341 lines
9.5 KiB
GDScript
341 lines
9.5 KiB
GDScript
tool
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# TODO Godot does not have an API to make custom texture importers easier.
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# So we have to re-implement the entire logic of `ResourceImporterLayeredTexture`.
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# See https://github.com/godotengine/godot/issues/24381
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const Result = preload("../util/result.gd")
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const Errors = preload("../../util/errors.gd")
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const Util = preload("../../util/util.gd")
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const COMPRESS_LOSSLESS = 0
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const COMPRESS_VIDEO_RAM = 1
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const COMPRESS_UNCOMPRESSED = 2
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# For some reason lossy TextureArrays are not implemented in Godot -_-
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const COMPRESS_HINT_STRING = "Lossless,VRAM,Uncompressed"
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const REPEAT_NONE = 0
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const REPEAT_ENABLED = 1
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const REPEAT_MIRRORED = 2
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const REPEAT_HINT_STRING = "None,Enabled,Mirrored"
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# TODO COMPRESS_SOURCE_LAYERED is not exposed
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# https://github.com/godotengine/godot/issues/43387
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const Image_COMPRESS_SOURCE_LAYERED = 3
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static func import(
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p_source_path: String,
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p_images: Array,
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p_save_path: String,
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r_platform_variants: Array,
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r_gen_files: Array,
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p_contains_albedo: bool,
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importer_name: String,
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p_compress_mode: int,
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p_repeat: int,
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p_filter: bool,
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p_mipmaps: bool,
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p_anisotropic: bool) -> Result:
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var compress_mode := p_compress_mode
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var no_bptc_if_rgb := false#p_options["compress/no_bptc_if_rgb"];
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var repeat := p_repeat
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var filter := p_filter
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var mipmaps := p_mipmaps
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var srgb := 1 if p_contains_albedo else 2#p_options["flags/srgb"];
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# int hslices = p_options["slices/horizontal"];
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# int vslices = p_options["slices/vertical"];
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var tex_flags := 0
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if repeat > 0:
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tex_flags |= Texture.FLAG_REPEAT
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if repeat == 2:
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tex_flags |= Texture.FLAG_MIRRORED_REPEAT
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if filter:
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tex_flags |= Texture.FLAG_FILTER
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if mipmaps or compress_mode == COMPRESS_VIDEO_RAM:
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tex_flags |= Texture.FLAG_MIPMAPS
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if srgb == 1:
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tex_flags |= Texture.FLAG_CONVERT_TO_LINEAR
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if p_anisotropic:
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tex_flags |= Texture.FLAG_ANISOTROPIC_FILTER
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# Vector<Ref<Image> > slices;
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#
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# int slice_w = image->get_width() / hslices;
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# int slice_h = image->get_height() / vslices;
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# Can't do any of this in our case...
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#optimize
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# if compress_mode == COMPRESS_VIDEO_RAM:
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#if using video ram, optimize
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# if srgb:
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#remove alpha if not needed, so compression is more efficient
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# if image.get_format() == Image.FORMAT_RGBA8 and !image.detect_alpha():
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# image.convert(Image.FORMAT_RGB8)
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# else:
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# pass
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# Not exposed to GDScript...
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#image.optimize_channels()
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var extension := "texarr"
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var formats_imported := []
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if compress_mode == COMPRESS_VIDEO_RAM:
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#must import in all formats,
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#in order of priority (so platform choses the best supported one. IE, etc2 over etc).
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#Android, GLES 2.x
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var ok_on_pc := false
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var encode_bptc := false
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if ProjectSettings.get("rendering/vram_compression/import_bptc"):
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# return Result.new(false, "{0} cannot handle BPTC compression on {1}, " +
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# "because the required logic is not exposed to the script API. " +
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# "If you don't aim to export for a platform requiring BPTC, " +
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# "you can turn it off in your ProjectSettings." \
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# .format([importer_name, p_source_path])) \
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# .with_value(ERR_UNAVAILABLE)
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# Can't do this optimization because not exposed to GDScript
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# var encode_bptc := true
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# if no_bptc_if_rgb:
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# var channels := image.get_detected_channels()
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# if channels != Image.DETECTED_LA and channels != Image.DETECTED_RGBA:
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# encode_bptc = false
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formats_imported.push_back("bptc");
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if encode_bptc:
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var result = _save_tex(
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p_images,
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p_save_path + ".bptc." + extension,
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compress_mode,
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Image.COMPRESS_BPTC,
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mipmaps,
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tex_flags)
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if not result.success:
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return result
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r_platform_variants.push_back("bptc")
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ok_on_pc = true
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if ProjectSettings.get("rendering/vram_compression/import_s3tc"):
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var result = _save_tex(
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p_images,
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p_save_path + ".s3tc." + extension,
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compress_mode,
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Image.COMPRESS_S3TC,
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mipmaps,
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tex_flags)
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if not result.success:
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return result
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r_platform_variants.push_back("s3tc")
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ok_on_pc = true
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formats_imported.push_back("s3tc")
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if ProjectSettings.get("rendering/vram_compression/import_etc2"):
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var result = _save_tex(
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p_images,
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p_save_path + ".etc2." + extension,
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compress_mode,
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Image.COMPRESS_ETC2,
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mipmaps,
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tex_flags)
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if not result.success:
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return result
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r_platform_variants.push_back("etc2")
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formats_imported.push_back("etc2")
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if ProjectSettings.get("rendering/vram_compression/import_etc"):
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var result = _save_tex(
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p_images,
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p_save_path + ".etc." + extension,
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compress_mode,
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Image.COMPRESS_ETC,
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mipmaps,
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tex_flags)
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if not result.success:
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return result
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r_platform_variants.push_back("etc")
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formats_imported.push_back("etc")
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if ProjectSettings.get("rendering/vram_compression/import_pvrtc"):
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var result = _save_tex(
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p_images,
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p_save_path + ".pvrtc." + extension,
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compress_mode,
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Image.COMPRESS_PVRTC4,
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mipmaps,
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tex_flags)
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if not result.success:
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return result
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r_platform_variants.push_back("pvrtc")
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formats_imported.push_back("pvrtc")
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if not ok_on_pc:
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# TODO This warning is normally printed by `EditorNode::add_io_error`,
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# which doesn't seem to be exposed to the script API
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return Result.new(false,
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"No suitable PC VRAM compression enabled in Project Settings. " +
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"The texture {0} will not display correctly on PC.".format([p_source_path])) \
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.with_value(ERR_INVALID_PARAMETER)
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else:
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#import normally
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var result = _save_tex(
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p_images,
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p_save_path + "." + extension,
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compress_mode,
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Image.COMPRESS_S3TC, #this is ignored
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mipmaps,
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tex_flags)
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if not result.success:
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return result
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# if (r_metadata) {
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# Dictionary metadata;
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# metadata["vram_texture"] = compress_mode == COMPRESS_VIDEO_RAM;
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# if (formats_imported.size()) {
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# metadata["imported_formats"] = formats_imported;
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# }
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# *r_metadata = metadata;
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# }
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return Result.new(true).with_value(OK)
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# The input image can be modified
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static func _save_tex(
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p_images: Array,
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p_to_path: String,
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p_compress_mode: int,
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p_vram_compression: int, # Image.CompressMode
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p_mipmaps: bool,
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p_texture_flags: int
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) -> Result:
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# We only do TextureArrays for now
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var is_3d = false
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var f := File.new()
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var err := f.open(p_to_path, File.WRITE)
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f.store_8(ord('G'))
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f.store_8(ord('D'))
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if is_3d:
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f.store_8(ord('3'))
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else:
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f.store_8(ord('A'))
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f.store_8(ord('T')) # godot streamable texture
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var slice_count := len(p_images)
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f.store_32(p_images[0].get_width())
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f.store_32(p_images[0].get_height())
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f.store_32(slice_count) # depth
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f.store_32(p_texture_flags)
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var image_format : int = p_images[0].get_format()
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var image_size : Vector2 = p_images[0].get_size()
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if p_compress_mode != COMPRESS_VIDEO_RAM:
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# vram needs to do a first compression to tell what the format is, for the rest its ok
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f.store_32(image_format)
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f.store_32(p_compress_mode) # 0 - lossless (PNG), 1 - vram, 2 - uncompressed
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if (p_compress_mode == COMPRESS_LOSSLESS) and image_format > Image.FORMAT_RGBA8:
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p_compress_mode = COMPRESS_UNCOMPRESSED # these can't go as lossy
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for i in slice_count:
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var image : Image = p_images[i]
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if image.get_format() != image_format:
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return Result.new(false, "Layer {0} has different format, got {1}, expected {2}" \
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.format([i, image.get_format(), image_format])).with_value(ERR_INVALID_DATA)
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if image.get_size() != image_size:
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return Result.new(false, "Layer {0} has different size, got {1}, expected {2}" \
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.format([i, image.get_size(), image_size])).with_value(ERR_INVALID_DATA)
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# We need to operate on a copy,
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# because the calling code can invoke the function multiple times
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image = image.duplicate()
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match p_compress_mode:
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COMPRESS_LOSSLESS:
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# We save each mip as PNG so we dont need to do that.
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# The engine code does it anyways :shrug: (see below why...)
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# var image = p_images[i].duplicate()
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# if p_mipmaps:
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# image.generate_mipmaps()
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# else:
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# image.clear_mipmaps()
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var mmc := _get_required_mipmap_count(image)
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f.store_32(mmc)
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for j in mmc:
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if j > 0:
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# TODO This function does something fishy behind the scenes:
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# It assumes mipmaps are downscaled versions of the image.
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# This is not necessarily true.
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# See https://www.kotaku.com.au/2018/03/
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# how-nintendo-did-the-water-effects-in-super-mario-sunshine/
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image.shrink_x2()
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#var data = Image::lossless_packer(image);
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var data = image.save_png_to_buffer()
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f.store_32(data.size() + 4)
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f.store_8(ord('P'))
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f.store_8(ord('N'))
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f.store_8(ord('G'))
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f.store_8(ord(' '))
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f.store_buffer(data)
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COMPRESS_VIDEO_RAM:
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# var image : Image = p_images[i]->duplicate();
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image.generate_mipmaps(false)
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var csource := Image_COMPRESS_SOURCE_LAYERED
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image.compress(p_vram_compression, csource, 0.7)
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if i == 0:
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#hack so we can properly tell the format
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f.store_32(image.get_format())
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f.store_32(p_compress_mode); # 0 - lossless (PNG), 1 - vram, 2 - uncompressed
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var data := image.get_data()
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f.store_buffer(data)
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COMPRESS_UNCOMPRESSED:
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# Ref<Image> image = p_images[i]->duplicate();
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if p_mipmaps:
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image.generate_mipmaps()
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else:
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image.clear_mipmaps()
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var data := image.get_data()
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f.store_buffer(data)
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return Result.new(true)
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# TODO Godot doesn't expose `Image.get_mipmap_count()`
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# And the implementation involves shittons of unexposed code,
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# so we have to fallback on a simplified version
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static func _get_required_mipmap_count(image: Image) -> int:
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var dim := max(image.get_width(), image.get_height())
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return int(log(dim) / log(2) + 1)
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