diff options
author | Lyuma <xn.lyuma@gmail.com> | 2023-01-30 23:37:55 -0800 |
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committer | Lyuma <xn.lyuma@gmail.com> | 2023-02-01 01:42:36 -0800 |
commit | bc24d0135944dedbdbaa8f6aff8f9faee772fe3e (patch) | |
tree | 48d03b8273c0ff940bba3c531dec26e62a4e41d3 /modules/gltf/gltf_document.cpp | |
parent | 0810ecaafdbee3ea747219e6ab3a8de5d2216a09 (diff) | |
download | redot-engine-bc24d0135944dedbdbaa8f6aff8f9faee772fe3e.tar.gz |
gltf: Add GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_UNCOMPRESSED
This option allows for a safe fallback for embedded gltf textures in cases where VRAM compression is not needed.
Add an is_editor_hint guard around GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES, to use EMBED_AS_UNCOMPRESSED by default at runtime.
This provides an option for pixel art to be stored losslessly.
Additionally, respect project importer defaults for texture import settings.
Avoid writing and reimporting extracted textures identical to version on disk.
Diffstat (limited to 'modules/gltf/gltf_document.cpp')
-rw-r--r-- | modules/gltf/gltf_document.cpp | 81 |
1 files changed, 58 insertions, 23 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 5950ad33b5..1a09b5bdcc 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -32,6 +32,7 @@ #include "extensions/gltf_spec_gloss.h" +#include "core/config/project_settings.h" #include "core/crypto/crypto_core.h" #include "core/io/config_file.h" #include "core/io/dir_access.h" @@ -3220,8 +3221,8 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_DISCARD_TEXTURES) { p_state->images.push_back(Ref<Texture2D>()); p_state->source_images.push_back(Ref<Image>()); - continue; - } else if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) { +#ifdef TOOLS_ENABLED + } else if (Engine::get_singleton()->is_editor_hint() && GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) { if (p_state->base_path.is_empty()) { p_state->images.push_back(Ref<Texture2D>()); p_state->source_images.push_back(Ref<Image>()); @@ -3230,26 +3231,56 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p p_state->images.push_back(Ref<Texture2D>()); p_state->source_images.push_back(Ref<Image>()); } else { + Error err = OK; + bool must_import = false; String file_path = p_state->get_base_path() + "/" + p_state->filename.get_basename() + "_" + img->get_name() + ".png"; - Ref<ConfigFile> config; - config.instantiate(); - if (FileAccess::exists(file_path + ".import")) { - config->load(file_path + ".import"); + if (!FileAccess::exists(file_path + ".import")) { + Ref<ConfigFile> config; + config.instantiate(); + config->set_value("remap", "importer", "texture"); + config->set_value("remap", "type", "Texture2D"); + // Currently, it will likely use project defaults of Detect 3D, so textures will be reimported again. + if (!config->has_section_key("params", "mipmaps/generate")) { + config->set_value("params", "mipmaps/generate", true); + } + + if (ProjectSettings::get_singleton()->has_setting("importer_defaults/texture")) { + //use defaults if exist + Dictionary importer_defaults = GLOBAL_GET("importer_defaults/texture"); + List<Variant> importer_def_keys; + importer_defaults.get_key_list(&importer_def_keys); + for (const Variant &key : importer_def_keys) { + if (!config->has_section_key("params", (String)key)) { + config->set_value("params", (String)key, importer_defaults[key]); + } + } + } + err = config->save(file_path + ".import"); + ERR_FAIL_COND_V(err != OK, err); + must_import = true; } - config->set_value("remap", "importer", "texture"); - config->set_value("remap", "type", "Texture2D"); - if (!config->has_section_key("params", "compress/mode")) { - config->set_value("remap", "compress/mode", 2); //user may want another compression, so leave it bes + Vector<uint8_t> png_buffer = img->save_png_to_buffer(); + if (ResourceLoader::exists(file_path)) { + Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::READ, &err); + if (err == OK && file.is_valid()) { + Vector<uint8_t> orig_png_buffer = file->get_buffer(file->get_length()); + if (png_buffer != orig_png_buffer) { + must_import = true; + } + } + } else { + must_import = true; } - if (!config->has_section_key("params", "mipmaps/generate")) { - config->set_value("params", "mipmaps/generate", true); + if (must_import) { + Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::WRITE, &err); + ERR_FAIL_COND_V(err != OK, err); + ERR_FAIL_COND_V(file.is_null(), FAILED); + file->store_buffer(png_buffer); + file->flush(); + file.unref(); + // ResourceLoader::import will crash if not is_editor_hint(), so this case is protected above and will fall through to uncompressed. + ResourceLoader::import(file_path); } - Error err = OK; - err = config->save(file_path + ".import"); - ERR_FAIL_COND_V(err != OK, err); - img->save_png(file_path); - ERR_FAIL_COND_V(err != OK, err); - ResourceLoader::import(file_path); Ref<Texture2D> saved_image = ResourceLoader::load(file_path, "Texture2D"); if (saved_image.is_valid()) { p_state->images.push_back(saved_image); @@ -3261,7 +3292,7 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p p_state->source_images.push_back(Ref<Image>()); } } - continue; +#endif } else if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) { Ref<PortableCompressedTexture2D> tex; tex.instantiate(); @@ -3271,11 +3302,15 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p tex->create_from_image(img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL); p_state->images.push_back(tex); p_state->source_images.push_back(img); - continue; + } else { + // This handles two cases: if editor hint and HANDLE_BINARY_EXTRACT_TEXTURES; or if HANDLE_BINARY_EMBED_AS_UNCOMPRESSED + Ref<ImageTexture> tex; + tex.instantiate(); + tex->set_name(img->get_name()); + tex->set_image(img); + p_state->images.push_back(tex); + p_state->source_images.push_back(img); } - - p_state->images.push_back(Ref<Texture2D>()); - p_state->source_images.push_back(Ref<Image>()); } print_verbose("glTF: Total images: " + itos(p_state->images.size())); |