UniVRM/Assets/VRMShaders/GLTF/IO/Runtime/TextureExporter.cs
2021-05-20 18:23:26 +09:00

229 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using UniGLTF;
using UnityEngine;
using ColorSpace = UniGLTF.ColorSpace;
namespace VRMShaders
{
/// <summary>
/// glTF にエクスポートする Texture2D を蓄えて index を確定させる。
/// Exporter の最後でまとめて Texture2D から bytes 列を得て出力する。
/// </summary>
public class TextureExporter : IDisposable
{
private ITextureSerializer m_textureSerializer;
public TextureExporter(ITextureSerializer textureSerializer)
{
m_textureSerializer = textureSerializer;
}
public void Dispose()
{
// 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
}
public enum ConvertTypes
{
// 無変換
None,
// Unity Standard様式 から glTF PBR様式への変換
OcclusionMetallicRoughness,
// 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
Normal,
}
struct ExportKey
{
public readonly Texture Src;
public readonly ConvertTypes TextureType;
public ExportKey(Texture src, ConvertTypes type)
{
if (src == null)
{
throw new ArgumentNullException();
}
Src = src;
TextureType = type;
}
}
Dictionary<ExportKey, int> m_exportMap = new Dictionary<ExportKey, int>();
/// <summary>
/// Export する Texture2D のリスト。これが gltf.textures になる
/// </summary>
/// <typeparam name="Texture2D"></typeparam>
/// <returns></returns>
public readonly List<(Texture2D, ColorSpace)> Exported = new List<(Texture2D, ColorSpace)>();
/// <summary>
/// Texture の export index を得る
/// </summary>
/// <param name="src"></param>
/// <param name="textureType"></param>
/// <returns></returns>
public int GetTextureIndex(Texture src, ConvertTypes textureType)
{
if (src == null)
{
return -1;
}
return m_exportMap[new ExportKey(src, textureType)];
}
/// <summary>
/// sRGBなテクスチャーを処理し、index を確定させる
/// </summary>
/// <param name="src"></param>
/// <returns></returns>
public int ExportSRGB(Texture src)
{
if (src == null)
{
return -1;
}
// cache
if (m_exportMap.TryGetValue(new ExportKey(src, ConvertTypes.None), out var index))
{
return index;
}
// get Texture2D
index = Exported.Count;
var texture2D = src as Texture2D;
if (m_textureSerializer.CanExportAsEditorAssetFile(texture2D))
{
// do nothing
}
else
{
texture2D = TextureConverter.CopyTexture(src, TextureImportTypes.sRGB, null);
}
Exported.Add((texture2D, ColorSpace.sRGB));
m_exportMap.Add(new ExportKey(src, ConvertTypes.None), index);
return index;
}
/// <summary>
/// Linearなテクスチャーを処理し、index を確定させる
/// </summary>
/// <param name="src"></param>
/// <returns></returns>
public int ExportLinear(Texture src)
{
if (src == null)
{
return -1;
}
var exportKey = new ExportKey(src, ConvertTypes.None);
// search cache
if (m_exportMap.TryGetValue(exportKey, out var index))
{
return index;
}
index = Exported.Count;
var texture2d = src as Texture2D;
if (m_textureSerializer.CanExportAsEditorAssetFile(texture2d))
{
// do nothing
}
else
{
texture2d = TextureConverter.CopyTexture(src, TextureImportTypes.Linear, null);
}
Exported.Add((texture2d, ColorSpace.Linear));
m_exportMap.Add(exportKey, index);
return index;
}
/// <summary>
/// Standard の Metallic, Smoothness, Occlusion をまとめ、index を確定させる
/// </summary>
/// <param name="metallicSmoothTexture"></param>
/// <param name="smoothness"></param>
/// <param name="occlusionTexture"></param>
/// <returns></returns>
public int ExportMetallicSmoothnessOcclusion(Texture metallicSmoothTexture, float smoothness, Texture occlusionTexture)
{
if (metallicSmoothTexture == null && occlusionTexture == null)
{
return -1;
}
// cache
if (metallicSmoothTexture != null && m_exportMap.TryGetValue(new ExportKey(metallicSmoothTexture, ConvertTypes.OcclusionMetallicRoughness), out var index))
{
return index;
}
if (occlusionTexture != null && m_exportMap.TryGetValue(new ExportKey(occlusionTexture, ConvertTypes.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 = Exported.Count;
var texture2D = OcclusionMetallicRoughnessConverter.Export(metallicSmoothTexture, smoothness, occlusionTexture);
Exported.Add((texture2D, ColorSpace.Linear));
if (metallicSmoothTexture != null)
{
m_exportMap.Add(new ExportKey(metallicSmoothTexture, ConvertTypes.OcclusionMetallicRoughness), index);
}
if (occlusionTexture != null && occlusionTexture != metallicSmoothTexture)
{
m_exportMap.Add(new ExportKey(occlusionTexture, ConvertTypes.OcclusionMetallicRoughness), index);
}
return index;
}
/// <summary>
/// Normal のテクスチャを変換し index を確定させる
/// </summary>
/// <param name="normalTexture"></param>
/// <returns></returns>
public int ExportNormal(Texture src)
{
if (src == null)
{
return -1;
}
// cache
if (m_exportMap.TryGetValue(new ExportKey(src, ConvertTypes.Normal), out var index))
{
return index;
}
// get Texture2D
index = Exported.Count;
var texture2D = src as Texture2D;
if (m_textureSerializer.CanExportAsEditorAssetFile(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);
}
Exported.Add((texture2D, ColorSpace.Linear));
m_exportMap.Add(new ExportKey(src, ConvertTypes.Normal), index);
return index;
}
}
}