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2018-08-29 20:38:13 +00:00
/*************************************************************************/
/* resource_importer_layered_texture.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "resource_importer_layered_texture.h"
#include "resource_importer_texture.h"
#include "core/io/config_file.h"
#include "core/io/image_loader.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
#include "scene/resources/texture.h"
String ResourceImporterLayeredTexture::get_importer_name() const {
return is_3d ? "texture_3d" : "texture_array";
}
String ResourceImporterLayeredTexture::get_visible_name() const {
return is_3d ? "Texture3D" : "TextureArray";
}
void ResourceImporterLayeredTexture::get_recognized_extensions(List<String> *p_extensions) const {
ImageLoader::get_recognized_extensions(p_extensions);
}
String ResourceImporterLayeredTexture::get_save_extension() const {
return is_3d ? "tex3d" : "texarr";
}
String ResourceImporterLayeredTexture::get_resource_type() const {
return is_3d ? "Texture3D" : "TextureArray";
}
bool ResourceImporterLayeredTexture::get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const {
return true;
}
int ResourceImporterLayeredTexture::get_preset_count() const {
return 3;
}
String ResourceImporterLayeredTexture::get_preset_name(int p_idx) const {
static const char *preset_names[] = {
"3D",
"2D",
"ColorCorrect"
};
return preset_names[p_idx];
}
void ResourceImporterLayeredTexture::get_import_options(List<ImportOption> *r_options, int p_preset) const {
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/mode", PROPERTY_HINT_ENUM, "Lossless,Video RAM,Uncompressed", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), p_preset == PRESET_3D ? 1 : 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "compress/no_bptc_if_rgb"), false));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "flags/repeat", PROPERTY_HINT_ENUM, "Disabled,Enabled,Mirrored"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "flags/filter"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "flags/mipmaps"), p_preset == PRESET_COLOR_CORRECT ? 0 : 1));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "flags/srgb", PROPERTY_HINT_ENUM, "Disable,Enable"), p_preset == PRESET_3D ? 1 : 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "slices/horizontal", PROPERTY_HINT_RANGE, "1,256,1"), p_preset == PRESET_COLOR_CORRECT ? 16 : 8));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "slices/vertical", PROPERTY_HINT_RANGE, "1,256,1"), p_preset == PRESET_COLOR_CORRECT ? 1 : 8));
}
void ResourceImporterLayeredTexture::_save_tex(const Vector<Ref<Image> > &p_images, const String &p_to_path, int p_compress_mode, Image::CompressMode p_vram_compression, bool p_mipmaps, int p_texture_flags) {
FileAccess *f = FileAccess::open(p_to_path, FileAccess::WRITE);
f->store_8('G');
f->store_8('D');
if (is_3d) {
f->store_8('3');
} else {
f->store_8('A');
}
f->store_8('T'); //godot streamable texture
f->store_32(p_images[0]->get_width());
f->store_32(p_images[0]->get_height());
f->store_32(p_images.size()); //depth
f->store_32(p_texture_flags);
if (p_compress_mode != COMPRESS_VIDEO_RAM) {
//vram needs to do a first compression to tell what the format is, for the rest its ok
f->store_32(p_images[0]->get_format());
f->store_32(p_compress_mode); // 0 - lossless (PNG), 1 - vram, 2 - uncompressed
}
if ((p_compress_mode == COMPRESS_LOSSLESS) && p_images[0]->get_format() > Image::FORMAT_RGBA8) {
p_compress_mode = COMPRESS_UNCOMPRESSED; //these can't go as lossy
}
for (int i = 0; i < p_images.size(); i++) {
switch (p_compress_mode) {
case COMPRESS_LOSSLESS: {
Ref<Image> image = p_images[i]->duplicate();
if (p_mipmaps) {
image->generate_mipmaps();
} else {
image->clear_mipmaps();
}
int mmc = image->get_mipmap_count() + 1;
f->store_32(mmc);
for (int j = 0; j < mmc; j++) {
if (j > 0) {
image->shrink_x2();
}
PoolVector<uint8_t> data = Image::lossless_packer(image);
int data_len = data.size();
f->store_32(data_len);
PoolVector<uint8_t>::Read r = data.read();
f->store_buffer(r.ptr(), data_len);
}
} break;
case COMPRESS_VIDEO_RAM: {
Ref<Image> image = p_images[i]->duplicate();
image->generate_mipmaps(false);
Image::CompressSource csource = Image::COMPRESS_SOURCE_LAYERED;
image->compress(p_vram_compression, csource, 0.7);
if (i == 0) {
//hack so we can properly tell the format
f->store_32(image->get_format());
f->store_32(p_compress_mode); // 0 - lossless (PNG), 1 - vram, 2 - uncompressed
}
PoolVector<uint8_t> data = image->get_data();
int dl = data.size();
PoolVector<uint8_t>::Read r = data.read();
f->store_buffer(r.ptr(), dl);
} break;
case COMPRESS_UNCOMPRESSED: {
Ref<Image> image = p_images[i]->duplicate();
if (p_mipmaps) {
image->generate_mipmaps();
} else {
image->clear_mipmaps();
}
PoolVector<uint8_t> data = image->get_data();
int dl = data.size();
PoolVector<uint8_t>::Read r = data.read();
f->store_buffer(r.ptr(), dl);
} break;
}
}
memdelete(f);
}
Error ResourceImporterLayeredTexture::import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files) {
int compress_mode = p_options["compress/mode"];
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int no_bptc_if_rgb = p_options["compress/no_bptc_if_rgb"];
int repeat = p_options["flags/repeat"];
bool filter = p_options["flags/filter"];
bool mipmaps = p_options["flags/mipmaps"];
int srgb = p_options["flags/srgb"];
int hslices = p_options["slices/horizontal"];
int vslices = p_options["slices/vertical"];
Ref<Image> image;
image.instance();
Error err = ImageLoader::load_image(p_source_file, image, NULL, false, 1.0);
if (err != OK)
return err;
int tex_flags = 0;
if (repeat > 0)
tex_flags |= Texture::FLAG_REPEAT;
if (repeat == 2)
tex_flags |= Texture::FLAG_MIRRORED_REPEAT;
if (filter)
tex_flags |= Texture::FLAG_FILTER;
if (mipmaps || compress_mode == COMPRESS_VIDEO_RAM)
tex_flags |= Texture::FLAG_MIPMAPS;
if (srgb == 1)
tex_flags |= Texture::FLAG_CONVERT_TO_LINEAR;
Vector<Ref<Image> > slices;
int slice_w = image->get_width() / hslices;
int slice_h = image->get_height() / vslices;
//optimize
if (compress_mode == COMPRESS_VIDEO_RAM) {
//if using video ram, optimize
if (srgb) {
//remove alpha if not needed, so compression is more efficient
if (image->get_format() == Image::FORMAT_RGBA8 && !image->detect_alpha()) {
image->convert(Image::FORMAT_RGB8);
}
} else {
image->optimize_channels();
}
}
for (int i = 0; i < vslices; i++) {
for (int j = 0; j < hslices; j++) {
int x = slice_w * j;
int y = slice_h * i;
Ref<Image> slice = image->get_rect(Rect2(x, y, slice_w, slice_h));
ERR_CONTINUE(slice.is_null() || slice->empty());
if (slice->get_width() != slice_w || slice->get_height() != slice_h) {
slice->resize(slice_w, slice_h);
}
slices.push_back(slice);
}
}
String extension = get_save_extension();
if (compress_mode == COMPRESS_VIDEO_RAM) {
//must import in all formats, in order of priority (so platform choses the best supported one. IE, etc2 over etc).
//Android, GLES 2.x
bool ok_on_pc = false;
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bool encode_bptc = false;
if (ProjectSettings::get_singleton()->get("rendering/vram_compression/import_bptc")) {
encode_bptc = true;
if (no_bptc_if_rgb) {
Image::DetectChannels channels = image->get_detected_channels();
if (channels != Image::DETECTED_LA && channels != Image::DETECTED_RGBA) {
encode_bptc = false;
}
}
}
if (encode_bptc) {
_save_tex(slices, p_save_path + ".bptc." + extension, compress_mode, Image::COMPRESS_BPTC, mipmaps, tex_flags);
r_platform_variants->push_back("bptc");
ok_on_pc = true;
}
if (ProjectSettings::get_singleton()->get("rendering/vram_compression/import_s3tc")) {
_save_tex(slices, p_save_path + ".s3tc." + extension, compress_mode, Image::COMPRESS_S3TC, mipmaps, tex_flags);
r_platform_variants->push_back("s3tc");
ok_on_pc = true;
}
if (ProjectSettings::get_singleton()->get("rendering/vram_compression/import_etc2")) {
_save_tex(slices, p_save_path + ".etc2." + extension, compress_mode, Image::COMPRESS_ETC2, mipmaps, tex_flags);
r_platform_variants->push_back("etc2");
}
if (ProjectSettings::get_singleton()->get("rendering/vram_compression/import_etc")) {
_save_tex(slices, p_save_path + ".etc." + extension, compress_mode, Image::COMPRESS_ETC, mipmaps, tex_flags);
r_platform_variants->push_back("etc");
}
if (ProjectSettings::get_singleton()->get("rendering/vram_compression/import_pvrtc")) {
_save_tex(slices, p_save_path + ".pvrtc." + extension, compress_mode, Image::COMPRESS_PVRTC4, mipmaps, tex_flags);
r_platform_variants->push_back("pvrtc");
}
if (!ok_on_pc) {
EditorNode::add_io_error("Warning, no suitable PC VRAM compression enabled in Project Settings. This texture will not display correctly on PC.");
}
} else {
//import normally
_save_tex(slices, p_save_path + "." + extension, compress_mode, Image::COMPRESS_S3TC /*this is ignored */, mipmaps, tex_flags);
}
return OK;
}
ResourceImporterLayeredTexture *ResourceImporterLayeredTexture::singleton = NULL;
ResourceImporterLayeredTexture::ResourceImporterLayeredTexture() {
singleton = this;
is_3d = true;
}
ResourceImporterLayeredTexture::~ResourceImporterLayeredTexture() {
}