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authorRémi Verschelde <rverschelde@gmail.com>2021-01-05 16:12:34 +0100
committerRémi Verschelde <rverschelde@gmail.com>2021-01-05 16:26:48 +0100
commite268a8e5239a1da24a629af983cf7045ef3c81f0 (patch)
tree306a75a68f8962b14510f3a372bd114105149301 /modules/gltf/gltf_document.cpp
parent6e23ab4fa20f766ef9e1ec64be88675db6c708af (diff)
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.
Diffstat (limited to 'modules/gltf/gltf_document.cpp')
-rw-r--r--modules/gltf/gltf_document.cpp31
1 files changed, 20 insertions, 11 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 2b6211095a..580bc006f5 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -2918,21 +2918,30 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
}
} else { // Relative path to an external image file.
uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
- // The spec says that if mimeType is defined, we should enforce it.
- // So we should only rely on ResourceLoader::load if mimeType is not defined,
- // otherwise we should use the same logic as for buffers.
- if (mimetype == "image/png" || mimetype == "image/jpeg") {
- // Load data buffer and rely on PNG and JPEG-specific logic below to load the image.
- // This makes it possible to load a file with a wrong extension but correct MIME type,
- // e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail.
+ // 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 do this only as fallback.
+ Ref<Texture2D> texture = ResourceLoader::load(uri);
+ 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);
- 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_size = data.size();
} else {
- // Good old ResourceLoader will rely on file extension.
- Ref<Texture2D> texture = ResourceLoader::load(uri);
- state->images.push_back(texture);
+ WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it.", i, uri));
+ state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
}