WIP TextureExportManager

This commit is contained in:
ousttrue
2021-03-15 15:57:34 +09:00
parent da86ba4543
commit be204ad6cb
3 changed files with 159 additions and 103 deletions

View File

@@ -90,11 +90,36 @@ namespace UniGLTF
return dst;
}
// public static Texture2D Export(Texture texture, float smoothness)
// {
// var converted = TextureConverter.Convert(texture, glTFTextureTypes.OcclusionMetallicRoughness, x => ExportPixel(x, smoothness), null);
// return converted;
// }
public static Texture2D Export(Texture metallicSmoothTexture, float smoothness, Texture occlusionTexture)
{
if (metallicSmoothTexture != null && occlusionTexture != null)
{
if (metallicSmoothTexture != occlusionTexture)
{
throw new NotImplementedException();
}
else
{
throw new NotImplementedException();
}
}
else if (metallicSmoothTexture)
{
var copyTexture = TextureConverter.CopyTexture(metallicSmoothTexture, glTFTextureTypes.OcclusionMetallicRoughness, null);
copyTexture.SetPixels32(copyTexture.GetPixels32().Select(x => ExportPixel(x, smoothness, default)).ToArray());
copyTexture.Apply();
copyTexture.name = metallicSmoothTexture.name;
return copyTexture;
}
else if (occlusionTexture)
{
throw new NotImplementedException();
}
else
{
throw new NotImplementedException();
}
}
public static Color32 ExportPixel(Color32 metallicSmooth, float smoothness, Color32 occlusion)
{

View File

@@ -1,129 +1,165 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UniGLTF
{
/// <summary>
/// glTF にエクスポートする Texture2D を蓄えて index を確定させる
/// </summary>
public class TextureExportManager
{
struct ExportKey
{
public readonly Texture Src;
public readonly glTFTextureTypes TextureType;
public ExportKey(Texture src, glTFTextureTypes type)
{
if (src == null)
{
throw new ArgumentNullException();
}
Src = src;
TextureType = type;
}
}
Dictionary<ExportKey, int> m_exportMap = new Dictionary<ExportKey, int>();
List<Texture2D> m_exported = new List<Texture2D>();
/// <summary>
/// Texture の export index を得る
/// </summary>
/// <param name="src"></param>
/// <param name="textureType"></param>
/// <returns></returns>
public int GetTextureIndex(Texture src, glTFTextureTypes textureType)
{
throw new NotImplementedException();
return m_exportMap[new ExportKey(src, textureType)];
}
/// <summary>
/// sRGBなテクスチャーを処理する
/// </summary>
/// <param name="src"></param>
/// <returns></returns>
public int ExportSRGB(Texture src)
{
throw new NotImplementedException();
}
if (src == null)
{
throw new ArgumentNullException();
}
public int ExportMetallicSmoothnessOcclusion(Texture metallicSmoothTexture, float smoothness, Texture occlusionTexture)
{
if (metallicSmoothTexture != null && occlusionTexture != null)
// cache
if (m_exportMap.TryGetValue(new ExportKey(src, glTFTextureTypes.SRGB), out var index))
{
if (metallicSmoothTexture != occlusionTexture)
{
throw new NotImplementedException();
}
else
{
throw new NotImplementedException();
}
return index;
}
else if (metallicSmoothTexture)
// get Texture2D
index = m_exported.Count;
if (src is Texture2D texture2D)
{
throw new NotImplementedException();
}
else if (occlusionTexture)
{
throw new NotImplementedException();
// do nothing
}
else
{
throw new NotImplementedException();
texture2D = TextureConverter.CopyTexture(src, glTFTextureTypes.SRGB, null);
}
m_exported.Add(texture2D);
m_exportMap.Add(new ExportKey(src, glTFTextureTypes.SRGB), index);
return index;
}
public int ExportNormal(Texture normalTexture)
/// <summary>
/// Standard の Metallic, Smoothness, Occlusion をまとめる
/// </summary>
/// <param name="metallicSmoothTexture"></param>
/// <param name="smoothness"></param>
/// <param name="occlusionTexture"></param>
/// <returns></returns>
public int ExportMetallicSmoothnessOcclusion(Texture metallicSmoothTexture, float smoothness, Texture occlusionTexture)
{
throw new NotImplementedException();
if (metallicSmoothTexture == null && occlusionTexture == null)
{
throw new ArgumentNullException();
}
// cache
if (m_exportMap.TryGetValue(new ExportKey(metallicSmoothTexture, glTFTextureTypes.OcclusionMetallicRoughness), out var index))
{
return index;
}
if (m_exportMap.TryGetValue(new ExportKey(occlusionTexture, glTFTextureTypes.OcclusionMetallicRoughness), out index))
{
return index;
}
//
// Unity と glTF で互換性が無いので必ず変換が必用
//
index = m_exported.Count;
var texture2D = OcclusionMetallicRoughnessConverter.Export(metallicSmoothTexture, smoothness, occlusionTexture);
m_exported.Add(texture2D);
m_exportMap.Add(new ExportKey(metallicSmoothTexture, glTFTextureTypes.OcclusionMetallicRoughness), index);
m_exportMap.Add(new ExportKey(occlusionTexture, glTFTextureTypes.OcclusionMetallicRoughness), index);
return index;
}
// List<Texture> m_exportTextures;
// public Texture GetExportTexture(int index)
// {
// if (index < 0 || index >= m_exportTextures.Count)
// {
// return null;
// }
// if (m_exportTextures[index] != null)
// {
// // コピー変換済み
// return m_exportTextures[index];
// }
static bool UseNormalAsset(Texture src, out Texture2D texture2D)
{
#if UNITY_EDITOR
// asset として存在して textureImporter.textureType = TextureImporterType.NormalMap
texture2D = src as Texture2D;
if (texture2D != null && !string.IsNullOrEmpty(UnityEditor.AssetDatabase.GetAssetPath(src)))
{
return true;
}
#endif
// // オリジナル
// return m_textures[index];
// }
texture2D = default;
return false;
}
// public TextureExportManager(IEnumerable<Texture> textures)
// {
// if (textures == null)
// {
// // empty list for UnitTest
// textures = new Texture[] { };
// }
// m_textures = textures.ToList();
// m_exportTextures = new List<Texture>(Enumerable.Repeat<Texture>(null, m_textures.Count));
// }
/// <summary>
/// Normal のテクスチャを変換する
/// </summary>
/// <param name="normalTexture"></param>
/// <returns></returns>
public int ExportNormal(Texture src)
{
if (src == null)
{
throw new ArgumentNullException();
}
// public int CopyAndGetIndex(Texture texture, glTFTextureTypes readWrite)
// {
// if (texture == null)
// {
// return -1;
// }
// cache
if (m_exportMap.TryGetValue(new ExportKey(src, glTFTextureTypes.Normal), out var index))
{
return index;
}
// var index = m_textures.IndexOf(texture);
// if (index == -1)
// {
// // ありえない?
// return -1;
// }
// get Texture2D
index = m_exported.Count;
Texture2D texture2D = default;
if (UseNormalAsset(src, out texture2D))
{
// EditorAsset を使うので変換不要
}
else
{
// 後で Bitmap を使うために変換する
texture2D = NormalConverter.Export(src);
}
// #if UNITY_EDITOR
// if (!string.IsNullOrEmpty(UnityEditor.AssetDatabase.GetAssetPath(texture)))
// {
// m_exportTextures[index] = texture;
// return index;
// }
// #endif
m_exported.Add(texture2D);
m_exportMap.Add(new ExportKey(src, glTFTextureTypes.Normal), index);
// // ToDo: may already exists
// m_exportTextures[index] = TextureConverter.CopyTexture(texture, readWrite, null);
// return index;
// }
// public int ConvertAndGetIndex(Texture texture, Func<Texture, Texture2D> converter)
// {
// if (texture == null)
// {
// return -1;
// }
// var index = m_textures.IndexOf(texture);
// if (index == -1)
// {
// // ありえない?
// return -1;
// }
// m_exportTextures[index] = converter(texture);
// return index;
// }
return index;
}
}
}

View File

@@ -206,11 +206,6 @@ namespace UniGLTF
var materialExporter = CreateMaterialExporter();
glTF.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureManager)).ToList();
foreach (var material in Materials)
{
materialExporter.ExportMaterial(material, TextureManager);
}
#endregion
#region Meshes