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https://github.com/godotengine/godot
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GLTF: Only list used extensions when they're actually used
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75f93167f7
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@ -230,15 +230,21 @@ Error GLTFDocument::_serialize(Ref<GLTFState> state, const String &p_path) {
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}
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}
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Error GLTFDocument::_serialize_extensions(Ref<GLTFState> state) const {
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Error GLTFDocument::_serialize_extensions(Ref<GLTFState> state) const {
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const String texture_transform = "KHR_texture_transform";
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const String punctual_lights = "KHR_lights_punctual";
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Array extensions_used;
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Array extensions_used;
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extensions_used.push_back(punctual_lights);
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extensions_used.push_back(texture_transform);
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state->json["extensionsUsed"] = extensions_used;
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Array extensions_required;
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Array extensions_required;
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extensions_required.push_back(texture_transform);
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if (!state->lights.is_empty()) {
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state->json["extensionsRequired"] = extensions_required;
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extensions_used.push_back("KHR_lights_punctual");
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}
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if (state->use_khr_texture_transform) {
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extensions_used.push_back("KHR_texture_transform");
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extensions_required.push_back("KHR_texture_transform");
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}
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if (!extensions_used.is_empty()) {
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state->json["extensionsUsed"] = extensions_used;
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}
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if (!extensions_required.is_empty()) {
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state->json["extensionsRequired"] = extensions_required;
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}
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return OK;
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return OK;
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}
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}
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@ -3305,7 +3311,11 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
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}
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}
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if (gltf_texture_index != -1) {
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if (gltf_texture_index != -1) {
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bct["index"] = gltf_texture_index;
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bct["index"] = gltf_texture_index;
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bct["extensions"] = _serialize_texture_transform_uv1(material);
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Dictionary extensions = _serialize_texture_transform_uv1(material);
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if (!extensions.is_empty()) {
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bct["extensions"] = extensions;
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state->use_khr_texture_transform = true;
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}
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mr["baseColorTexture"] = bct;
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mr["baseColorTexture"] = bct;
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}
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}
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}
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}
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@ -3436,7 +3446,11 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
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}
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}
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if (has_roughness || has_metalness) {
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if (has_roughness || has_metalness) {
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mrt["index"] = orm_texture_index;
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mrt["index"] = orm_texture_index;
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mrt["extensions"] = _serialize_texture_transform_uv1(material);
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Dictionary extensions = _serialize_texture_transform_uv1(material);
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if (!extensions.is_empty()) {
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mrt["extensions"] = extensions;
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state->use_khr_texture_transform = true;
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}
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mr["metallicRoughnessTexture"] = mrt;
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mr["metallicRoughnessTexture"] = mrt;
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}
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}
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}
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}
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@ -4525,6 +4539,9 @@ void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> state) {
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}
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}
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Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
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Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
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if (state->lights.is_empty()) {
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return OK;
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}
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Array lights;
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Array lights;
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for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
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for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
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Dictionary d;
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Dictionary d;
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@ -4551,10 +4568,6 @@ Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
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lights.push_back(d);
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lights.push_back(d);
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}
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}
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if (!state->lights.size()) {
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return OK;
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}
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Dictionary extensions;
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Dictionary extensions;
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if (state->json.has("extensions")) {
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if (state->json.has("extensions")) {
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extensions = state->json["extensions"];
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extensions = state->json["extensions"];
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@ -6651,45 +6664,48 @@ Error GLTFDocument::_parse(Ref<GLTFState> state, String p_path, Ref<FileAccess>
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return OK;
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return OK;
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}
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}
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Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
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Dictionary _serialize_texture_transform_uv(Vector2 p_offset, Vector2 p_scale) {
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Dictionary extension;
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Dictionary texture_transform;
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Ref<BaseMaterial3D> mat = p_material;
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bool is_offset = p_offset != Vector2(0.0, 0.0);
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if (mat.is_valid()) {
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if (is_offset) {
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Dictionary texture_transform;
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Array offset;
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Array offset;
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offset.resize(2);
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offset.resize(2);
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offset[0] = mat->get_uv2_offset().x;
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offset[0] = p_offset.x;
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offset[1] = mat->get_uv2_offset().y;
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offset[1] = p_offset.y;
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texture_transform["offset"] = offset;
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texture_transform["offset"] = offset;
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}
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bool is_scaled = p_scale != Vector2(1.0, 1.0);
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if (is_scaled) {
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Array scale;
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Array scale;
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scale.resize(2);
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scale.resize(2);
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scale[0] = mat->get_uv2_scale().x;
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scale[0] = p_scale.x;
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scale[1] = mat->get_uv2_scale().y;
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scale[1] = p_scale.y;
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texture_transform["scale"] = scale;
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texture_transform["scale"] = scale;
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// Godot doesn't support texture rotation
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}
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Dictionary extension;
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// Note: Godot doesn't support texture rotation.
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if (is_offset || is_scaled) {
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extension["KHR_texture_transform"] = texture_transform;
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extension["KHR_texture_transform"] = texture_transform;
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}
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}
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return extension;
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return extension;
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}
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}
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Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) {
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Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) {
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Dictionary extension;
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if (p_material.is_valid()) {
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if (p_material.is_valid()) {
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Dictionary texture_transform;
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Vector3 offset = p_material->get_uv1_offset();
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Array offset;
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Vector3 scale = p_material->get_uv1_scale();
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offset.resize(2);
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return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
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offset[0] = p_material->get_uv1_offset().x;
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offset[1] = p_material->get_uv1_offset().y;
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texture_transform["offset"] = offset;
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Array scale;
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scale.resize(2);
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scale[0] = p_material->get_uv1_scale().x;
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scale[1] = p_material->get_uv1_scale().y;
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texture_transform["scale"] = scale;
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// Godot doesn't support texture rotation
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extension["KHR_texture_transform"] = texture_transform;
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}
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}
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return extension;
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return Dictionary();
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}
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Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
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if (p_material.is_valid()) {
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Vector3 offset = p_material->get_uv2_offset();
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Vector3 scale = p_material->get_uv2_scale();
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return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
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}
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return Dictionary();
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}
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}
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Error GLTFDocument::_serialize_version(Ref<GLTFState> state) {
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Error GLTFDocument::_serialize_version(Ref<GLTFState> state) {
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@ -60,6 +60,7 @@ class GLTFState : public Resource {
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Vector<uint8_t> glb_data;
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Vector<uint8_t> glb_data;
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bool use_named_skin_binds = false;
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bool use_named_skin_binds = false;
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bool use_khr_texture_transform = false;
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bool discard_meshes_and_materials = false;
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bool discard_meshes_and_materials = false;
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Vector<Ref<GLTFNode>> nodes;
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Vector<Ref<GLTFNode>> nodes;
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