using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace SplashEdit.RuntimeCode
{
///
/// Represents a vertex formatted for the PSX (PlayStation) style rendering.
///
public struct PSXVertex
{
// Position components in fixed-point format.
public short vx, vy, vz;
// Normal vector components in fixed-point format.
public short nx, ny, nz;
// Texture coordinates.
public byte u, v;
// Vertex color components.
public byte r, g, b;
}
///
/// Represents a triangle defined by three PSX vertices.
///
public struct Tri
{
public PSXVertex v0;
public PSXVertex v1;
public PSXVertex v2;
public int TextureIndex;
public readonly PSXVertex[] Vertexes => new PSXVertex[] { v0, v1, v2 };
}
///
/// A mesh structure that holds a list of triangles converted from a Unity mesh into the PSX format.
///
[System.Serializable]
public class PSXMesh
{
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.
///
/// The Unity mesh to convert.
/// Width of the texture (default is 256).
/// 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 CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List textures)
{
PSXMesh psxMesh = new PSXMesh { Triangles = new List() };
Material[] materials = renderer.sharedMaterials;
Mesh mesh = renderer.GetComponent().sharedMesh;
for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
{
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
Material material = materials[submeshIndex];
Texture2D texture = material.mainTexture as Texture2D;
// Find texture index instead of the texture itself
int textureIndex = -1;
if (texture != null)
{
for (int i = 0; i < textures.Count; i++)
{
if (textures[i].OriginalTexture == texture)
{
textureIndex = i;
break;
}
}
}
if (textureIndex == -1)
{
continue;
}
// Get mesh data arrays
mesh.RecalculateNormals();
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
Vector3 wv = transform.TransformPoint(vertices[index]);
Vector3 wn = transform.TransformDirection(smoothNormals[index]).normalized;
Color c = PSXLightingBaker.ComputeLighting(wv, wn);
return ConvertToPSXVertex(v, GTEScaling, normals[index], uv[index], textures[textureIndex]?.Width, textures[textureIndex]?.Height, c);
}
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);
}
psxMesh.Triangles.Add(new Tri {
v0 = convertData(vid0),
v1 = convertData(vid1),
v2 = convertData(vid2),
TextureIndex = textureIndex
});
}
}
return psxMesh;
}
///
/// Converts a Unity vertex into a PSXVertex by applying fixed-point conversion, shading, and UV mapping.
///
/// The position of the vertex.
/// The normal vector at the vertex.
/// Texture coordinates for the vertex.
/// The light direction used for shading calculations.
/// The color of the light affecting the vertex.
/// 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, Color color)
{
int width = textureWidth ?? 0;
int height = textureHeight ?? 0;
PSXVertex psxVertex = new PSXVertex
{
// Convert position to fixed-point, clamping values to a defined range.
vx = PSXTrig.ConvertCoordinateToPSX(vertex.x, GTEScaling),
vy = PSXTrig.ConvertCoordinateToPSX(-vertex.y, GTEScaling),
vz = PSXTrig.ConvertCoordinateToPSX(vertex.z, GTEScaling),
// Convert normals to fixed-point.
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 * (width - 1), 0, 255),
v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255),
// Apply lighting to the colors.
r = Utils.ColorUnityToPSX(color.r),
g = Utils.ColorUnityToPSX(color.g),
b = Utils.ColorUnityToPSX(color.b),
};
return psxVertex;
}
}
}