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.
This commit is contained in:
Rémi Verschelde 2021-01-05 16:12:34 +01:00
parent 6e23ab4fa2
commit e268a8e523
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@ -2918,21 +2918,30 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
} }
} else { // Relative path to an external image file. } else { // Relative path to an external image file.
uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows. uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
// The spec says that if mimeType is defined, we should enforce it. // ResourceLoader will rely on the file extension to use the relevant loader.
// So we should only rely on ResourceLoader::load if mimeType is not defined, // The spec says that if mimeType is defined, it should take precedence (e.g.
// otherwise we should use the same logic as for buffers. // there could be a `.png` image which is actually JPEG), but there's no easy
if (mimetype == "image/png" || mimetype == "image/jpeg") { // API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
// Load data buffer and rely on PNG and JPEG-specific logic below to load the image. // the material), so we do this only as fallback.
// This makes it possible to load a file with a wrong extension but correct MIME type, Ref<Texture2D> texture = ResourceLoader::load(uri);
// e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail. if (texture.is_valid()) {
state->images.push_back(texture);
continue;
} else if (mimetype == "image/png" || mimetype == "image/jpeg") {
// Fallback to loading as byte array.
// This enables us to support the spec's requirement that we honor mimetype
// regardless of file URI.
data = FileAccess::get_file_as_array(uri); data = FileAccess::get_file_as_array(uri);
ERR_FAIL_COND_V_MSG(data.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load image file as an array: " + uri); if (data.size() == 0) {
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));
state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
data_ptr = data.ptr(); data_ptr = data.ptr();
data_size = data.size(); data_size = data.size();
} else { } else {
// Good old ResourceLoader will rely on file extension. WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it.", i, uri));
Ref<Texture2D> texture = ResourceLoader::load(uri); state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
state->images.push_back(texture);
continue; continue;
} }
} }