public textureDeserializer

This commit is contained in:
Masataka SUMI
2021-06-22 19:49:00 +09:00
parent e0a9fc1e9e
commit 3ac8d19b86

View File

@@ -8,11 +8,12 @@ namespace VRMShaders
{
public class TextureFactory : IResponsibilityForDestroyObjects
{
private readonly ITextureDeserializer _textureDeserializer;
private readonly IReadOnlyDictionary<SubAssetKey, Texture> _externalMap;
private readonly Dictionary<SubAssetKey, Texture> _temporaryTextures = new Dictionary<SubAssetKey, Texture>();
private readonly Dictionary<SubAssetKey, Texture> _textureCache = new Dictionary<SubAssetKey, Texture>();
public ITextureDeserializer TextureDeserializer { get; }
/// <summary>
/// Importer が動的に生成した Texture
/// </summary>
@@ -25,7 +26,7 @@ namespace VRMShaders
public TextureFactory(ITextureDeserializer textureDeserializer, IReadOnlyDictionary<SubAssetKey, Texture> externalTextures)
{
_textureDeserializer = textureDeserializer;
TextureDeserializer = textureDeserializer;
_externalMap = externalTextures;
}
@@ -79,7 +80,7 @@ namespace VRMShaders
// > contrary to Unitys usual convention of using Y as “up”
// https://docs.unity3d.com/2018.4/Documentation/Manual/StandardShaderMaterialParameterNormalMap.html
var data0 = await texDesc.Index0();
var rawTexture = await _textureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
var rawTexture = await TextureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
rawTexture.name = subAssetKey.Name;
rawTexture.SetSampler(texDesc.Sampler);
_textureCache.Add(subAssetKey, rawTexture);
@@ -94,12 +95,12 @@ namespace VRMShaders
if (texDesc.Index0 != null)
{
var data0 = await texDesc.Index0();
metallicRoughnessTexture = await _textureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
metallicRoughnessTexture = await TextureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
}
if (texDesc.Index1 != null)
{
var data1 = await texDesc.Index1();
occlusionTexture = await _textureDeserializer.LoadTextureAsync(data1, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
occlusionTexture = await TextureDeserializer.LoadTextureAsync(data1, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
}
var combinedTexture = OcclusionMetallicRoughnessConverter.Import(metallicRoughnessTexture,
@@ -115,7 +116,7 @@ namespace VRMShaders
case TextureImportTypes.sRGB:
{
var data0 = await texDesc.Index0();
var rawTexture = await _textureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.sRGB);
var rawTexture = await TextureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.sRGB);
rawTexture.name = subAssetKey.Name;
rawTexture.SetSampler(texDesc.Sampler);
_textureCache.Add(subAssetKey, rawTexture);
@@ -124,7 +125,7 @@ namespace VRMShaders
case TextureImportTypes.Linear:
{
var data0 = await texDesc.Index0();
var rawTexture = await _textureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
var rawTexture = await TextureDeserializer.LoadTextureAsync(data0, texDesc.Sampler.EnableMipMap, ColorSpace.Linear);
rawTexture.name = subAssetKey.Name;
rawTexture.SetSampler(texDesc.Sampler);
_textureCache.Add(subAssetKey, rawTexture);