using UnityEngine;
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
[HideInInspector]
public PSXMesh Mesh; // Stores the converted PlayStation-style mesh
///
/// Converts the object's material texture into a PlayStation-compatible texture.
///
public void CreatePSXTexture2D()
{
Renderer renderer = GetComponent();
if (renderer != null && renderer.sharedMaterial != null && renderer.sharedMaterial.mainTexture is Texture2D texture)
{
Texture = PSXTexture2D.CreateFromTexture2D(texture, BitDepth);
Texture.OriginalTexture = texture; // Stores reference to the original texture
}
}
///
/// Converts the object's mesh into a PlayStation-compatible mesh.
///
public void CreatePSXMesh(float GTEScaling)
{
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);
}
}
}
}
}