Files
secretsplash/Runtime/PSXSceneExporter.cs
aliaksei.kalosha a42cce4ee2 fix after merge
2025-04-01 21:50:09 +02:00

304 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
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<ProhibitedArea> prohibitedAreas;
public void Export()
{
_psxData = DataStorage.LoadData(out selectedResolution, out dualBuffering, out verticalLayout, out prohibitedAreas);
_exporters = FindObjectsByType<PSXObjectExporter>(FindObjectsSortMode.None);
foreach (PSXObjectExporter exp in _exporters)
{
exp.CreatePSXTextures2D();
exp.CreatePSXMesh(GTEScaling);
}
PackTextures();
ExportFile();
}
void PackTextures()
{
(Rect buffer1, Rect buffer2) = Utils.BufferForResolution(selectedResolution, verticalLayout);
List<Rect> framebuffers = new List<Rect> { 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<long> offsetPlaceholderPositions = new List<long>();
List<long> meshDataOffsets = new List<long>();
// Lists for atlas data offsets.
List<long> atlasOffsetPlaceholderPositions = new List<long>();
List<long> atlasDataOffsets = new List<long>();
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);
// 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<PSXVertex> 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);
}
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);
}
}
}