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TextureLoader.cpp
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255 lines (224 loc) · 8.34 KB
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#include "TextureLoader.h"
#include <CesiumGltf/Model.h>
#include <CesiumGltf/Sampler.h>
#include <CesiumUtility/Tracing.h>
#include <DotNet/Unity/Collections/LowLevel/Unsafe/NativeArrayUnsafeUtility.h>
#include <DotNet/Unity/Collections/NativeArray1.h>
#include <DotNet/UnityEngine/FilterMode.h>
#include <DotNet/UnityEngine/Texture.h>
#include <DotNet/UnityEngine/Texture2D.h>
#include <DotNet/UnityEngine/TextureFormat.h>
#include <DotNet/UnityEngine/TextureWrapMode.h>
#include <cstring>
using namespace CesiumGltf;
using namespace DotNet;
namespace CesiumForUnityNative {
namespace {
UnityEngine::TextureFormat
getCompressedPixelFormat(const CesiumGltf::ImageAsset& image) {
switch (image.compressedPixelFormat) {
case GpuCompressedPixelFormat::ETC1_RGB:
return UnityEngine::TextureFormat::ETC_RGB4;
case GpuCompressedPixelFormat::ETC2_RGBA:
return UnityEngine::TextureFormat::ETC2_RGBA8;
case GpuCompressedPixelFormat::BC1_RGB:
return UnityEngine::TextureFormat::DXT1;
case GpuCompressedPixelFormat::BC3_RGBA:
return UnityEngine::TextureFormat::DXT5;
case GpuCompressedPixelFormat::BC4_R:
return UnityEngine::TextureFormat::BC4;
case GpuCompressedPixelFormat::BC5_RG:
return UnityEngine::TextureFormat::BC5;
case GpuCompressedPixelFormat::BC7_RGBA:
return UnityEngine::TextureFormat::BC7;
case GpuCompressedPixelFormat::ASTC_4x4_RGBA:
return UnityEngine::TextureFormat::ASTC_4x4;
case GpuCompressedPixelFormat::PVRTC1_4_RGB:
return UnityEngine::TextureFormat::PVRTC_RGB4;
case GpuCompressedPixelFormat::PVRTC1_4_RGBA:
return UnityEngine::TextureFormat::PVRTC_RGBA4;
case GpuCompressedPixelFormat::ETC2_EAC_R11:
return UnityEngine::TextureFormat::EAC_R;
case GpuCompressedPixelFormat::ETC2_EAC_RG11:
return UnityEngine::TextureFormat::EAC_RG;
case GpuCompressedPixelFormat::PVRTC2_4_RGB:
case GpuCompressedPixelFormat::PVRTC2_4_RGBA:
default:
return UnityEngine::TextureFormat::RGBA32;
}
}
UnityEngine::TextureFormat
getUncompressedPixelFormat(const CesiumGltf::ImageAsset& image) {
switch (image.channels) {
case 1:
return UnityEngine::TextureFormat::R8;
case 2:
return UnityEngine::TextureFormat::RG16;
case 3:
return UnityEngine::TextureFormat::RGB24;
case 4:
default:
return UnityEngine::TextureFormat::RGBA32;
}
}
/**
* Copy image data while flipping the data vertically. According to the glTF 2.0
* spec, glTF stores textures in x-right, y-down (right-handed) coordinates.
* However, Unity uses x-right, y-up coordinates, so we need to flip the
*textures and UV coordinates. See loadPrimitive() in
*UnityPrepareRenderResources.cpp for the corresponding UV flip.
**/
template <typename TSrcByte, typename TDstByte>
void copyAndFlipY(
TSrcByte* dst,
const TDstByte* src,
const size_t dataLength,
const size_t height) {
assert(
(dataLength % height) == 0 &&
"Image data size is not an even multiple of image height.");
const size_t stride = dataLength / height;
for (size_t j = 0; j < height; ++j) {
memcpy(dst, src + (height - j) * stride, stride);
dst += stride;
}
}
} // namespace
UnityEngine::Texture
TextureLoader::loadTexture(const CesiumGltf::ImageAsset& image, bool sRGB) {
CESIUM_TRACE("TextureLoader::loadTexture");
std::int32_t mipCount =
image.mipPositions.empty() ? 1 : std::int32_t(image.mipPositions.size());
UnityEngine::TextureFormat textureFormat;
if (image.compressedPixelFormat != GpuCompressedPixelFormat::NONE) {
textureFormat = getCompressedPixelFormat(image);
} else {
textureFormat = getUncompressedPixelFormat(image);
}
UnityEngine::Texture2D
result(image.width, image.height, textureFormat, mipCount, !sRGB);
result.hideFlags(UnityEngine::HideFlags::HideAndDontSave);
Unity::Collections::NativeArray1<std::uint8_t> textureData =
result.GetRawTextureData<std::uint8_t>();
std::uint8_t* pixels = static_cast<std::uint8_t*>(
Unity::Collections::LowLevel::Unsafe::NativeArrayUnsafeUtility::
GetUnsafeBufferPointerWithoutChecks(textureData));
size_t textureLength = textureData.Length();
assert(textureLength >= image.pixelData.size());
if (image.mipPositions.empty()) {
// No mipmaps, copy the whole thing and then let Unity generate mipmaps on a
// worker thread.
copyAndFlipY(
pixels,
image.pixelData.data(),
image.pixelData.size(),
image.height);
result.Apply(false, true);
} else {
// Copy the mipmaps explicitly.
std::uint8_t* pWritePosition = pixels;
const std::byte* pReadBuffer = image.pixelData.data();
// track square image dimension for each mip level
int32_t mipHeight = image.height;
for (const ImageAssetMipPosition& mip : image.mipPositions) {
assert(mipHeight > 0 && "Invalid image size.");
const size_t start = mip.byteOffset;
const size_t end = mip.byteOffset + mip.byteSize;
if (start >= textureLength || end > textureLength) {
mipHeight /= 2;
continue; // invalid mip spec, ignore it
}
copyAndFlipY(
pWritePosition,
pReadBuffer + start,
mip.byteSize,
mipHeight);
pWritePosition += mip.byteSize;
// adjust height for next mip level.
mipHeight /= 2;
}
result.Apply(false, true);
}
return result;
}
UnityEngine::Texture TextureLoader::loadTexture(
const CesiumGltf::Model& model,
std::int32_t textureIndex,
bool sRGB) {
const Texture* pTexture = Model::getSafe(&model.textures, textureIndex);
if (pTexture) {
return TextureLoader::loadTexture(model, *pTexture, sRGB);
} else {
return UnityEngine::Texture(nullptr);
}
}
UnityEngine::Texture TextureLoader::loadTexture(
const CesiumGltf::Model& model,
const CesiumGltf::Texture& texture,
bool sRGB) {
const Image* pImage = Model::getSafe(&model.images, texture.source);
if (!pImage) {
return UnityEngine::Texture(nullptr);
}
const ImageAsset& imageCesium = *pImage->pAsset;
UnityEngine::Texture unityTexture = loadTexture(imageCesium, sRGB);
const Sampler* pSampler = Model::getSafe(&model.samplers, texture.sampler);
if (pSampler) {
switch (pSampler->wrapS) {
case CesiumGltf::Sampler::WrapS::MIRRORED_REPEAT:
unityTexture.wrapModeU(UnityEngine::TextureWrapMode::Mirror);
break;
case CesiumGltf::Sampler::WrapS::REPEAT:
unityTexture.wrapModeU(UnityEngine::TextureWrapMode::Repeat);
break;
// case CesiumGltf::Sampler::WrapS::CLAMP_TO_EDGE:
default:
unityTexture.wrapModeU(UnityEngine::TextureWrapMode::Clamp);
}
switch (pSampler->wrapT) {
case CesiumGltf::Sampler::WrapT::MIRRORED_REPEAT:
unityTexture.wrapModeV(UnityEngine::TextureWrapMode::Mirror);
break;
case CesiumGltf::Sampler::WrapT::REPEAT:
unityTexture.wrapModeV(UnityEngine::TextureWrapMode::Repeat);
break;
// case CesiumGltf::Sampler::WrapT::CLAMP_TO_EDGE:
default:
unityTexture.wrapModeV(UnityEngine::TextureWrapMode::Clamp);
}
if (!pSampler->minFilter) {
if (pSampler->magFilter &&
*pSampler->magFilter == Sampler::MagFilter::NEAREST) {
unityTexture.filterMode(UnityEngine::FilterMode::Point);
} else {
unityTexture.filterMode(UnityEngine::FilterMode::Bilinear);
}
} else {
switch (*pSampler->minFilter) {
case Sampler::MinFilter::NEAREST:
case Sampler::MinFilter::NEAREST_MIPMAP_NEAREST:
unityTexture.filterMode(UnityEngine::FilterMode::Point);
break;
case Sampler::MinFilter::LINEAR:
case Sampler::MinFilter::LINEAR_MIPMAP_NEAREST:
unityTexture.filterMode(UnityEngine::FilterMode::Bilinear);
break;
// case Sampler::MinFilter::LINEAR_MIPMAP_LINEAR:
// case Sampler::MinFilter::NEAREST_MIPMAP_LINEAR:
default:
unityTexture.filterMode(UnityEngine::FilterMode::Trilinear);
}
}
// Use anisotropic filtering if we have mipmaps.
switch (pSampler->minFilter.value_or(
CesiumGltf::Sampler::MinFilter::LINEAR_MIPMAP_LINEAR)) {
case CesiumGltf::Sampler::MinFilter::LINEAR_MIPMAP_LINEAR:
case CesiumGltf::Sampler::MinFilter::LINEAR_MIPMAP_NEAREST:
case CesiumGltf::Sampler::MinFilter::NEAREST_MIPMAP_LINEAR:
case CesiumGltf::Sampler::MinFilter::NEAREST_MIPMAP_NEAREST:
unityTexture.anisoLevel(16);
}
}
return unityTexture;
}
} // namespace CesiumForUnityNative