Files
secretsplash/Runtime/PSXObjectExporter.cs
2025-04-12 00:56:17 +02:00

128 lines
4.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace SplashEdit.RuntimeCode
{
[RequireComponent(typeof(Renderer))]
public class PSXObjectExporter : MonoBehaviour
{
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
[Header("Export Settings")]
[FormerlySerializedAs("BitDepth")]
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
[Header("Gizmo Settings")]
[FormerlySerializedAs("PreviewNormals")]
[SerializeField] private bool previewNormals = false;
[SerializeField] private float normalPreviewLength = 0.5f; // Length of the normal lines
private readonly Dictionary<(int, PSXBPP), PSXTexture2D> cache = new();
private void OnDrawGizmos()
{
if (previewNormals)
{
MeshFilter filter = GetComponent<MeshFilter>();
if (filter != null)
{
Mesh mesh = filter.sharedMesh;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
Gizmos.color = Color.green; // Normal color
for (int i = 0; i < vertices.Length; i++)
{
Vector3 worldVertex = transform.TransformPoint(vertices[i]); // Convert to world space
Vector3 worldNormal = transform.TransformDirection(normals[i]); // Transform normal to world space
Gizmos.DrawLine(worldVertex, worldVertex + worldNormal * normalPreviewLength);
}
}
}
}
/// <summary>
/// Converts the object's material texture into a PlayStation-compatible texture.
/// </summary>
///
public void CreatePSXTextures2D()
{
Renderer renderer = GetComponent<Renderer>();
Textures.Clear();
if (renderer != null)
{
Material[] materials = renderer.sharedMaterials;
foreach (Material mat in materials)
{
if (mat != null && mat.mainTexture != null)
{
Texture mainTexture = mat.mainTexture;
Texture2D tex2D = null;
// Check if it's already a Texture2D
if (mainTexture is Texture2D existingTex2D)
{
tex2D = existingTex2D;
}
else
{
// If not a Texture2D, try to convert
tex2D = ConvertToTexture2D(mainTexture);
}
if (tex2D != null)
{
PSXTexture2D tex;
if (cache.ContainsKey((tex2D.GetInstanceID(), bitDepth)))
{
tex = cache[(tex2D.GetInstanceID(), bitDepth)];
}
else
{
tex = PSXTexture2D.CreateFromTexture2D(tex2D, bitDepth);
tex.OriginalTexture = tex2D; // Store reference to the original texture
cache.Add((tex2D.GetInstanceID(), bitDepth), tex);
}
Textures.Add(tex);
}
}
}
}
}
private Texture2D ConvertToTexture2D(Texture texture)
{
// Create a new Texture2D with the same dimensions and format
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
// Read the texture pixels
RenderTexture currentActiveRT = RenderTexture.active;
RenderTexture.active = texture as RenderTexture;
texture2D.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = currentActiveRT;
return texture2D;
}
/// <summary>
/// Converts the object's mesh into a PlayStation-compatible mesh.
/// </summary>
public void CreatePSXMesh(float GTEScaling)
{
Renderer renderer = GetComponent<Renderer>();
if (renderer != null)
{
Mesh = PSXMesh.CreateFromUnityRenderer(renderer, GTEScaling, transform, Textures);
}
}
}
}