GLTF imports & exports material texture filters

This commit is contained in:
The Tophat Demon
2021-10-04 10:49:42 -05:00
committed by LunaticInAHat
parent 364071c2c4
commit bb34c55b3c
13 changed files with 454 additions and 29 deletions

View File

@@ -131,71 +131,71 @@ Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &
return Error::FAILED;
}
/* STEP 7 SERIALIZE ANIMATIONS */
/* STEP 7 SERIALIZE TEXTURE SAMPLERS */
err = _serialize_texture_samplers(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 8 SERIALIZE ANIMATIONS */
err = _serialize_animations(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 8 SERIALIZE ACCESSORS */
/* STEP 9 SERIALIZE ACCESSORS */
err = _encode_accessors(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 9 SERIALIZE IMAGES */
/* STEP 10 SERIALIZE IMAGES */
err = _serialize_images(state, p_path);
if (err != OK) {
return Error::FAILED;
}
/* STEP 10 SERIALIZE TEXTURES */
err = _serialize_textures(state);
if (err != OK) {
return Error::FAILED;
}
for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
state->buffer_views.write[i]->buffer = 0;
}
/* STEP 11 SERIALIZE BUFFER VIEWS */
/* STEP 12 SERIALIZE BUFFER VIEWS */
err = _encode_buffer_views(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 12 SERIALIZE NODES */
/* STEP 13 SERIALIZE NODES */
err = _serialize_nodes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 13 SERIALIZE SCENE */
/* STEP 15 SERIALIZE SCENE */
err = _serialize_scenes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 14 SERIALIZE SCENE */
/* STEP 16 SERIALIZE SCENE */
err = _serialize_lights(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 15 SERIALIZE EXTENSIONS */
/* STEP 17 SERIALIZE EXTENSIONS */
err = _serialize_extensions(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 16 SERIALIZE VERSION */
/* STEP 18 SERIALIZE VERSION */
err = _serialize_version(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 17 SERIALIZE FILE */
/* STEP 19 SERIALIZE FILE */
err = _serialize_file(state, p_path);
if (err != OK) {
return Error::FAILED;
@@ -2946,7 +2946,7 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
ERR_CONTINUE(state->images[i].is_null());
Ref<Image> image = state->images[i]->get_data();
Ref<Image> image = state->images[i];
ERR_CONTINUE(image.is_null());
if (p_path.to_lower().ends_with("glb")) {
@@ -3151,11 +3151,7 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
continue;
}
Ref<ImageTexture> t;
t.instance();
t->create_from_image(img);
state->images.push_back(t);
state->images.push_back(img);
}
print_verbose("glTF: Total images: " + itos(state->images.size()));
@@ -3174,6 +3170,11 @@ Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) {
Ref<GLTFTexture> t = state->textures[i];
ERR_CONTINUE(t->get_src_image() == -1);
d["source"] = t->get_src_image();
GLTFTextureSamplerIndex sampler_index = t->get_sampler();
if (sampler_index != -1) {
d["sampler"] = sampler_index;
}
textures.push_back(d);
}
state->json["textures"] = textures;
@@ -3195,7 +3196,24 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
Ref<GLTFTexture> t;
t.instance();
t->set_src_image(d["source"]);
if (d.has("sampler")) {
t->set_sampler(d["sampler"]);
} else {
t->set_sampler(-1);
}
state->textures.push_back(t);
// Create and cache the texture used in the engine
Ref<ImageTexture> imgTex;
imgTex.instance();
imgTex->create_from_image(state->images[t->get_src_image()]);
// Set texture filter and repeat based on sampler settings
const Ref<GLTFTextureSampler> sampler = _get_sampler_for_texture(state, t->get_sampler());
Texture::Flags flags = sampler->get_texture_flags();
imgTex->set_flags(flags);
state->texture_cache.insert(i, imgTex);
}
return OK;
@@ -3203,24 +3221,124 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture> p_texture) {
ERR_FAIL_COND_V(p_texture.is_null(), -1);
ERR_FAIL_COND_V(p_texture->get_data().is_null(), -1);
// Create GLTF data structures for the new texture
Ref<GLTFTexture> gltf_texture;
gltf_texture.instance();
ERR_FAIL_COND_V(p_texture->get_data().is_null(), -1);
GLTFImageIndex gltf_src_image_i = state->images.size();
state->images.push_back(p_texture);
state->images.push_back(p_texture->get_data());
GLTFTextureSamplerIndex gltf_sampler_i = _set_sampler_for_mode(state, p_texture->get_flags());
gltf_texture->set_src_image(gltf_src_image_i);
gltf_texture->set_sampler(gltf_sampler_i);
GLTFTextureIndex gltf_texture_i = state->textures.size();
state->textures.push_back(gltf_texture);
state->texture_cache[gltf_texture_i] = p_texture;
return gltf_texture_i;
}
Ref<Texture> GLTFDocument::_get_texture(Ref<GLTFState> state, const GLTFTextureIndex p_texture) {
ERR_FAIL_INDEX_V(p_texture, state->textures.size(), Ref<Texture>());
const GLTFImageIndex image = state->textures[p_texture]->get_src_image();
return state->texture_cache[p_texture];
}
ERR_FAIL_INDEX_V(image, state->images.size(), Ref<Texture>());
GLTFTextureSamplerIndex GLTFDocument::_set_sampler_for_mode(Ref<GLTFState> state, uint32_t p_mode) {
for (int i = 0; i < state->texture_samplers.size(); ++i) {
if (state->texture_samplers[i]->get_texture_flags() == p_mode) {
return i;
}
}
return state->images[image];
GLTFTextureSamplerIndex gltf_sampler_i = state->texture_samplers.size();
Ref<GLTFTextureSampler> gltf_sampler;
gltf_sampler.instance();
gltf_sampler->set_texture_flags(p_mode);
state->texture_samplers.push_back(gltf_sampler);
return gltf_sampler_i;
}
Ref<GLTFTextureSampler> GLTFDocument::_get_sampler_for_texture(Ref<GLTFState> state, const GLTFTextureIndex p_texture) {
ERR_FAIL_INDEX_V(p_texture, state->textures.size(), Ref<Texture>());
const GLTFTextureSamplerIndex sampler = state->textures[p_texture]->get_sampler();
if (sampler == -1) {
return state->default_texture_sampler;
} else {
ERR_FAIL_INDEX_V(sampler, state->texture_samplers.size(), Ref<GLTFTextureSampler>());
return state->texture_samplers[sampler];
}
}
Error GLTFDocument::_serialize_texture_samplers(Ref<GLTFState> state) {
if (!state->texture_samplers.size()) {
return OK;
}
Array samplers;
for (int32_t i = 0; i < state->texture_samplers.size(); ++i) {
Dictionary d;
Ref<GLTFTextureSampler> s = state->texture_samplers[i];
d["magFilter"] = s->get_mag_filter();
d["minFilter"] = s->get_min_filter();
d["wrapS"] = s->get_wrap_s();
d["wrapT"] = s->get_wrap_t();
samplers.push_back(d);
}
state->json["samplers"] = samplers;
return OK;
}
Error GLTFDocument::_parse_texture_samplers(Ref<GLTFState> state) {
state->default_texture_sampler.instance();
state->default_texture_sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
state->default_texture_sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
state->default_texture_sampler->set_wrap_s(GLTFTextureSampler::WrapMode::REPEAT);
state->default_texture_sampler->set_wrap_t(GLTFTextureSampler::WrapMode::REPEAT);
if (!state->json.has("samplers")) {
return OK;
}
const Array &samplers = state->json["samplers"];
for (int i = 0; i < samplers.size(); ++i) {
const Dictionary &d = samplers[i];
Ref<GLTFTextureSampler> sampler;
sampler.instance();
if (d.has("minFilter")) {
sampler->set_min_filter(d["minFilter"]);
} else {
sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
}
if (d.has("magFilter")) {
sampler->set_mag_filter(d["magFilter"]);
} else {
sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
}
if (d.has("wrapS")) {
sampler->set_wrap_s(d["wrapS"]);
} else {
sampler->set_wrap_s(GLTFTextureSampler::WrapMode::REPEAT);
}
if (d.has("wrapT")) {
sampler->set_wrap_t(d["wrapT"]);
} else {
sampler->set_wrap_t(GLTFTextureSampler::WrapMode::REPEAT);
}
state->texture_samplers.push_back(sampler);
}
return OK;
}
Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
@@ -6645,13 +6763,19 @@ Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binar
return Error::FAILED;
}
/* PARSE TEXTURE SAMPLERS */
err = _parse_texture_samplers(state);
if (err != OK) {
return Error::FAILED;
}
/* PARSE TEXTURES */
err = _parse_textures(state);
if (err != OK) {
return Error::FAILED;
}
/* PARSE TEXTURES */
/* PARSE MATERIALS */
err = _parse_materials(state);
if (err != OK) {
return Error::FAILED;