175 lines
5.5 KiB
C#
175 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UniGLTF
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{
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public static class TextureIO
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{
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public static RenderTextureReadWrite GetColorSpace(glTFTextureTypes textureType)
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{
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switch (textureType)
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{
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case glTFTextureTypes.Metallic:
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case glTFTextureTypes.Normal:
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case glTFTextureTypes.Occlusion:
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return RenderTextureReadWrite.Linear;
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case glTFTextureTypes.BaseColor:
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case glTFTextureTypes.Emissive:
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return RenderTextureReadWrite.sRGB;
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default:
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return RenderTextureReadWrite.sRGB;
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}
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}
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public static glTFTextureTypes GetglTFTextureType(string shaderName, string propName)
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{
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switch (propName)
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{
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case "_Color":
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return glTFTextureTypes.BaseColor;
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case "_MetallicGlossMap":
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return glTFTextureTypes.Metallic;
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case "_BumpMap":
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return glTFTextureTypes.Normal;
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case "_OcclusionMap":
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return glTFTextureTypes.Occlusion;
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case "_EmissionMap":
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return glTFTextureTypes.Emissive;
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default:
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return glTFTextureTypes.Unknown;
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}
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}
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public static glTFTextureTypes GetglTFTextureType(glTF glTf, int textureIndex)
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{
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foreach (var material in glTf.materials)
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{
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var textureInfo = material.GetTextures().FirstOrDefault(x => (x!=null) && x.index == textureIndex);
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if (textureInfo != null)
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{
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return textureInfo.TextreType;
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}
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}
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return glTFTextureTypes.Unknown;
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}
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#if UNITY_EDITOR
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public static void MarkTextureAssetAsNormalMap(string assetPath)
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{
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if (string.IsNullOrEmpty(assetPath))
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{
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return;
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}
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var textureImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
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if (null == textureImporter)
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{
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return;
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}
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//Debug.LogFormat("[MarkTextureAssetAsNormalMap] {0}", assetPath);
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textureImporter.textureType = TextureImporterType.NormalMap;
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textureImporter.SaveAndReimport();
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}
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#endif
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public struct TextureExportItem
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{
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public Texture Texture;
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public glTFTextureTypes TextureType;
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public TextureExportItem(Texture texture, glTFTextureTypes textureType)
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{
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Texture = texture;
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TextureType = textureType;
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}
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}
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public static IEnumerable<TextureExportItem> GetTextures(Material m)
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{
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var props = ShaderPropExporter.PreShaderPropExporter.GetPropsForSupportedShader(m.shader.name);
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if (props == null)
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{
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yield return new TextureExportItem(m.mainTexture, glTFTextureTypes.BaseColor);
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}
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foreach (var prop in props.Properties)
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{
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if (prop.ShaderPropertyType == ShaderPropExporter.ShaderPropertyType.TexEnv)
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{
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yield return new TextureExportItem(m.GetTexture(prop.Key), GetglTFTextureType(m.shader.name, prop.Key));
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}
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}
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}
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struct BytesWithMime
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{
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public Byte[] Bytes;
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public string Mime;
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}
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static BytesWithMime GetBytesWithMime(Texture texture, glTFTextureTypes textureType)
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{
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#if UNITY_EDITOR
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var path = UnityPath.FromAsset(texture);
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if (path.IsUnderAssetsFolder)
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{
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if (path.Extension == ".png")
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{
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return new BytesWithMime
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{
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Bytes = System.IO.File.ReadAllBytes(path.FullPath),
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Mime = "image/png",
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};
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}
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}
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#endif
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return new BytesWithMime
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{
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Bytes = TextureItem.CopyTexture(texture, TextureIO.GetColorSpace(textureType), null).EncodeToPNG(),
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Mime = "image/png",
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};
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}
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public static int ExportTexture(glTF gltf, int bufferIndex, Texture texture, glTFTextureTypes textureType)
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{
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var bytesWithMime = GetBytesWithMime(texture, textureType); ;
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// add view
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var view = gltf.buffers[bufferIndex].Append(bytesWithMime.Bytes, glBufferTarget.NONE);
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var viewIndex = gltf.AddBufferView(view);
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// add image
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var imageIndex = gltf.images.Count;
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gltf.images.Add(new glTFImage
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{
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name = texture.name,
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bufferView = viewIndex,
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mimeType = bytesWithMime.Mime,
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});
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// add sampler
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var samplerIndex = gltf.samplers.Count;
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var sampler = TextureSamplerUtil.Export(texture);
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gltf.samplers.Add(sampler);
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// add texture
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gltf.textures.Add(new glTFTexture
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{
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sampler = samplerIndex,
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source = imageIndex,
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});
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return imageIndex;
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}
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}
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}
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