glTF: Fix loading external images as buffer
We should first attempt loading as external files, thus creating a dependency. Loading as a buffer should only be used as fallback to support manually loading as PNG or JPEG depending on the defined mimeType. Fixes #44309, was a regression from #42504.
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1 changed files with 20 additions and 11 deletions
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@ -2918,21 +2918,30 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
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}
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} else { // Relative path to an external image file.
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uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
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// The spec says that if mimeType is defined, we should enforce it.
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// So we should only rely on ResourceLoader::load if mimeType is not defined,
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// otherwise we should use the same logic as for buffers.
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if (mimetype == "image/png" || mimetype == "image/jpeg") {
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// Load data buffer and rely on PNG and JPEG-specific logic below to load the image.
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// This makes it possible to load a file with a wrong extension but correct MIME type,
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// e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail.
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// ResourceLoader will rely on the file extension to use the relevant loader.
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// The spec says that if mimeType is defined, it should take precedence (e.g.
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// there could be a `.png` image which is actually JPEG), but there's no easy
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// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
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// the material), so we do this only as fallback.
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Ref<Texture2D> texture = ResourceLoader::load(uri);
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if (texture.is_valid()) {
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state->images.push_back(texture);
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continue;
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} else if (mimetype == "image/png" || mimetype == "image/jpeg") {
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// Fallback to loading as byte array.
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// This enables us to support the spec's requirement that we honor mimetype
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// regardless of file URI.
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data = FileAccess::get_file_as_array(uri);
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ERR_FAIL_COND_V_MSG(data.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load image file as an array: " + uri);
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if (data.size() == 0) {
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WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded as a buffer of MIME type '%s' from URI: %s. Skipping it.", i, mimetype, uri));
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state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
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continue;
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}
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data_ptr = data.ptr();
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data_size = data.size();
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} else {
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// Good old ResourceLoader will rely on file extension.
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Ref<Texture2D> texture = ResourceLoader::load(uri);
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state->images.push_back(texture);
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WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it.", i, uri));
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state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
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continue;
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}
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}
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