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Do not duplicate textures files when importing blender files
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blender imports will always start with `.godot/imported` because we first convert the blend to gltf, store it in `.godot/imported` and run the import from there, so resources linked from blend files end up with duplicate textures.

Introduce a new state where the resource exists on the disk but has not been imported yet.GLTF: Don't duplicate textures when importing blend files

blender imports will always start with `.godot/imported` because we first convert the blend to gltf, store it in `.godot/imported` and run the import from there, so resources linked from blend files end up with duplicate textures after #96778

Introduce a new state where the resource exists on the disk but has not been imported yet.
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demolke committed Nov 7, 2024
1 parent 87318a2 commit aa50764
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Showing 2 changed files with 46 additions and 30 deletions.
74 changes: 45 additions & 29 deletions modules/gltf/gltf_document.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3930,7 +3930,7 @@ Ref<Image> GLTFDocument::_parse_image_bytes_into_image(Ref<GLTFState> p_state, c
return r_image;
}

void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image) {
void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_resource_uri, const String &p_file_extension, int p_index, Ref<Image> p_image) {
GLTFState::GLTFHandleBinary handling = GLTFState::GLTFHandleBinary(p_state->handle_binary_image);
if (p_image->is_empty() || handling == GLTFState::GLTFHandleBinary::HANDLE_BINARY_DISCARD_TEXTURES) {
p_state->images.push_back(Ref<Texture2D>());
Expand All @@ -3948,33 +3948,46 @@ void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<
WARN_PRINT(vformat("glTF: Image index '%d' did not have a name. It will be automatically given a name based on its index.", p_index));
p_image->set_name(itos(p_index));
}
bool must_import = true;
bool must_write = true; // If the resource does not exist on the disk within res:// directory write it.
bool must_import = true; // Trigger import.
Vector<uint8_t> img_data = p_image->get_data();
Dictionary generator_parameters;
String file_path = p_state->get_extract_path().path_join(p_state->get_extract_prefix() + "_" + p_image->get_name());
file_path += p_file_extension.is_empty() ? ".png" : p_file_extension;
if (FileAccess::exists(file_path + ".import")) {
Ref<ConfigFile> config;
config.instantiate();
config->load(file_path + ".import");
if (config->has_section_key("remap", "generator_parameters")) {
generator_parameters = (Dictionary)config->get_value("remap", "generator_parameters");
}
if (!generator_parameters.has("md5")) {
must_import = false; // Didn't come from a gltf document; don't overwrite.
String file_path;
if (!p_resource_uri.is_empty()) {
// The file already exists in the res:// folder, but failed load, needs to be imported.
file_path = p_resource_uri;
must_import = true;
must_write = false; // No need to overwrite it.
} else {
// Texture data has to be written to the res:// folder and imported.
file_path = p_state->get_extract_path().path_join(p_state->get_extract_prefix() + "_" + p_image->get_name());
file_path += p_file_extension.is_empty() ? ".png" : p_file_extension;
if (FileAccess::exists(file_path + ".import")) {
Ref<ConfigFile> config;
config.instantiate();
config->load(file_path + ".import");
if (config->has_section_key("remap", "generator_parameters")) {
generator_parameters = (Dictionary)config->get_value("remap", "generator_parameters");
}
if (!generator_parameters.has("md5")) {
must_write = false; // Didn't come from a gltf document; don't overwrite.
must_import = false; // And don't import.
}
}
}
if (must_import) {

if (must_write) {
String existing_md5 = generator_parameters["md5"];
unsigned char md5_hash[16];
CryptoCore::md5(img_data.ptr(), img_data.size(), md5_hash);
String new_md5 = String::hex_encode_buffer(md5_hash, 16);
generator_parameters["md5"] = new_md5;
if (new_md5 == existing_md5) {
must_write = false;
must_import = false;
}
}
if (must_import) {
if (must_write) {
Error err = OK;
if (p_file_extension.is_empty()) {
// If a file extension was not specified, save the image data to a PNG file.
Expand All @@ -3987,6 +4000,8 @@ void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<
file->store_buffer(p_bytes);
file->close();
}
}
if (must_import) {
// ResourceLoader::import will crash if not is_editor_hint(), so this case is protected above and will fall through to uncompressed.
HashMap<StringName, Variant> custom_options;
custom_options[SNAME("mipmaps/generate")] = true;
Expand Down Expand Up @@ -4068,6 +4083,9 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p
while (used_names.has(image_name)) {
image_name += "_" + itos(i);
}

String resource_uri;

used_names.insert(image_name);
// Load the image data. If we get a byte array, store here for later.
Vector<uint8_t> data;
Expand All @@ -4085,19 +4103,17 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p
ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
uri = uri.uri_decode();
uri = p_base_path.path_join(uri).replace("\\", "/"); // Fix for Windows.
// If the image is in the .godot/imported directory, we can't use ResourceLoader.
if (!p_base_path.begins_with("res://.godot/imported")) {
// ResourceLoader will rely on the file extension to use the relevant loader.
// The spec says that if mimeType is defined, it should take precedence (e.g.
// there could be a `.png` image which is actually JPEG), but there's no easy
// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
// the material), so we only do that only as fallback.
Ref<Texture2D> texture = ResourceLoader::load(uri, "Texture2D");
if (texture.is_valid()) {
p_state->images.push_back(texture);
p_state->source_images.push_back(texture->get_image());
continue;
}
resource_uri = uri.simplify_path();
// ResourceLoader will rely on the file extension to use the relevant loader.
// The spec says that if mimeType is defined, it should take precedence (e.g.
// there could be a `.png` image which is actually JPEG), but there's no easy
// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
// the material), so we only do that only as fallback.
Ref<Texture2D> texture = ResourceLoader::load(uri, "Texture2D");
if (texture.is_valid()) {
p_state->images.push_back(texture);
p_state->source_images.push_back(texture->get_image());
continue;
}
// mimeType is optional, but if we have it in the file extension, let's use it.
// If the mimeType does not match with the file extension, either it should be
Expand Down Expand Up @@ -4139,7 +4155,7 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p
String file_extension;
Ref<Image> img = _parse_image_bytes_into_image(p_state, data, mime_type, i, file_extension);
img->set_name(image_name);
_parse_image_save_image(p_state, data, file_extension, i, img);
_parse_image_save_image(p_state, data, resource_uri, file_extension, i, img);
}

print_verbose("glTF: Total images: " + itos(p_state->images.size()));
Expand Down
2 changes: 1 addition & 1 deletion modules/gltf/gltf_document.h
Original file line number Diff line number Diff line change
Expand Up @@ -190,7 +190,7 @@ class GLTFDocument : public Resource {
Error _serialize_images(Ref<GLTFState> p_state);
Error _serialize_lights(Ref<GLTFState> p_state);
Ref<Image> _parse_image_bytes_into_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_mime_type, int p_index, String &r_file_extension);
void _parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image);
void _parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_resource_uri, const String &p_file_extension, int p_index, Ref<Image> p_image);
Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
Error _parse_textures(Ref<GLTFState> p_state);
Error _parse_texture_samplers(Ref<GLTFState> p_state);
Expand Down

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