From da132f32665244a42f58bb4abb555c2202688cce Mon Sep 17 00:00:00 2001 From: DeeJayLSP Date: Mon, 31 Oct 2022 10:25:04 -0300 Subject: [PATCH] Overhaul WebP packer and split compression options --- doc/classes/PortableCompressedTexture2D.xml | 2 +- doc/classes/ProjectSettings.xml | 9 ++-- modules/webp/webp_common.cpp | 50 ++++++++------------- modules/webp/webp_common.h | 2 + scene/resources/texture.cpp | 1 + servers/rendering_server.cpp | 8 +++- 6 files changed, 34 insertions(+), 38 deletions(-) diff --git a/doc/classes/PortableCompressedTexture2D.xml b/doc/classes/PortableCompressedTexture2D.xml index a0492f2c07a..c3544fec301 100644 --- a/doc/classes/PortableCompressedTexture2D.xml +++ b/doc/classes/PortableCompressedTexture2D.xml @@ -21,7 +21,7 @@ Initializes the compressed texture from a base image. The compression mode must be provided. - If this image will be used as a normal map, the "normal map" flag is recommended, to ensure optimum quality. + [param normal_map] is recommended to ensure optimum quality if this image will be used as a normal map. If lossy compression is requested, the quality setting can optionally be provided. This maps to Lossy WebP compression quality. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 925d4ec7c42..1a981a9792a 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -2215,9 +2215,6 @@ If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. - - The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings. - If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). @@ -2234,6 +2231,12 @@ If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). + + The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings. + + + The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100. + If [code]true[/code], enables [member Viewport.transparent_bg] on the root viewport. This allows per-pixel transparency to be effective after also enabling [member display/window/size/transparent] and [member display/window/per_pixel_transparency/allowed]. diff --git a/modules/webp/webp_common.cpp b/modules/webp/webp_common.cpp index af987884208..572a33653e5 100644 --- a/modules/webp/webp_common.cpp +++ b/modules/webp/webp_common.cpp @@ -41,40 +41,21 @@ namespace WebPCommon { Vector _webp_lossy_pack(const Ref &p_image, float p_quality) { ERR_FAIL_COND_V(p_image.is_null() || p_image->is_empty(), Vector()); - Ref img = p_image->duplicate(); - if (img->detect_alpha()) { - img->convert(Image::FORMAT_RGBA8); - } else { - img->convert(Image::FORMAT_RGB8); - } - - Size2 s(img->get_width(), img->get_height()); - Vector data = img->get_data(); - const uint8_t *r = data.ptr(); - - uint8_t *dst_buff = nullptr; - size_t dst_size = 0; - if (img->get_format() == Image::FORMAT_RGB8) { - dst_size = WebPEncodeRGB(r, s.width, s.height, 3 * s.width, CLAMP(p_quality * 100.0f, 0.0f, 100.0f), &dst_buff); - } else { - dst_size = WebPEncodeRGBA(r, s.width, s.height, 4 * s.width, CLAMP(p_quality * 100.0f, 0.0f, 100.0f), &dst_buff); - } - - ERR_FAIL_COND_V(dst_size == 0, Vector()); - Vector dst; - dst.resize(dst_size); - uint8_t *w = dst.ptrw(); - memcpy(w, dst_buff, dst_size); - WebPFree(dst_buff); - - return dst; + return _webp_packer(p_image, CLAMP(p_quality * 100.0f, 0.0f, 100.0f), false); } Vector _webp_lossless_pack(const Ref &p_image) { ERR_FAIL_COND_V(p_image.is_null() || p_image->is_empty(), Vector()); - int compression_level = GLOBAL_GET("rendering/textures/lossless_compression/webp_compression_level"); - compression_level = CLAMP(compression_level, 0, 9); + float compression_factor = GLOBAL_GET("rendering/textures/webp_compression/lossless_compression_factor"); + compression_factor = CLAMP(compression_factor, 0.0f, 100.0f); + + return _webp_packer(p_image, compression_factor, true); +} + +Vector _webp_packer(const Ref &p_image, float p_quality, bool p_lossless) { + int compression_method = GLOBAL_GET("rendering/textures/webp_compression/compression_method"); + compression_method = CLAMP(compression_method, 0, 6); Ref img = p_image->duplicate(); if (img->detect_alpha()) { @@ -87,16 +68,21 @@ Vector _webp_lossless_pack(const Ref &p_image) { Vector data = img->get_data(); const uint8_t *r = data.ptr(); - // we need to use the more complex API in order to access the 'exact' flag... + // we need to use the more complex API in order to access specific flags... WebPConfig config; WebPPicture pic; - if (!WebPConfigInit(&config) || !WebPConfigLosslessPreset(&config, compression_level) || !WebPPictureInit(&pic)) { + if (!WebPConfigInit(&config) || !WebPPictureInit(&pic)) { ERR_FAIL_V(Vector()); } WebPMemoryWriter wrt; - config.exact = 1; + if (p_lossless) { + config.lossless = 1; + config.exact = 1; + } + config.method = compression_method; + config.quality = p_quality; pic.use_argb = 1; pic.width = s.width; pic.height = s.height; diff --git a/modules/webp/webp_common.h b/modules/webp/webp_common.h index 11bef402567..23b433ad79a 100644 --- a/modules/webp/webp_common.h +++ b/modules/webp/webp_common.h @@ -37,6 +37,8 @@ namespace WebPCommon { // Given an image, pack this data into a WebP file. Vector _webp_lossy_pack(const Ref &p_image, float p_quality); Vector _webp_lossless_pack(const Ref &p_image); +// Helper function for those above. +Vector _webp_packer(const Ref &p_image, float p_quality, bool p_lossless); // Given a WebP file, unpack it into an image. Ref _webp_unpack(const Vector &p_buffer); Error webp_load_image_from_buffer(Image *p_image, const uint8_t *p_buffer, int p_buffer_len); diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index 5232e8fcabd..67e23a14ca0 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -64,6 +64,7 @@ bool Texture2D::is_pixel_opaque(int p_x, int p_y) const { GDVIRTUAL_CALL(_is_pixel_opaque, p_x, p_y, ret); return ret; } + bool Texture2D::has_alpha() const { bool ret = true; GDVIRTUAL_CALL(_has_alpha, ret); diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index e1a3fe46bec..50b09b4b15e 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2847,8 +2847,12 @@ void RenderingServer::init() { GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true); GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false); - GLOBAL_DEF("rendering/textures/lossless_compression/webp_compression_level", 2); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/lossless_compression/webp_compression_level", PropertyInfo(Variant::INT, "rendering/textures/lossless_compression/webp_compression_level", PROPERTY_HINT_RANGE, "0,9,1")); + + GLOBAL_DEF("rendering/textures/webp_compression/compression_method", 2); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/webp_compression/compression_method", PropertyInfo(Variant::INT, "rendering/textures/webp_compression/compression_method", PROPERTY_HINT_RANGE, "0,6,1")); + + GLOBAL_DEF("rendering/textures/webp_compression/lossless_compression_factor", 25); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/webp_compression/lossless_compression_factor", PropertyInfo(Variant::FLOAT, "rendering/textures/webp_compression/lossless_compression_factor", PROPERTY_HINT_RANGE, "0,100,1")); GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));