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;
///
/// Index into the texture list for this triangle's material.
/// -1 means untextured (vertex-color only, rendered as POLY_G3).
///
public int TextureIndex;
///
/// Whether this triangle is untextured (vertex-color only).
/// Untextured triangles are rendered as GouraudTriangle (POLY_G3) on PS1.
///
public bool IsUntextured => TextureIndex == -1;
}
///
/// 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 Renderer by extracting its mesh and materials.
///
public static PSXMesh CreateFromUnityRenderer(Renderer renderer, float GTEScaling, Transform transform, List textures)
{
Mesh mesh = renderer.GetComponent().sharedMesh;
return BuildFromMesh(mesh, renderer, GTEScaling, transform, textures);
}
///
/// Creates a PSXMesh from a supplied Unity Mesh with the renderer's materials.
///
public static PSXMesh CreateFromUnityMesh(Mesh mesh, Renderer renderer, float GTEScaling, Transform transform, List textures)
{
return BuildFromMesh(mesh, renderer, GTEScaling, transform, textures);
}
private static PSXMesh BuildFromMesh(Mesh mesh, Renderer renderer, float GTEScaling, Transform transform, List textures)
{
PSXMesh psxMesh = new PSXMesh { Triangles = new List() };
Material[] materials = renderer.sharedMaterials;
// Guard: only recalculate normals if missing
if (mesh.normals == null || mesh.normals.Length == 0)
mesh.RecalculateNormals();
if (mesh.uv == null || mesh.uv.Length == 0)
mesh.uv = new Vector2[mesh.vertices.Length];
Vector3[] smoothNormals = RecalculateSmoothNormals(mesh);
// Cache lights once for the entire mesh
Light[] sceneLights = Object.FindObjectsByType(FindObjectsSortMode.None)
.Where(l => l.enabled).ToArray();
// Precompute world positions and normals for all vertices
Vector3[] worldVertices = new Vector3[mesh.vertices.Length];
Vector3[] worldNormals = new Vector3[mesh.normals.Length];
for (int i = 0; i < mesh.vertices.Length; i++)
{
worldVertices[i] = transform.TransformPoint(mesh.vertices[i]);
worldNormals[i] = transform.TransformDirection(smoothNormals[i]).normalized;
}
for (int submeshIndex = 0; submeshIndex < mesh.subMeshCount; submeshIndex++)
{
int materialIndex = Mathf.Min(submeshIndex, materials.Length - 1);
Material material = materials[materialIndex];
Texture2D texture = material != null ? material.mainTexture as Texture2D : null;
int textureIndex = -1;
if (texture != null)
{
for (int i = 0; i < textures.Count; i++)
{
if (textures[i].OriginalTexture == texture)
{
textureIndex = i;
break;
}
}
}
int[] submeshTriangles = mesh.GetTriangles(submeshIndex);
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Vector2[] uv = mesh.uv;
PSXVertex convertData(int index)
{
Vector3 v = Vector3.Scale(vertices[index], transform.lossyScale);
Vector3 wv = worldVertices[index];
Vector3 wn = worldNormals[index];
Color c = PSXLightingBaker.ComputeLighting(wv, wn, sceneLights);
if (textureIndex == -1)
{
Color matColor = material != null && material.HasProperty("_Color")
? material.color : Color.white;
c = new Color(c.r * matColor.r, c.g * matColor.g, c.b * matColor.b);
return ConvertToPSXVertex(v, GTEScaling, normals[index], Vector2.zero, null, null, c);
}
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.
/// World-to-GTE scaling factor.
/// The normal vector at the vertex.
/// Texture coordinates for the vertex.
/// Width of the texture for UV scaling.
/// Height of the texture for UV scaling.
/// Pre-computed vertex color from lighting.
/// 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;
}
}
}