mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-14 14:29:52 -05:00
180 lines
6.0 KiB
C#
180 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace VRMShaders
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{
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/// <summary>
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/// glTF にエクスポートする Texture2D を蓄えて index を確定させる。
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/// Exporter の最後でまとめて Texture2D から bytes 列を得て出力する。
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/// </summary>
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public sealed class TextureExporter : IDisposable, ITextureExporter
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{
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private readonly ITextureSerializer m_textureSerializer;
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private readonly Dictionary<ExportKey, int> m_exportMap = new Dictionary<ExportKey, int>();
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private readonly List<(Texture2D, ColorSpace)> m_exported = new List<(Texture2D, ColorSpace)>();
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public IReadOnlyList<(Texture2D, ColorSpace)> Exported => m_exported;
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public TextureExporter(ITextureSerializer textureSerializer)
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{
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m_textureSerializer = textureSerializer;
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}
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public void Dispose()
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{
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// TODO: export 用にコピー・変換したテクスチャーをここで解放したい
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}
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enum ExportTypes
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{
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// sRGB テクスチャとして出力
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Srgb,
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// Linear テクスチャとして出力
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Linear,
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// Unity Standard様式 から glTF PBR様式への変換
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OcclusionMetallicRoughness,
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// Assetを使うときはそのバイト列を無変換で、それ以外は DXT5nm 形式からのデコードを行う
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Normal,
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}
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readonly struct ExportKey
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{
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public readonly Texture Src;
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public readonly ExportTypes TextureType;
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public ExportKey(Texture src, ExportTypes type)
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{
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if (src == null)
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{
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throw new ArgumentNullException();
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}
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Src = src;
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TextureType = type;
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}
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}
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public int ExportAsSRgb(Texture src)
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{
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if (src == null)
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{
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return -1;
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}
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// cache
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if (m_exportMap.TryGetValue(new ExportKey(src, ExportTypes.Srgb), out var index))
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{
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return index;
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}
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// get Texture2D
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index = m_exported.Count;
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var texture2D = src as Texture2D;
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if (m_textureSerializer.CanExportAsEditorAssetFile(texture2D, ColorSpace.sRGB))
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{
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// do nothing
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}
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else
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{
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texture2D = TextureConverter.CopyTexture(src, ColorSpace.sRGB, true, null);
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}
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m_exported.Add((texture2D, ColorSpace.sRGB));
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m_exportMap.Add(new ExportKey(src, ExportTypes.Srgb), index);
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return index;
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}
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public int ExportAsLinear(Texture src)
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{
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if (src == null)
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{
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return -1;
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}
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var exportKey = new ExportKey(src, ExportTypes.Linear);
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// search cache
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if (m_exportMap.TryGetValue(exportKey, out var index))
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{
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return index;
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}
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index = m_exported.Count;
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var texture2d = src as Texture2D;
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if (m_textureSerializer.CanExportAsEditorAssetFile(texture2d, ColorSpace.Linear))
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{
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// do nothing
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}
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else
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{
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texture2d = TextureConverter.CopyTexture(src, ColorSpace.Linear, false, null);
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}
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m_exported.Add((texture2d, ColorSpace.Linear));
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m_exportMap.Add(exportKey, index);
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return index;
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}
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public int ExportAsCombinedGltfPbrParameterTextureFromUnityStandardTextures(Texture metallicSmoothTexture, float smoothness, Texture occlusionTexture)
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{
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if (metallicSmoothTexture == null && occlusionTexture == null)
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{
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return -1;
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}
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// cache
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// TODO 厳密なチェックをしていない
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if (metallicSmoothTexture != null && m_exportMap.TryGetValue(new ExportKey(metallicSmoothTexture, ExportTypes.OcclusionMetallicRoughness), out var index))
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{
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return index;
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}
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if (occlusionTexture != null && m_exportMap.TryGetValue(new ExportKey(occlusionTexture, ExportTypes.OcclusionMetallicRoughness), out index))
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{
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return index;
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}
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//
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// Unity と glTF で互換性が無いので必ず変換が必用
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//
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index = m_exported.Count;
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var texture2D = OcclusionMetallicRoughnessConverter.Export(metallicSmoothTexture, smoothness, occlusionTexture);
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m_exported.Add((texture2D, ColorSpace.Linear));
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if (metallicSmoothTexture != null)
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{
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m_exportMap.Add(new ExportKey(metallicSmoothTexture, ExportTypes.OcclusionMetallicRoughness), index);
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}
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if (occlusionTexture != null && occlusionTexture != metallicSmoothTexture)
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{
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m_exportMap.Add(new ExportKey(occlusionTexture, ExportTypes.OcclusionMetallicRoughness), index);
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}
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return index;
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}
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public int ExportAsNormal(Texture src)
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{
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if (src == null)
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{
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return -1;
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}
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// cache
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if (m_exportMap.TryGetValue(new ExportKey(src, ExportTypes.Normal), out var index))
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{
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return index;
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}
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index = m_exported.Count;
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// NormalMap Property のテクスチャは必ず NormalMap として解釈してコピーする。
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// Texture Asset の設定に依らず、Standard Shader で得られる見た目と同じ結果を得るため。
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var texture2D = NormalConverter.Export(src);
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m_exported.Add((texture2D, ColorSpace.Linear));
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m_exportMap.Add(new ExportKey(src, ExportTypes.Normal), index);
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return index;
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}
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}
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}
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