } - } - } + _psxData = DataStorage.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); - using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) - { - // Header - writer.Write('S'); - writer.Write('P'); - writer.Write((ushort)1); - writer.Write((ushort)_exporters.Length); - writer.Write((ushort)_atlases.Length); - writer.Write((ushort)clutCount); - writer.Write((ushort)0); - // Start of Metadata section - - // GameObject section (exporters) - foreach (PSXObjectExporter exporter in _exporters) - { - // Write object's transform - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().x, GTEScaling)); - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(-exporter.transform.localToWorldMatrix.GetPosition().y, GTEScaling)); - writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().z, GTEScaling)); - int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation); - - writer.Write((int)rotationMatrix[0, 0]); - writer.Write((int)rotationMatrix[0, 1]); - writer.Write((int)rotationMatrix[0, 2]); - writer.Write((int)rotationMatrix[1, 0]); - writer.Write((int)rotationMatrix[1, 1]); - writer.Write((int)rotationMatrix[1, 2]); - writer.Write((int)rotationMatrix[2, 0]); - writer.Write((int)rotationMatrix[2, 1]); - writer.Write((int)rotationMatrix[2, 2]); - - - // Write placeholder for mesh data offset and record its position. - offsetPlaceholderPositions.Add(writer.BaseStream.Position); - writer.Write((int)0); // 4-byte placeholder for mesh data offset. - - writer.Write((int)exporter.Mesh.Triangles.Count); - } - - // Atlas metadata section - foreach (TextureAtlas atlas in _atlases) - { - // Write placeholder for texture atlas raw data offset. - atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position); - writer.Write((int)0); // 4-byte placeholder for atlas data offset. - - writer.Write((ushort)atlas.Width); - writer.Write((ushort)TextureAtlas.Height); - writer.Write((ushort)atlas.PositionX); - writer.Write((ushort)atlas.PositionY); - } - - // Cluts - foreach (TextureAtlas atlas in _atlases) - { - foreach (var texture in atlas.ContainedTextures) - { - if (texture.ColorPalette != null) + _exporters = FindObjectsByType(FindObjectsSortMode.None); + foreach (PSXObjectExporter exp in _exporters) { - foreach (VRAMPixel clutPixel in texture.ColorPalette) - { - writer.Write((ushort)clutPixel.Pack()); - } - for (int i = texture.ColorPalette.Count; i < 256; i++) - { + exp.CreatePSXTextures2D(); + exp.CreatePSXMesh(GTEScaling); + } + PackTextures(); + ExportFile(); + } + + void PackTextures() + { + (Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout); + + List framebuffers = new List { buffer1 }; + if (dualBuffering) + { + framebuffers.Add(buffer2); + } + + VRAMPacker tp = new VRAMPacker(framebuffers, prohibitedAreas); + var packed = tp.PackTexturesIntoVRAM(_exporters); + _exporters = packed.processedObjects; + _atlases = packed.atlases; + + } + + void ExportFile() + { + + string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin"); + int totalFaces = 0; + + // Lists for mesh data offsets. + List offsetPlaceholderPositions = new List(); + List meshDataOffsets = new List(); + + // Lists for atlas data offsets. + List atlasOffsetPlaceholderPositions = new List(); + List atlasDataOffsets = new List(); + + int clutCount = 0; + + // Cluts + foreach (TextureAtlas atlas in _atlases) + { + foreach (var texture in atlas.ContainedTextures) + { + if (texture.ColorPalette != null) + { + clutCount++; + } + } + } + + using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create))) + { + // Header + writer.Write('S'); + writer.Write('P'); + writer.Write((ushort)1); + writer.Write((ushort)_exporters.Length); + writer.Write((ushort)_atlases.Length); + writer.Write((ushort)clutCount); writer.Write((ushort)0); - } - writer.Write((ushort)texture.ClutPackingX); - writer.Write((ushort)texture.ClutPackingY); - writer.Write((ushort)texture.ColorPalette.Count); - writer.Write((ushort)0); + // Start of Metadata section + + // GameObject section (exporters) + foreach (PSXObjectExporter exporter in _exporters) + { + // Write object's transform + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().x, GTEScaling)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(-exporter.transform.localToWorldMatrix.GetPosition().y, GTEScaling)); + writer.Write((int)PSXTrig.ConvertCoordinateToPSX(exporter.transform.localToWorldMatrix.GetPosition().z, GTEScaling)); + int[,] rotationMatrix = PSXTrig.ConvertRotationToPSXMatrix(exporter.transform.rotation); + + writer.Write((int)rotationMatrix[0, 0]); + writer.Write((int)rotationMatrix[0, 1]); + writer.Write((int)rotationMatrix[0, 2]); + writer.Write((int)rotationMatrix[1, 0]); + writer.Write((int)rotationMatrix[1, 1]); + writer.Write((int)rotationMatrix[1, 2]); + writer.Write((int)rotationMatrix[2, 0]); + writer.Write((int)rotationMatrix[2, 1]); + writer.Write((int)rotationMatrix[2, 2]); + + + // Write placeholder for mesh data offset and record its position. + offsetPlaceholderPositions.Add(writer.BaseStream.Position); + writer.Write((int)0); // 4-byte placeholder for mesh data offset. + + writer.Write((int)exporter.Mesh.Triangles.Count); + } + + // Atlas metadata section + foreach (TextureAtlas atlas in _atlases) + { + // Write placeholder for texture atlas raw data offset. + atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position); + writer.Write((int)0); // 4-byte placeholder for atlas data offset. + + writer.Write((ushort)atlas.Width); + writer.Write((ushort)TextureAtlas.Height); + writer.Write((ushort)atlas.PositionX); + writer.Write((ushort)atlas.PositionY); + } + + // Cluts + foreach (TextureAtlas atlas in _atlases) + { + foreach (var texture in atlas.ContainedTextures) + { + if (texture.ColorPalette != null) + { + foreach (VRAMPixel clutPixel in texture.ColorPalette) + { + writer.Write((ushort)clutPixel.Pack()); + } + for (int i = texture.ColorPalette.Count; i < 256; i++) + { + writer.Write((ushort)0); + } + writer.Write((ushort)texture.ClutPackingX); + writer.Write((ushort)texture.ClutPackingY); + writer.Write((ushort)texture.ColorPalette.Count); + writer.Write((ushort)0); + } + } + } + + // Start of data section + + // Mesh data section: Write mesh data for each exporter. + foreach (PSXObjectExporter exporter in _exporters) + { + AlignToFourBytes(writer); + // Record the current offset for this exporter's mesh data. + long meshDataOffset = writer.BaseStream.Position; + meshDataOffsets.Add(meshDataOffset); + + totalFaces += exporter.Mesh.Triangles.Count; + + void writeVertexPosition(PSXVertex v) + { + writer.Write((short)v.vx); + writer.Write((short)v.vy); + writer.Write((short)v.vz); + } + void writeVertexNormals(PSXVertex v) + { + writer.Write((short)v.nx); + writer.Write((short)v.ny); + writer.Write((short)v.nz); + } + void writeVertexColor(PSXVertex v) + { + writer.Write((byte)v.r); + writer.Write((byte)v.g); + writer.Write((byte)v.b); + writer.Write((byte)0); // padding + } + void writeVertexUV(PSXVertex v, PSXTexture2D t ,int expander) + { + writer.Write((byte)(v.u + t.PackingX * expander)); + writer.Write((byte)(v.v + t.PackingY)); + } + void foreachVertexDo(Tri tri, Action action) + { + for (int i = 0; i < tri.Vertexes.Length; i++) + { + action(tri.Vertexes[i]); + } + } + foreach (Tri tri in exporter.Mesh.Triangles) + { + int expander = 16 / ((int)tri.Texture.BitDepth); + // Write vertices coordinates + foreachVertexDo(tri, (v) => writeVertexPosition(v)); + + // Write vertex normals for v0 only + writeVertexNormals(tri.v0); + + // Write vertex colors with padding + foreachVertexDo(tri, (v) => writeVertexColor(v)); + + // Write UVs for each vertex, adjusting for texture packing + foreachVertexDo(tri, (v) => writeVertexUV(v, tri.Texture, expander)); + + writer.Write((ushort)0); // padding + + + TPageAttr tpage = new TPageAttr(); + tpage.SetPageX(tri.Texture.TexpageX); + tpage.SetPageY(tri.Texture.TexpageY); + tpage.Set(tri.Texture.BitDepth.ToColorMode()); + tpage.SetDithering(true); + writer.Write((ushort)tpage.info); + writer.Write((ushort)tri.Texture.ClutPackingX); + writer.Write((ushort)tri.Texture.ClutPackingY); + writer.Write((ushort)0); + } + } + + // Atlas data section: Write raw texture data for each atlas. + foreach (TextureAtlas atlas in _atlases) + { + AlignToFourBytes(writer); + // Record the current offset for this atlas's data. + long atlasDataOffset = writer.BaseStream.Position; + atlasDataOffsets.Add(atlasDataOffset); + + // Write the atlas's raw texture data. + for (int y = 0; y < atlas.vramPixels.GetLength(1); y++) + { + for (int x = 0; x < atlas.vramPixels.GetLength(0); x++) + { + writer.Write(atlas.vramPixels[x, y].Pack()); + } + } + } + + // Backfill the mesh data offsets into the metadata section. + if (offsetPlaceholderPositions.Count == meshDataOffsets.Count) + { + for (int i = 0; i < offsetPlaceholderPositions.Count; i++) + { + writer.Seek((int)offsetPlaceholderPositions[i], SeekOrigin.Begin); + writer.Write((int)meshDataOffsets[i]); + } + } + else + { + Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!"); + } + + // Backfill the atlas data offsets into the metadata section. + if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count) + { + for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++) + { + writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin); + writer.Write((int)atlasDataOffsets[i]); + } + } + else + { + Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!"); + } } - } + Debug.Log(totalFaces); } - // Start of data section - - // Mesh data section: Write mesh data for each exporter. - foreach (PSXObjectExporter exporter in _exporters) + void AlignToFourBytes(BinaryWriter writer) { - AlignToFourBytes(writer); - // Record the current offset for this exporter's mesh data. - long meshDataOffset = writer.BaseStream.Position; - meshDataOffsets.Add(meshDataOffset); - - totalFaces += exporter.Mesh.Triangles.Count; - - - foreach (Tri tri in exporter.Mesh.Triangles) - { - int expander = 16 / ((int)tri.Texture.BitDepth); - // Write vertices coordinates - writer.Write((short)tri.v0.vx); - writer.Write((short)tri.v0.vy); - writer.Write((short)tri.v0.vz); - - writer.Write((short)tri.v1.vx); - writer.Write((short)tri.v1.vy); - writer.Write((short)tri.v1.vz); - - writer.Write((short)tri.v2.vx); - writer.Write((short)tri.v2.vy); - writer.Write((short)tri.v2.vz); - - // Write vertex normals for v0 only - writer.Write((short)tri.v0.nx); - writer.Write((short)tri.v0.ny); - writer.Write((short)tri.v0.nz); - - // Write vertex colors with padding - writer.Write((byte)tri.v0.r); - writer.Write((byte)tri.v0.g); - writer.Write((byte)tri.v0.b); - writer.Write((byte)0); // padding - - writer.Write((byte)tri.v1.r); - writer.Write((byte)tri.v1.g); - writer.Write((byte)tri.v1.b); - writer.Write((byte)0); // padding - - writer.Write((byte)tri.v2.r); - writer.Write((byte)tri.v2.g); - writer.Write((byte)tri.v2.b); - writer.Write((byte)0); // padding - - // Write UVs for each vertex, adjusting for texture packing - writer.Write((byte)(tri.v0.u + tri.Texture.PackingX * expander)); - writer.Write((byte)(tri.v0.v + tri.Texture.PackingY)); - - writer.Write((byte)(tri.v1.u + tri.Texture.PackingX * expander)); - writer.Write((byte)(tri.v1.v + tri.Texture.PackingY)); - - writer.Write((byte)(tri.v2.u + tri.Texture.PackingX * expander)); - writer.Write((byte)(tri.v2.v + tri.Texture.PackingY)); - - writer.Write((ushort)0); // padding - - - TPageAttr tpage = new TPageAttr(); - tpage.SetPageX(tri.Texture.TexpageX); - tpage.SetPageY(tri.Texture.TexpageY); - switch (tri.Texture.BitDepth) - { - case PSXBPP.TEX_4BIT: - tpage.Set(TPageAttr.ColorMode.Mode4Bit); - break; - case PSXBPP.TEX_8BIT: - tpage.Set(TPageAttr.ColorMode.Mode8Bit); - break; - case PSXBPP.TEX_16BIT: - tpage.Set(TPageAttr.ColorMode.Mode16Bit); - break; - } - tpage.SetDithering(true); - writer.Write((ushort)tpage.info); - writer.Write((ushort)tri.Texture.ClutPackingX); - writer.Write((ushort)tri.Texture.ClutPackingY); - writer.Write((ushort)0); - } + long position = writer.BaseStream.Position; + int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding + writer.Write(new byte[padding]); // Write zero padding } - // Atlas data section: Write raw texture data for each atlas. - foreach (TextureAtlas atlas in _atlases) + void OnDrawGizmos() + { - AlignToFourBytes(writer); - // Record the current offset for this atlas's data. - long atlasDataOffset = writer.BaseStream.Position; - atlasDataOffsets.Add(atlasDataOffset); - // Write the atlas's raw texture data. - for (int y = 0; y < atlas.vramPixels.GetLength(1); y++) - { - for (int x = 0; x < atlas.vramPixels.GetLength(0); x++) - { - writer.Write(atlas.vramPixels[x, y].Pack()); - } - } + Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); + Vector3 sceneOrigin = new Vector3(0, 0, 0); + Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); + Gizmos.color = Color.red; + Gizmos.DrawWireCube(sceneOrigin, cubeSize); + } - // Backfill the mesh data offsets into the metadata section. - if (offsetPlaceholderPositions.Count == meshDataOffsets.Count) - { - for (int i = 0; i < offsetPlaceholderPositions.Count; i++) - { - writer.Seek((int)offsetPlaceholderPositions[i], SeekOrigin.Begin); - writer.Write((int)meshDataOffsets[i]); - } - } - else - { - Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!"); - } - - // Backfill the atlas data offsets into the metadata section. - if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count) - { - for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++) - { - writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin); - writer.Write((int)atlasDataOffsets[i]); - } - } - else - { - Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!"); - } - } - Debug.Log(totalFaces); - } - - void AlignToFourBytes(BinaryWriter writer) - { - long position = writer.BaseStream.Position; - int padding = (int)(4 - (position % 4)) % 4; // Compute needed padding - writer.Write(new byte[padding]); // Write zero padding - } - - void OnDrawGizmos() - - { - - Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); - Vector3 sceneOrigin = new Vector3(0, 0, 0); - Vector3 cubeSize = new Vector3(8.0f * GTEScaling, 8.0f * GTEScaling, 8.0f * GTEScaling); - Gizmos.color = Color.red; - Gizmos.DrawWireCube(sceneOrigin, cubeSize); - } - - } } diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index 6d95d8a..589d842 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -102,7 +102,7 @@ namespace SplashEdit.RuntimeCode foreach (var texture in group.OrderByDescending(tex => tex.QuantizedWidth * tex.Height)) { // Remove duplicate textures - if (uniqueTextures.Where(tex => tex.OriginalTexture != null).Any(tex => tex.OriginalTexture.GetInstanceID() == obj.Texture.OriginalTexture.GetInstanceID() && tex.BitDepth == obj.Texture.BitDepth)) + if (uniqueTextures.Any(tex => tex.OriginalTexture.GetInstanceID() == texture.OriginalTexture.GetInstanceID() && tex.BitDepth == texture.BitDepth)) { // Skip packing this texture – it will be replaced later. continue; diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index f0524d7..37222f4 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -10,6 +10,26 @@ namespace SplashEdit.RuntimeCode public static class DataStorage { private static readonly string psxDataPath = "Assets/PSXData.asset"; + + /// + /// Loads stored PSX data from the asset. + /// + public static PSXData LoadData(out Vector2 selectedResolution, out bool dualBuffering, out bool verticalLayout, out List prohibitedAreas) + { + var _psxData = AssetDatabase.LoadAssetAtPath(psxDataPath); + if (!_psxData) + { + _psxData = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(_psxData, psxDataPath); + AssetDatabase.SaveAssets(); + } + + selectedResolution = _psxData.OutputResolution; + dualBuffering = _psxData.DualBuffering; + verticalLayout = _psxData.VerticalBuffering; + prohibitedAreas = _psxData.ProhibitedAreas; + return _psxData; + } public static PSXData LoadData() { PSXData psxData = AssetDatabase.LoadAssetAtPath(psxDataPath); @@ -288,8 +308,6 @@ namespace SplashEdit.RuntimeCode public static class Utils { - private static string _psxDataPath = "Assets/PSXData.asset"; - public static (Rect, Rect) BufferForResolution(Vector2 selectedResolution, bool verticalLayout, Vector2 offset = default) { if (offset == default) @@ -302,24 +320,15 @@ namespace SplashEdit.RuntimeCode return (buffer1, buffer2); } - /// - /// Loads stored PSX data from the asset. - /// - public static PSXData LoadData(out Vector2 selectedResolution, out bool dualBuffering, out bool verticalLayout, out List prohibitedAreas) + public static TPageAttr.ColorMode ToColorMode(this PSXBPP depth) { - var _psxData = AssetDatabase.LoadAssetAtPath(_psxDataPath); - if (!_psxData) + return depth switch { - _psxData = ScriptableObject.CreateInstance(); - AssetDatabase.CreateAsset(_psxData, _psxDataPath); - AssetDatabase.SaveAssets(); - } - - selectedResolution = _psxData.OutputResolution; - dualBuffering = _psxData.DualBuffering; - verticalLayout = _psxData.VerticalBuffering; - prohibitedAreas = _psxData.ProhibitedAreas; - return _psxData; + PSXBPP.TEX_4BIT => TPageAttr.ColorMode.Mode4Bit, + PSXBPP.TEX_8BIT => TPageAttr.ColorMode.Mode8Bit, + PSXBPP.TEX_16BIT => TPageAttr.ColorMode.Mode16Bit, + _ => throw new System.NotImplementedException(), + }; } } } From fedf013ee9403535082a3ad7c0858d859f47c14b Mon Sep 17 00:00:00 2001 From: "aliaksei.kalosha" Date: Tue, 1 Apr 2025 22:34:30 +0200 Subject: [PATCH 13/14] improve code readability --- Editor/VramEditorWindow.cs | 5 ++- Runtime/PSXMesh.cs | 87 +++++++++++++----------------------- Runtime/PSXObjectExporter.cs | 5 ++- Runtime/TexturePacker.cs | 18 ++++---- Runtime/Utils.cs | 3 ++ 5 files changed, 49 insertions(+), 69 deletions(-) diff --git a/Editor/VramEditorWindow.cs b/Editor/VramEditorWindow.cs index efdf3f4..331f663 100644 --- a/Editor/VramEditorWindow.cs +++ b/Editor/VramEditorWindow.cs @@ -12,8 +12,9 @@ namespace SplashEdit.EditorCode { public class VRAMEditorWindow : EditorWindow { - private const int VramWidth = 1024; - private const int VramHeight = 512; + private int VramWidth => VRAMPacker.VramWidth; + private int VramHeight => VRAMPacker.VramHeight; + private static readonly Vector2 MinSize = new Vector2(800, 600); private List prohibitedAreas = new List(); private Vector2 scrollPosition; diff --git a/Runtime/PSXMesh.cs b/Runtime/PSXMesh.cs index 8e09518..0faf94b 100644 --- a/Runtime/PSXMesh.cs +++ b/Runtime/PSXMesh.cs @@ -1,7 +1,6 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; -using UnityEngine.Diagnostics; namespace SplashEdit.RuntimeCode { @@ -116,11 +115,24 @@ namespace SplashEdit.RuntimeCode } // Get mesh data arrays. + mesh.RecalculateNormals(); Vector3[] vertices = mesh.vertices; - Vector3[] normals = mesh.normals;// Assuming this function recalculates normals + Vector3[] normals = mesh.normals; Vector3[] smoothNormals = RecalculateSmoothNormals(mesh); Vector2[] uv = mesh.uv; - + PSXVertex convertData(int index) + { + // Scale the vertex based on world scale. + Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale); + // Transform the vertex to world space. + Vector3 wv = transform.TransformPoint(vertices[index]); + // Transform the normals to world space. + Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized; + // Compute lighting for each vertex (this can be a custom function). + Color c = PSXLightingBaker.ComputeLighting(wv, wn); + // Convert vertex to PSX format, including fixed-point conversion and shading. + return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], psxTexture?.Width, psxTexture?.Height, c); + } // Iterate through the triangles of the submesh. for (int i = 0; i < submeshTriangles.Length; i += 3) { @@ -135,46 +147,8 @@ namespace SplashEdit.RuntimeCode (vid1, vid2) = (vid2, vid1); } - // Scale the vertices based on world scale. - Vector3 v0 = Vector3.Scale(vertices[vid0], transform.lossyScale); - Vector3 v1 = Vector3.Scale(vertices[vid1], transform.lossyScale); - Vector3 v2 = Vector3.Scale(vertices[vid2], transform.lossyScale); - - // Transform the vertices to world space. - Vector3 wv0 = transform.TransformPoint(vertices[vid0]); - Vector3 wv1 = transform.TransformPoint(vertices[vid1]); - Vector3 wv2 = transform.TransformPoint(vertices[vid2]); - - // Transform the normals to world space. - Vector3 wn0 = transform.TransformDirection(smoothNormals[vid0]).normalized; - Vector3 wn1 = transform.TransformDirection(smoothNormals[vid1]).normalized; - Vector3 wn2 = transform.TransformDirection(smoothNormals[vid2]).normalized; - - // Compute lighting for each vertex (this can be a custom function). - Color cv0 = PSXLightingBaker.ComputeLighting(wv0, wn0); - Color cv1 = PSXLightingBaker.ComputeLighting(wv1, wn1); - Color cv2 = PSXLightingBaker.ComputeLighting(wv2, wn2); - - // Convert vertices to PSX format, including fixed-point conversion and shading. - PSXVertex psxV0 = ConvertToPSXVertex(v0, GTEScaling, normals[vid0], uv[vid0], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); - PSXVertex psxV1 = ConvertToPSXVertex(v1, GTEScaling, normals[vid1], uv[vid1], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); - PSXVertex psxV2 = ConvertToPSXVertex(v2, GTEScaling, normals[vid2], uv[vid2], psxTexture?.Width ?? 0, psxTexture?.Height ?? 0); - - // Apply lighting to the colors. - psxV0.r = (byte)Mathf.Clamp(cv0.r * 255, 0, 255); - psxV0.g = (byte)Mathf.Clamp(cv0.g * 255, 0, 255); - psxV0.b = (byte)Mathf.Clamp(cv0.b * 255, 0, 255); - - psxV1.r = (byte)Mathf.Clamp(cv1.r * 255, 0, 255); - psxV1.g = (byte)Mathf.Clamp(cv1.g * 255, 0, 255); - psxV1.b = (byte)Mathf.Clamp(cv1.b * 255, 0, 255); - - psxV2.r = (byte)Mathf.Clamp(cv2.r * 255, 0, 255); - psxV2.g = (byte)Mathf.Clamp(cv2.g * 255, 0, 255); - psxV2.b = (byte)Mathf.Clamp(cv2.b * 255, 0, 255); - // Add the constructed triangle to the mesh. - psxMesh.Triangles.Add(new Tri { v0 = psxV0, v1 = psxV1, v2 = psxV2, Texture = psxTexture }); + psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid0), v2 = convertData(vid0), Texture = psxTexture }); } } @@ -192,29 +166,30 @@ namespace SplashEdit.RuntimeCode /// Width of the texture for UV scaling. /// Height of the texture for UV scaling. /// A PSXVertex with converted coordinates, normals, UVs, and color. - private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int textureWidth, int textureHeight) + private static PSXVertex ConvertToPSXVertex(Vector3 vertex, float GTEScaling, Vector3 normal, Vector2 uv, int? textureWidth, int? textureHeight, Color color) { - - - static short clampPosition(float v) => (short)(Mathf.Clamp(v, -4f, 3.999f) * 4096); - static byte clamp0255(float v) => (byte)(Mathf.Clamp(v, 0, 255)); + int width = textureWidth ?? 0; + int height = textureHeight ?? 0; PSXVertex psxVertex = new PSXVertex { // Convert position to fixed-point, clamping values to a defined range. - vx = (short)PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling), - vy = (short)PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling), - vz = (short)PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling), + vx = PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling), + vy = PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling), + vz = PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling), // Convert normals to fixed-point. - nx = (short)PSXTrig.ConvertCoordinateToPSX(normal.x), - ny = (short)PSXTrig.ConvertCoordinateToPSX(-normal.y), - nz = (short)PSXTrig.ConvertCoordinateToPSX(normal.z), + nx = PSXTrig.ConvertCoordinateToPSX(normal.x), + ny = PSXTrig.ConvertCoordinateToPSX(-normal.y), + nz = PSXTrig.ConvertCoordinateToPSX(normal.z), // 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), + u = (byte)Mathf.Clamp(uv.x * (width - 1), 0, 255), + v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255), - // Convert the computed color to a byte range. + // Apply lighting to the colors. + r = Utils.Clamp0255(color.r), + g = Utils.Clamp0255(color.g), + b = Utils.Clamp0255(color.b), }; return psxVertex; diff --git a/Runtime/PSXObjectExporter.cs b/Runtime/PSXObjectExporter.cs index 7078712..8cd3fda 100644 --- a/Runtime/PSXObjectExporter.cs +++ b/Runtime/PSXObjectExporter.cs @@ -12,8 +12,8 @@ namespace SplashEdit.RuntimeCode public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh - public bool PreviewNormals = false; - public float normalPreviewLength = 0.5f; // Length of the normal lines + [SerializeField] private bool PreviewNormals = false; + [SerializeField] private float normalPreviewLength = 0.5f; // Length of the normal lines private void OnDrawGizmos() { @@ -51,6 +51,7 @@ namespace SplashEdit.RuntimeCode public void CreatePSXTextures2D() { Renderer renderer = GetComponent(); + Textures.Clear(); if (renderer != null) { Material[] materials = renderer.sharedMaterials; diff --git a/Runtime/TexturePacker.cs b/Runtime/TexturePacker.cs index 589d842..7772fca 100644 --- a/Runtime/TexturePacker.cs +++ b/Runtime/TexturePacker.cs @@ -30,8 +30,8 @@ namespace SplashEdit.RuntimeCode private List _finalizedAtlases = new List(); // Atlases that have been successfully placed. private List _allocatedCLUTs = new List(); // Allocated regions for CLUTs. - private const int VRAM_WIDTH = 1024; - private const int VRAM_HEIGHT = 512; + public static readonly int VramWidth = 1024; + public static readonly int VramHeight = 512; private VRAMPixel[,] _vramPixels; // Simulated VRAM pixel data. @@ -54,7 +54,7 @@ namespace SplashEdit.RuntimeCode _reservedAreas.Add(framebuffers[0]); _reservedAreas.Add(framebuffers[1]); - _vramPixels = new VRAMPixel[VRAM_WIDTH, VRAM_HEIGHT]; + _vramPixels = new VRAMPixel[VramWidth, VramHeight]; } /// @@ -189,10 +189,10 @@ namespace SplashEdit.RuntimeCode { bool placed = false; // Try every possible row (stepping by atlas height). - for (int y = 0; y <= VRAM_HEIGHT - TextureAtlas.Height; y += 256) + for (int y = 0; y <= VramHeight - TextureAtlas.Height; y += 256) { // Try every possible column (stepping by 64 pixels). - for (int x = 0; x <= VRAM_WIDTH - atlas.Width; x += 64) + for (int x = 0; x <= VramWidth - atlas.Width; x += 64) { // Only consider atlases that haven't been placed yet. if (atlas.PositionX == 0 && atlas.PositionY == 0) @@ -246,9 +246,9 @@ namespace SplashEdit.RuntimeCode bool placed = false; // Iterate over possible CLUT positions in VRAM. - for (ushort x = 0; x < VRAM_WIDTH; x += 16) + for (ushort x = 0; x < VramWidth; x += 16) { - for (ushort y = 0; y <= VRAM_HEIGHT; y++) + for (ushort y = 0; y <= VramHeight; y++) { var candidate = new Rect(x, y, clutWidth, clutHeight); if (IsPlacementValid(candidate)) @@ -312,8 +312,8 @@ namespace SplashEdit.RuntimeCode 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; + if (rect.x + rect.width > VramWidth) return false; + if (rect.y + rect.height > VramHeight) 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)); diff --git a/Runtime/Utils.cs b/Runtime/Utils.cs index 37222f4..48839c3 100644 --- a/Runtime/Utils.cs +++ b/Runtime/Utils.cs @@ -330,6 +330,9 @@ namespace SplashEdit.RuntimeCode _ => throw new System.NotImplementedException(), }; } + + + public static byte Clamp0255(float v) => (byte)(Mathf.Clamp(v, 0, 255)); } } From 59e6b1693f2444b104e0167d919a210a35573c3c Mon Sep 17 00:00:00 2001 From: Bandwidth <43183775+CloudMracek@users.noreply.github.com> Date: Wed, 2 Apr 2025 13:48:48 +0200 Subject: [PATCH 14/14] Update LICENSE --- LICENSE | 695 ++------------------------------------------------------ 1 file changed, 21 insertions(+), 674 deletions(-) diff --git a/LICENSE b/LICENSE index f288702..bc9d609 100644 --- a/LICENSE +++ b/LICENSE @@ -1,674 +1,21 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. By contrast, -the GNU General Public License is intended to guarantee your freedom to -share and change all versions of a program--to make sure it remains free -software for all its users. We, the Free Software Foundation, use the -GNU General Public License for most of our software; it applies also to -any other work released this way by its authors. You can apply it to -your programs, too. - - When we speak of free software, we are referring to freedom, not -price. Our General Public Licenses are designed to make sure that you -have the freedom to distribute copies of free software (and charge for -them if you wish), that you receive source code or can get it if you -want it, that you can change the software or use pieces of it in new -free programs, and that you know you can do these things. - - To protect your rights, we need to prevent others from denying you -these rights or asking you to surrender the rights. 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