using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEditor.Overlays; using UnityEngine; 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() { _psxData = Utils.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas); _exporters = FindObjectsByType(FindObjectsSortMode.None); foreach (PSXObjectExporter exp in _exporters) { exp.CreatePSXTexture2D(); exp.CreatePSXMesh(); } 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; 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++) { 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); } void OnDrawGizmos() { Gizmos.DrawIcon(transform.position, "Packages/net.psxsplash.splashedit/Icons/PSXSceneExporter.png", true); } } }