Procházet zdrojové kódy

-Added GLTF scene support (still missing animations and .glb extension)
-Fixed bugs regarding tangent generation in SurfaceTool

Juan Linietsky před 8 roky
rodič
revize
5c361485db

+ 9 - 1
core/color.h

@@ -140,8 +140,16 @@ struct Color {
 				b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
 				a);
 	}
+	_FORCE_INLINE_ Color to_srgb() const {
 
-	static Color hex(uint32_t p_hex);
+		return Color(
+				r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
+				g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
+				b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
+	}
+
+	static Color
+	hex(uint32_t p_hex);
 	static Color html(const String &p_color);
 	static bool html_is_valid(const String &p_color);
 	static Color named(const String &p_name);

+ 5 - 0
editor/editor_node.cpp

@@ -110,6 +110,7 @@
 // end
 #include "editor_settings.h"
 #include "import/editor_import_collada.h"
+#include "import/editor_scene_importer_gltf.h"
 #include "io_plugins/editor_bitmask_import_plugin.h"
 #include "io_plugins/editor_export_scene.h"
 #include "io_plugins/editor_font_import_plugin.h"
@@ -5151,6 +5152,10 @@ EditorNode::EditorNode() {
 			Ref<EditorOBJImporter> import_obj;
 			import_obj.instance();
 			import_scene->add_importer(import_obj);
+
+			Ref<EditorSceneImporterGLTF> import_gltf;
+			import_gltf.instance();
+			import_scene->add_importer(import_gltf);
 		}
 	}
 

+ 1581 - 0
editor/import/editor_scene_importer_gltf.cpp

@@ -0,0 +1,1581 @@
+#include "editor_scene_importer_gltf.h"
+#include "io/json.h"
+#include "os/file_access.h"
+#include "os/os.h"
+#include "scene/3d/camera.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/resources/surface_tool.h"
+#include "thirdparty/misc/base64.h"
+
+uint32_t EditorSceneImporterGLTF::get_import_flags() const {
+
+	return IMPORT_SCENE | IMPORT_ANIMATION;
+}
+void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const {
+
+	r_extensions->push_back("gltf");
+	r_extensions->push_back("gfb");
+}
+
+Error EditorSceneImporterGLTF::_parse_json(const String &p_path, GLTFState &state) {
+
+	Error err;
+	FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
+	if (!f) {
+		return err;
+	}
+
+	Vector<uint8_t> array;
+	array.resize(f->get_len());
+	f->get_buffer(array.ptr(), array.size());
+	String text;
+	text.parse_utf8((const char *)array.ptr(), array.size());
+
+	String err_txt;
+	int err_line;
+	Variant v;
+	err = JSON::parse(text, v, err_txt, err_line);
+	if (err != OK) {
+		_err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
+		return err;
+	}
+	state.json = v;
+
+	return OK;
+}
+
+static Vector3 _arr_to_vec3(const Array &p_array) {
+	ERR_FAIL_COND_V(p_array.size() != 3, Vector3());
+	return Vector3(p_array[0], p_array[1], p_array[2]);
+}
+
+static Quat _arr_to_quat(const Array &p_array) {
+	ERR_FAIL_COND_V(p_array.size() != 4, Quat());
+	return Quat(p_array[0], p_array[1], p_array[2], p_array[3]);
+}
+
+static Transform _arr_to_xform(const Array &p_array) {
+	ERR_FAIL_COND_V(p_array.size() != 16, Transform());
+
+	Transform xform;
+	xform.basis.set_axis(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2]));
+	xform.basis.set_axis(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6]));
+	xform.basis.set_axis(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10]));
+	xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14]));
+
+	return xform;
+}
+
+String EditorSceneImporterGLTF::_gen_unique_name(GLTFState &state, const String &p_name) {
+
+	int index = 1;
+
+	String name;
+	while (true) {
+
+		name = p_name;
+		if (index > 1) {
+			name += " " + itos(index);
+		}
+		if (!state.unique_names.has(name)) {
+			break;
+		}
+		index++;
+	}
+
+	state.unique_names.insert(name);
+
+	return name;
+}
+
+Error EditorSceneImporterGLTF::_parse_scenes(GLTFState &state) {
+
+	ERR_FAIL_COND_V(!state.json.has("scenes"), ERR_FILE_CORRUPT);
+	Array scenes = state.json["scenes"];
+	for (int i = 0; i < 1; i++) { //only first scene is imported
+		Dictionary s = scenes[i];
+		ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE);
+		Array nodes = s["nodes"];
+		for (int j = 0; j < nodes.size(); j++) {
+			state.root_nodes.push_back(nodes[j]);
+		}
+
+		if (s.has("name")) {
+			state.scene_name = s["name"];
+		}
+	}
+
+	return OK;
+}
+
+Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) {
+
+	ERR_FAIL_COND_V(!state.json.has("nodes"), ERR_FILE_CORRUPT);
+	Array nodes = state.json["nodes"];
+	for (int i = 0; i < nodes.size(); i++) {
+
+		GLTFNode *node = memnew(GLTFNode);
+		Dictionary n = nodes[i];
+
+		print_line("node " + itos(i) + ": " + String(Variant(n)));
+		if (n.has("name")) {
+			node->name = n["name"];
+		}
+		if (n.has("camera")) {
+			node->camera = n["camera"];
+		}
+		if (n.has("mesh")) {
+			node->mesh = n["mesh"];
+		}
+		if (n.has("skin")) {
+			node->skin = n["skin"];
+			if (!state.skin_users.has(node->skin)) {
+				state.skin_users[node->skin] = Vector<int>();
+			}
+
+			state.skin_users[node->skin].push_back(i);
+		}
+		if (n.has("matrix")) {
+			node->xform = _arr_to_xform(n["matrix"]);
+
+		} else {
+
+			if (n.has("translation")) {
+				node->translation = _arr_to_vec3(n["translation"]);
+			}
+			if (n.has("rotation")) {
+				node->rotation = _arr_to_quat(n["rotation"]);
+			}
+			if (n.has("scale")) {
+				node->scale = _arr_to_vec3(n["scale"]);
+			}
+
+			node->xform.basis = Basis(node->rotation);
+			node->xform.basis.scale(node->scale);
+			node->xform.origin = node->translation;
+		}
+
+		if (n.has("children")) {
+			Array children = n["children"];
+			for (int i = 0; i < children.size(); i++) {
+				node->children.push_back(children[i]);
+			}
+		}
+
+		state.nodes.push_back(node);
+	}
+
+	//build the hierarchy
+
+	for (int i = 0; i < state.nodes.size(); i++) {
+
+		for (int j = 0; j < state.nodes[i]->children.size(); j++) {
+			int child = state.nodes[i]->children[j];
+			ERR_FAIL_INDEX_V(child, state.nodes.size(), ERR_FILE_CORRUPT);
+			ERR_CONTINUE(state.nodes[child]->parent != -1); //node already has a parent, wtf.
+
+			state.nodes[child]->parent = i;
+		}
+	}
+
+	return OK;
+}
+
+static Vector<uint8_t> _parse_base64_uri(const String &uri) {
+
+	int start = uri.find(",");
+	ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
+
+	CharString substr = uri.right(start + 1).ascii();
+
+	int strlen = substr.length();
+
+	Vector<uint8_t> buf;
+	buf.resize(strlen / 4 * 3 + 1 + 1);
+
+	int len = base64_decode((char *)buf.ptr(), (char *)substr.get_data(), strlen);
+
+	buf.resize(len);
+
+	return buf;
+}
+
+Error EditorSceneImporterGLTF::_parse_buffers(GLTFState &state, const String &p_base_path) {
+
+	if (!state.json.has("buffers"))
+		return OK;
+
+	Array buffers = state.json["buffers"];
+	for (int i = 0; i < buffers.size(); i++) {
+
+		if (i == 0 && state.gfb_data.size()) {
+			state.buffers.push_back(state.gfb_data);
+
+		} else {
+			Dictionary buffer = buffers[i];
+			if (buffer.has("uri")) {
+
+				Vector<uint8_t> buffer_data;
+				String uri = buffer["uri"];
+
+				if (uri.findn("data:application/octet-stream;base64") == 0) {
+					//embedded data
+					buffer_data = _parse_base64_uri(uri);
+				} else {
+
+					uri = p_base_path.plus_file(uri).replace("\\", "/"); //fix for windows
+					buffer_data = FileAccess::get_file_as_array(uri);
+					ERR_FAIL_COND_V(buffer.size() == 0, ERR_PARSE_ERROR);
+				}
+
+				ERR_FAIL_COND_V(!buffer.has("byteLength"), ERR_PARSE_ERROR);
+				int byteLength = buffer["byteLength"];
+				ERR_FAIL_COND_V(byteLength < buffer_data.size(), ERR_PARSE_ERROR);
+				state.buffers.push_back(buffer_data);
+			}
+		}
+	}
+
+	print_line("total buffers: " + itos(state.buffers.size()));
+
+	return OK;
+}
+
+Error EditorSceneImporterGLTF::_parse_buffer_views(GLTFState &state) {
+
+	ERR_FAIL_COND_V(!state.json.has("bufferViews"), ERR_FILE_CORRUPT);
+	Array buffers = state.json["bufferViews"];
+	for (int i = 0; i < buffers.size(); i++) {
+
+		Dictionary d = buffers[i];
+
+		GLTFBufferView buffer_view;
+
+		ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
+		buffer_view.buffer = d["buffer"];
+		ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR);
+		buffer_view.byte_length = d["byteLength"];
+
+		if (d.has("byteOffset")) {
+			buffer_view.byte_offset = d["byteOffset"];
+		}
+
+		if (d.has("byteStride")) {
+			buffer_view.byte_stride = d["byteStride"];
+		}
+
+		if (d.has("target")) {
+			int target = d["target"];
+			buffer_view.indices = target == ELEMENT_ARRAY_BUFFER;
+		}
+
+		state.buffer_views.push_back(buffer_view);
+	}
+
+	print_line("total buffer views: " + itos(state.buffer_views.size()));
+
+	return OK;
+}
+
+EditorSceneImporterGLTF::GLTFType EditorSceneImporterGLTF::_get_type_from_str(const String &p_string) {
+
+	if (p_string == "SCALAR")
+		return TYPE_SCALAR;
+
+	if (p_string == "VEC2")
+		return TYPE_VEC2;
+	if (p_string == "VEC3")
+		return TYPE_VEC3;
+	if (p_string == "VEC4")
+		return TYPE_VEC4;
+
+	if (p_string == "MAT2")
+		return TYPE_MAT2;
+	if (p_string == "MAT3")
+		return TYPE_MAT3;
+	if (p_string == "MAT4")
+		return TYPE_MAT4;
+
+	ERR_FAIL_V(TYPE_SCALAR);
+}
+
+Error EditorSceneImporterGLTF::_parse_accessors(GLTFState &state) {
+
+	ERR_FAIL_COND_V(!state.json.has("accessors"), ERR_FILE_CORRUPT);
+	Array accessors = state.json["accessors"];
+	for (int i = 0; i < accessors.size(); i++) {
+
+		Dictionary d = accessors[i];
+
+		GLTFAccessor accessor;
+
+		ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
+		accessor.component_type = d["componentType"];
+		ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
+		accessor.count = d["count"];
+		ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
+		accessor.type = _get_type_from_str(d["type"]);
+
+		if (d.has("bufferView")) {
+			accessor.buffer_view = d["bufferView"]; //optional because it may be sparse...
+		}
+
+		if (d.has("byteOffset")) {
+			accessor.byte_offset = d["byteOffset"];
+		}
+
+		if (d.has("max")) {
+			accessor.max = d["max"];
+		}
+
+		if (d.has("min")) {
+			accessor.min = d["min"];
+		}
+
+		if (d.has("sparse")) {
+			//eeh..
+
+			Dictionary s = d["sparse"];
+
+			ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
+			accessor.sparse_count = d["count"];
+			ERR_FAIL_COND_V(!d.has("indices"), ERR_PARSE_ERROR);
+			Dictionary si = d["indices"];
+
+			ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
+			accessor.sparse_indices_buffer_view = si["bufferView"];
+			ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
+			accessor.sparse_indices_component_type = si["componentType"];
+
+			if (si.has("byteOffset")) {
+				accessor.sparse_indices_byte_offset = si["byteOffset"];
+			}
+
+			ERR_FAIL_COND_V(!d.has("values"), ERR_PARSE_ERROR);
+			Dictionary sv = d["values"];
+
+			ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
+			accessor.sparse_values_buffer_view = sv["bufferView"];
+			if (sv.has("byteOffset")) {
+				accessor.sparse_values_byte_offset = sv["byteOffset"];
+			}
+		}
+
+		state.accessors.push_back(accessor);
+	}
+
+	print_line("total accessors: " + itos(state.accessors.size()));
+
+	return OK;
+}
+
+String EditorSceneImporterGLTF::_get_component_type_name(uint32_t p_component) {
+
+	switch (p_component) {
+		case COMPONENT_TYPE_BYTE: return "Byte";
+		case COMPONENT_TYPE_UNSIGNED_BYTE: return "UByte";
+		case COMPONENT_TYPE_SHORT: return "Short";
+		case COMPONENT_TYPE_UNSIGNED_SHORT: return "UShort";
+		case COMPONENT_TYPE_INT: return "Int";
+		case COMPONENT_TYPE_FLOAT: return "Float";
+	}
+
+	return "<Error>";
+}
+
+String EditorSceneImporterGLTF::_get_type_name(GLTFType p_component) {
+
+	static const char *names[] = {
+		"float",
+		"vec2",
+		"vec3",
+		"vec4",
+		"mat2",
+		"mat3",
+		"mat4"
+	};
+
+	return names[p_component];
+}
+
+Error EditorSceneImporterGLTF::_decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex) {
+
+	const GLTFBufferView &bv = state.buffer_views[p_buffer_view];
+
+	int stride = bv.byte_stride ? bv.byte_stride : element_size;
+	if (for_vertex && stride % 4) {
+		stride += 4 - (stride % 4); //according to spec must be multiple of 4
+	}
+
+	ERR_FAIL_INDEX_V(bv.buffer, state.buffers.size(), ERR_PARSE_ERROR);
+
+	uint32_t offset = bv.byte_offset + byte_offset;
+	Vector<uint8_t> buffer = state.buffers[bv.buffer]; //copy on write, so no performance hit
+
+	//use to debug
+	print_line("type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
+	print_line("accessor offset" + itos(byte_offset) + " view offset: " + itos(bv.byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv.byte_length));
+
+	int buffer_end = (stride * (count - 1)) + element_size;
+	ERR_FAIL_COND_V(buffer_end > bv.byte_length, ERR_PARSE_ERROR);
+
+	ERR_FAIL_COND_V((offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
+
+	//fill everything as doubles
+
+	for (int i = 0; i < count; i++) {
+
+		const uint8_t *src = &buffer[offset + i * stride];
+
+		for (int j = 0; j < component_count; j++) {
+
+			if (skip_every && j > 0 && (j % skip_every) == 0) {
+				src += skip_bytes;
+			}
+
+			double d = 0;
+
+			switch (component_type) {
+				case COMPONENT_TYPE_BYTE: {
+					int8_t b = int8_t(*src);
+					if (normalized) {
+						d = (double(b) / 128.0);
+					} else {
+						d = double(b);
+					}
+				} break;
+				case COMPONENT_TYPE_UNSIGNED_BYTE: {
+					uint8_t b = *src;
+					if (normalized) {
+						d = (double(b) / 255.0);
+					} else {
+						d = double(b);
+					}
+				} break;
+				case COMPONENT_TYPE_SHORT: {
+					int16_t s = *(int16_t *)src;
+					if (normalized) {
+						d = (double(s) / 32768.0);
+					} else {
+						d = double(s);
+					}
+				} break;
+				case COMPONENT_TYPE_UNSIGNED_SHORT: {
+					uint16_t s = *(uint16_t *)src;
+					if (normalized) {
+						d = (double(s) / 65535.0);
+					} else {
+						d = double(s);
+					}
+
+				} break;
+				case COMPONENT_TYPE_INT: {
+					d = *(int *)src;
+				} break;
+				case COMPONENT_TYPE_FLOAT: {
+					d = *(float *)src;
+				} break;
+			}
+
+			*dst++ = d;
+			src += component_size;
+		}
+	}
+
+	return OK;
+}
+
+int EditorSceneImporterGLTF::_get_component_type_size(int component_type) {
+
+	switch (component_type) {
+		case COMPONENT_TYPE_BYTE: return 1; break;
+		case COMPONENT_TYPE_UNSIGNED_BYTE: return 1; break;
+		case COMPONENT_TYPE_SHORT: return 2; break;
+		case COMPONENT_TYPE_UNSIGNED_SHORT: return 2; break;
+		case COMPONENT_TYPE_INT: return 4; break;
+		case COMPONENT_TYPE_FLOAT: return 4; break;
+		default: { ERR_FAIL_V(0); }
+	}
+	return 0;
+}
+
+Vector<double> EditorSceneImporterGLTF::_decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	//spec, for reference:
+	//https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
+
+	ERR_FAIL_INDEX_V(p_accessor, state.accessors.size(), Vector<double>());
+
+	const GLTFAccessor &a = state.accessors[p_accessor];
+
+	int component_count_for_type[7] = {
+		1, 2, 3, 4, 4, 9, 16
+	};
+
+	int component_count = component_count_for_type[a.type];
+	int component_size = _get_component_type_size(a.component_type);
+	ERR_FAIL_COND_V(component_size == 0, Vector<double>());
+	int element_size = component_count * component_size;
+
+	int skip_every = 0;
+	int skip_bytes = 0;
+	//special case of alignments, as described in spec
+	switch (a.component_type) {
+		case COMPONENT_TYPE_BYTE:
+		case COMPONENT_TYPE_UNSIGNED_BYTE: {
+
+			if (a.type == TYPE_MAT2) {
+				skip_every = 2;
+				skip_bytes = 2;
+				element_size = 8; //override for this case
+			}
+			if (a.type == TYPE_MAT3) {
+				skip_every = 3;
+				skip_bytes = 1;
+				element_size = 12; //override for this case
+			}
+
+		} break;
+		case COMPONENT_TYPE_SHORT:
+		case COMPONENT_TYPE_UNSIGNED_SHORT: {
+			if (a.type == TYPE_MAT3) {
+				skip_every = 6;
+				skip_bytes = 4;
+				element_size = 16; //override for this case
+			}
+		} break;
+		default: {}
+	}
+
+	Vector<double> dst_buffer;
+	dst_buffer.resize(component_count * a.count);
+	double *dst = dst_buffer.ptr();
+
+	if (a.buffer_view >= 0) {
+
+		ERR_FAIL_INDEX_V(a.buffer_view, state.buffer_views.size(), Vector<double>());
+
+		Error err = _decode_buffer_view(state, a.buffer_view, dst, skip_every, skip_bytes, element_size, a.count, a.type, component_count, a.component_type, component_size, a.normalized, a.byte_offset, p_for_vertex);
+		if (err != OK)
+			return Vector<double>();
+
+	} else {
+		//fill with zeros, as bufferview is not defined.
+		for (int i = 0; i < (a.count * component_count); i++) {
+			dst_buffer[i] = 0;
+		}
+	}
+
+	if (a.sparse_count > 0) {
+		// I could not find any file using this, so this code is so far untested
+		Vector<double> indices;
+		indices.resize(a.sparse_count);
+		int indices_component_size = _get_component_type_size(a.sparse_indices_component_type);
+
+		Error err = _decode_buffer_view(state, a.sparse_indices_buffer_view, indices.ptr(), 0, 0, indices_component_size, a.sparse_count, TYPE_SCALAR, 1, a.sparse_indices_component_type, indices_component_size, false, a.sparse_indices_byte_offset, false);
+		if (err != OK)
+			return Vector<double>();
+
+		Vector<double> data;
+		data.resize(component_count * a.sparse_count);
+		err = _decode_buffer_view(state, a.sparse_values_buffer_view, data.ptr(), skip_every, skip_bytes, element_size, a.sparse_count, a.type, component_count, a.component_type, component_size, a.normalized, a.sparse_values_byte_offset, p_for_vertex);
+		if (err != OK)
+			return Vector<double>();
+
+		for (int i = 0; i < indices.size(); i++) {
+			int write_offset = int(indices[i]) * component_count;
+
+			for (int j = 0; j < component_count; j++) {
+				dst[write_offset + j] = data[i * component_count + j];
+			}
+		}
+	}
+
+	return dst_buffer;
+}
+
+PoolVector<int> EditorSceneImporterGLTF::_decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	PoolVector<int> ret;
+	if (attribs.size() == 0)
+		return ret;
+	const double *attribs_ptr = attribs.ptr();
+	int ret_size = attribs.size();
+	ret.resize(ret_size);
+	{
+		PoolVector<int>::Write w = ret.write();
+		for (int i = 0; i < ret_size; i++) {
+			w[i] = int(attribs_ptr[i]);
+		}
+	}
+	return ret;
+}
+
+PoolVector<float> EditorSceneImporterGLTF::_decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	PoolVector<float> ret;
+	if (attribs.size() == 0)
+		return ret;
+	const double *attribs_ptr = attribs.ptr();
+	int ret_size = attribs.size();
+	ret.resize(ret_size);
+	{
+		PoolVector<float>::Write w = ret.write();
+		for (int i = 0; i < ret_size; i++) {
+			w[i] = float(attribs_ptr[i]);
+		}
+	}
+	return ret;
+}
+
+PoolVector<Vector2> EditorSceneImporterGLTF::_decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	PoolVector<Vector2> ret;
+	if (attribs.size() == 0)
+		return ret;
+	ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
+	const double *attribs_ptr = attribs.ptr();
+	int ret_size = attribs.size() / 2;
+	ret.resize(ret_size);
+	{
+		PoolVector<Vector2>::Write w = ret.write();
+		for (int i = 0; i < ret_size; i++) {
+			w[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]);
+		}
+	}
+	return ret;
+}
+
+PoolVector<Vector3> EditorSceneImporterGLTF::_decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	PoolVector<Vector3> ret;
+	if (attribs.size() == 0)
+		return ret;
+	ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret);
+	const double *attribs_ptr = attribs.ptr();
+	int ret_size = attribs.size() / 3;
+	ret.resize(ret_size);
+	{
+		PoolVector<Vector3>::Write w = ret.write();
+		for (int i = 0; i < ret_size; i++) {
+			w[i] = Vector3(attribs_ptr[i * 3 + 0], attribs_ptr[i * 3 + 1], attribs_ptr[i * 3 + 2]);
+		}
+	}
+	return ret;
+}
+PoolVector<Color> EditorSceneImporterGLTF::_decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	PoolVector<Color> ret;
+	if (attribs.size() == 0)
+		return ret;
+	ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
+	const double *attribs_ptr = attribs.ptr();
+	int ret_size = attribs.size() / 4;
+	ret.resize(ret_size);
+	{
+		PoolVector<Color>::Write w = ret.write();
+		for (int i = 0; i < ret_size; i++) {
+			w[i] = Color(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]);
+		}
+	}
+	return ret;
+}
+Vector<Transform2D> EditorSceneImporterGLTF::_decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	Vector<Transform2D> ret;
+	if (attribs.size() == 0)
+		return ret;
+	ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
+	ret.resize(attribs.size() / 4);
+	for (int i = 0; i < ret.size(); i++) {
+		ret[i][0] = Vector2(attribs[i * 4 + 0], attribs[i * 4 + 1]);
+		ret[i][1] = Vector2(attribs[i * 4 + 2], attribs[i * 4 + 3]);
+	}
+	return ret;
+}
+
+Vector<Basis> EditorSceneImporterGLTF::_decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	Vector<Basis> ret;
+	if (attribs.size() == 0)
+		return ret;
+	ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret);
+	ret.resize(attribs.size() / 9);
+	for (int i = 0; i < ret.size(); i++) {
+		ret[i].set_axis(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2]));
+		ret[i].set_axis(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5]));
+		ret[i].set_axis(2, Vector3(attribs[i * 9 + 6], attribs[i * 9 + 7], attribs[i * 9 + 8]));
+	}
+	return ret;
+}
+Vector<Transform> EditorSceneImporterGLTF::_decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex) {
+
+	Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+	Vector<Transform> ret;
+	if (attribs.size() == 0)
+		return ret;
+	ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret);
+	ret.resize(attribs.size() / 16);
+	for (int i = 0; i < ret.size(); i++) {
+		ret[i].basis.set_axis(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2]));
+		ret[i].basis.set_axis(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6]));
+		ret[i].basis.set_axis(2, Vector3(attribs[i * 16 + 8], attribs[i * 16 + 9], attribs[i * 16 + 10]));
+		ret[i].set_origin(Vector3(attribs[i * 16 + 12], attribs[i * 16 + 13], attribs[i * 16 + 14]));
+	}
+	return ret;
+}
+
+Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
+
+	if (!state.json.has("meshes"))
+		return OK;
+
+	Array meshes = state.json["meshes"];
+	for (int i = 0; i < meshes.size(); i++) {
+
+		Dictionary d = meshes[i];
+
+		GLTFMesh mesh;
+		mesh.mesh.instance();
+
+		ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
+
+		Array primitives = d["primitives"];
+
+		for (int j = 0; j < primitives.size(); j++) {
+
+			Dictionary p = primitives[j];
+
+			Array array;
+			array.resize(Mesh::ARRAY_MAX);
+
+			ERR_FAIL_COND_V(!p.has("attributes"), ERR_PARSE_ERROR);
+
+			Dictionary a = p["attributes"];
+
+			Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
+			if (p.has("mode")) {
+				int mode = p["mode"];
+				ERR_FAIL_INDEX_V(mode, 7, ERR_FILE_CORRUPT);
+				static const Mesh::PrimitiveType primitives[7] = {
+					Mesh::PRIMITIVE_POINTS,
+					Mesh::PRIMITIVE_LINES,
+					Mesh::PRIMITIVE_LINE_LOOP,
+					Mesh::PRIMITIVE_LINE_STRIP,
+					Mesh::PRIMITIVE_TRIANGLES,
+					Mesh::PRIMITIVE_TRIANGLE_STRIP,
+					Mesh::PRIMITIVE_TRIANGLE_FAN,
+				};
+
+				primitive = primitives[mode];
+			}
+
+			if (a.has("POSITION")) {
+				array[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, a["POSITION"], true);
+			}
+			if (a.has("NORMAL")) {
+				array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true);
+			}
+			if (a.has("TANGENT")) {
+				array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true);
+			}
+			if (a.has("TEXCOORD_0")) {
+				array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true);
+			}
+			if (a.has("TEXCOORD_1")) {
+				array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true);
+			}
+			if (a.has("COLOR_0")) {
+				array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true);
+			}
+			if (a.has("JOINTS_0")) {
+				array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
+			}
+			if (a.has("WEIGHTS_0")) {
+				PoolVector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
+				{ //gltf does not seem to normalize the weights for some reason..
+					int wc = weights.size();
+					PoolVector<float>::Write w = weights.write();
+					for (int i = 0; i < wc; i += 4) {
+						float total = 0.0;
+						total += w[i + 0];
+						total += w[i + 1];
+						total += w[i + 2];
+						total += w[i + 3];
+						if (total > 0.0) {
+							w[i + 0] /= total;
+							w[i + 1] /= total;
+							w[i + 2] /= total;
+							w[i + 3] /= total;
+						}
+					}
+				}
+				array[Mesh::ARRAY_WEIGHTS] = weights;
+			}
+
+			if (p.has("indices")) {
+
+				PoolVector<int> indices = _decode_accessor_as_ints(state, p["indices"], false);
+
+				if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
+					//swap around indices, convert ccw to cw for front face
+
+					int is = indices.size();
+					PoolVector<int>::Write w = indices.write();
+					for (int i = 0; i < is; i += 3) {
+						SWAP(w[i + 1], w[i + 2]);
+					}
+				}
+				array[Mesh::ARRAY_INDEX] = indices;
+			} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
+				//generate indices because they need to be swapped for CW/CCW
+				PoolVector<Vector3> vertices = array[Mesh::ARRAY_VERTEX];
+				ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
+				PoolVector<int> indices;
+				int vs = vertices.size();
+				indices.resize(vs);
+				{
+					PoolVector<int>::Write w = indices.write();
+					for (int i = 0; i < vs; i += 3) {
+						w[i] = i;
+						w[i + 1] = i + 2;
+						w[i + 2] = i + 1;
+					}
+				}
+				array[Mesh::ARRAY_INDEX] = indices;
+			}
+
+			bool generated_tangents = false;
+			Variant erased_indices;
+
+			if (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL")) {
+				//must generate mikktspace tangents.. ergh..
+				Ref<SurfaceTool> st;
+				st.instance();
+				st->create_from_triangle_arrays(array);
+				if (p.has("targets")) {
+					//morph targets should not be reindexed, as array size might differ
+					//removing indices is the best bet here
+					st->deindex();
+					erased_indices = a[Mesh::ARRAY_INDEX];
+					a[Mesh::ARRAY_INDEX] = Variant();
+				}
+				st->generate_tangents();
+				array = st->commit_to_arrays();
+				generated_tangents = true;
+			}
+
+			Array morphs;
+			//blend shapes
+			if (p.has("targets")) {
+				print_line("has targets!");
+				Array targets = p["targets"];
+
+				if (j == 0) {
+					for (int k = 0; k < targets.size(); k++) {
+						mesh.mesh->add_blend_shape(String("morph_") + itos(k));
+					}
+				}
+
+				for (int k = 0; k < targets.size(); k++) {
+
+					Dictionary t = targets[k];
+
+					Array array_copy;
+					array_copy.resize(Mesh::ARRAY_MAX);
+
+					for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
+						array_copy[l] = array[l];
+					}
+
+					array_copy[Mesh::ARRAY_INDEX] = Variant();
+
+					if (t.has("POSITION")) {
+						array_copy[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, t["POSITION"], true);
+					}
+					if (t.has("NORMAL")) {
+						array_copy[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, t["NORMAL"], true);
+					}
+					if (t.has("TANGENT")) {
+						PoolVector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true);
+						PoolVector<float> tangents_v4;
+						PoolVector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
+						ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
+
+						{
+
+							int size4 = src_tangents.size();
+							tangents_v4.resize(size4);
+							PoolVector<float>::Write w4 = tangents_v4.write();
+
+							PoolVector<Vector3>::Read r3 = tangents_v3.read();
+							PoolVector<float>::Read r4 = src_tangents.read();
+
+							for (int l = 0; l < size4 / 4; l++) {
+
+								w4[l * 4 + 0] = r3[l].x;
+								w4[l * 4 + 1] = r3[l].y;
+								w4[l * 4 + 2] = r3[l].z;
+								w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value
+							}
+						}
+
+						array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
+					}
+
+					if (generated_tangents) {
+						Ref<SurfaceTool> st;
+						st.instance();
+						array_copy[Mesh::ARRAY_INDEX] = erased_indices; //needed for tangent generation, erased by deindex
+						st->create_from_triangle_arrays(array_copy);
+						st->deindex();
+						st->generate_tangents();
+						array_copy = st->commit_to_arrays();
+					}
+
+					morphs.push_back(array_copy);
+				}
+			}
+
+			//just add it
+			mesh.mesh->add_surface_from_arrays(primitive, array, morphs);
+
+			if (p.has("material")) {
+				int material = p["material"];
+				ERR_FAIL_INDEX_V(material, state.materials.size(), ERR_FILE_CORRUPT);
+				Ref<Material> mat = state.materials[material];
+
+				mesh.mesh->surface_set_material(mesh.mesh->get_surface_count() - 1, mat);
+			}
+		}
+
+		if (d.has("weights")) {
+			Array weights = d["weights"];
+			ERR_FAIL_COND_V(mesh.mesh->get_blend_shape_count() != weights.size(), ERR_PARSE_ERROR);
+			mesh.blend_weights.resize(weights.size());
+			for (int j = 0; j < weights.size(); j++) {
+				mesh.blend_weights[j] = weights[j];
+			}
+		}
+
+		state.meshes.push_back(mesh);
+	}
+
+	print_line("total meshes: " + itos(state.meshes.size()));
+
+	return OK;
+}
+
+Error EditorSceneImporterGLTF::_parse_images(GLTFState &state, const String &p_base_path) {
+
+	if (!state.json.has("images"))
+		return OK;
+
+	Array images = state.json["images"];
+	for (int i = 0; i < images.size(); i++) {
+
+		Dictionary d = images[i];
+
+		String mimetype;
+		if (d.has("mimeType")) {
+			mimetype = d["mimeType"];
+		}
+
+		Vector<uint8_t> data;
+		const uint8_t *data_ptr = NULL;
+		int data_size = 0;
+
+		if (d.has("uri")) {
+			String uri = d["uri"];
+
+			if (uri.findn("data:application/octet-stream;base64") == 0) {
+				//embedded data
+				data = _parse_base64_uri(uri);
+				data_ptr = data.ptr();
+				data_size = data.size();
+			} else {
+
+				uri = p_base_path.plus_file(uri).replace("\\", "/"); //fix for windows
+				Ref<Texture> texture = ResourceLoader::load(uri);
+				state.images.push_back(texture);
+				continue;
+			}
+		}
+
+		if (d.has("bufferView")) {
+			int bvi = d["bufferView"];
+
+			ERR_FAIL_INDEX_V(bvi, state.buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
+
+			GLTFBufferView &bv = state.buffer_views[bvi];
+
+			int bi = bv.buffer;
+			ERR_FAIL_INDEX_V(bi, state.buffers.size(), ERR_PARAMETER_RANGE_ERROR);
+
+			ERR_FAIL_COND_V(bv.byte_offset + bv.byte_length > state.buffers[bi].size(), ERR_FILE_CORRUPT);
+
+			data_ptr = &state.buffers[bi][bv.byte_offset];
+			data_size = bv.byte_length;
+		}
+
+		ERR_FAIL_COND_V(mimetype == "", ERR_FILE_CORRUPT);
+
+		if (mimetype.findn("png") != -1) {
+			//is a png
+			Ref<Image> img = Image::_png_mem_loader_func(data_ptr, data_size);
+
+			ERR_FAIL_COND_V(img.is_null(), ERR_FILE_CORRUPT);
+
+			Ref<ImageTexture> t;
+			t.instance();
+			t->create_from_image(img);
+
+			state.images.push_back(t);
+			continue;
+		}
+
+		if (mimetype.findn("jpg") != -1) {
+			//is a jpg
+			Ref<Image> img = Image::_jpg_mem_loader_func(data_ptr, data_size);
+
+			ERR_FAIL_COND_V(img.is_null(), ERR_FILE_CORRUPT);
+
+			Ref<ImageTexture> t;
+			t.instance();
+			t->create_from_image(img);
+
+			state.images.push_back(t);
+
+			continue;
+		}
+
+		ERR_FAIL_V(ERR_FILE_CORRUPT);
+	}
+
+	print_line("total images: " + itos(state.images.size()));
+
+	return OK;
+}
+
+Error EditorSceneImporterGLTF::_parse_textures(GLTFState &state) {
+
+	if (!state.json.has("textures"))
+		return OK;
+
+	Array textures = state.json["textures"];
+	for (int i = 0; i < textures.size(); i++) {
+
+		Dictionary d = textures[i];
+
+		ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR);
+
+		GLTFTexture t;
+		t.src_image = d["source"];
+		state.textures.push_back(t);
+	}
+
+	return OK;
+}
+
+Ref<Texture> EditorSceneImporterGLTF::_get_texture(GLTFState &state, int p_texture) {
+	ERR_FAIL_INDEX_V(p_texture, state.textures.size(), Ref<Texture>());
+	int image = state.textures[p_texture].src_image;
+
+	ERR_FAIL_INDEX_V(image, state.images.size(), Ref<Texture>());
+
+	return state.images[image];
+}
+
+Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
+
+	if (!state.json.has("materials"))
+		return OK;
+
+	Array materials = state.json["materials"];
+	for (int i = 0; i < materials.size(); i++) {
+
+		Dictionary d = materials[i];
+
+		Ref<SpatialMaterial> material;
+		material.instance();
+		if (d.has("name")) {
+			material->set_name(d["name"]);
+		}
+
+		if (d.has("pbrMetallicRoughness")) {
+
+			Dictionary mr = d["pbrMetallicRoughness"];
+			if (mr.has("baseColorFactor")) {
+				Array arr = mr["baseColorFactor"];
+				ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
+				Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
+
+				material->set_albedo(c);
+			}
+
+			if (mr.has("baseColorTexture")) {
+				Dictionary bct = mr["baseColorTexture"];
+				if (bct.has("index")) {
+					material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
+				}
+				if (!mr.has("baseColorFactor")) {
+					material->set_albedo(Color(1, 1, 1));
+				}
+			}
+
+			if (mr.has("metallicFactor")) {
+
+				material->set_metallic(mr["metallicFactor"]);
+			}
+			if (mr.has("roughnessFactor")) {
+
+				material->set_roughness(mr["roughnessFactor"]);
+			}
+
+			if (mr.has("metallicRoughnessTexture")) {
+				Dictionary bct = mr["metallicRoughnessTexture"];
+				if (bct.has("index")) {
+					Ref<Texture> t = _get_texture(state, bct["index"]);
+					material->set_texture(SpatialMaterial::TEXTURE_METALLIC, t);
+					material->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_RED);
+					material->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, t);
+					material->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN);
+					if (!mr.has("metallicFactor")) {
+						material->set_metallic(1);
+					}
+					if (!mr.has("roughnessFactor")) {
+						material->set_roughness(1);
+					}
+				}
+			}
+		}
+
+		if (d.has("normalTexture")) {
+			Dictionary bct = d["normalTexture"];
+			if (bct.has("index")) {
+				material->set_texture(SpatialMaterial::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
+				material->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
+			}
+			if (bct.has("scale")) {
+				material->set_normal_scale(bct["scale"]);
+			}
+		}
+		if (d.has("occlusionTexture")) {
+			Dictionary bct = d["occlusionTexture"];
+			if (bct.has("index")) {
+				material->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
+				material->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
+			}
+		}
+
+		if (d.has("emissiveFactor")) {
+			Array arr = d["emissiveFactor"];
+			ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
+			Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
+			material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
+
+			material->set_emission(c);
+		}
+
+		if (d.has("emissiveTexture")) {
+			Dictionary bct = d["emissiveTexture"];
+			if (bct.has("index")) {
+				material->set_texture(SpatialMaterial::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
+				material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
+				material->set_emission(Color(0, 0, 0));
+			}
+		}
+
+		if (d.has("doubleSided")) {
+			bool ds = d["doubleSided"];
+			if (ds) {
+				material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
+			}
+		}
+
+		if (d.has("alphaMode")) {
+			String am = d["alphaMode"];
+			if (am != "OPAQUE") {
+				material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+			}
+		}
+
+		state.materials.push_back(material);
+	}
+
+	print_line("total materials: " + itos(state.materials.size()));
+
+	return OK;
+}
+
+Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) {
+
+	if (!state.json.has("skins"))
+		return OK;
+
+	Array skins = state.json["skins"];
+	for (int i = 0; i < skins.size(); i++) {
+
+		Dictionary d = skins[i];
+
+		GLTFSkin skin;
+
+		ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
+
+		Array joints = d["joints"];
+		Vector<Transform> bind_matrices;
+
+		if (d.has("inverseBindMatrices")) {
+			bind_matrices = _decode_accessor_as_xform(state, d["inverseBindMatrices"], false);
+			ERR_FAIL_COND_V(bind_matrices.size() != joints.size(), ERR_PARSE_ERROR);
+		}
+
+		for (int j = 0; j < joints.size(); j++) {
+			int index = joints[j];
+			ERR_FAIL_INDEX_V(index, state.nodes.size(), ERR_PARSE_ERROR);
+			state.nodes[index]->joint_skin = state.skins.size();
+			state.nodes[index]->joint_bone = j;
+			GLTFSkin::Bone bone;
+			bone.node = index;
+			if (bind_matrices.size()) {
+				bone.inverse_bind = bind_matrices[j];
+			}
+
+			skin.bones.push_back(bone);
+		}
+
+		print_line("skin has skeleton? " + itos(d.has("skeleton")));
+		if (d.has("skeleton")) {
+			int skeleton = d["skeleton"];
+			ERR_FAIL_INDEX_V(skeleton, state.nodes.size(), ERR_PARSE_ERROR);
+			state.nodes[skeleton]->skeleton_skin = state.skins.size();
+			print_line("setting skeleton skin to" + itos(skeleton));
+			skin.skeleton = skeleton;
+		}
+
+		if (d.has("name")) {
+			skin.name = d["name"];
+		}
+
+		//locate the right place to put a Skeleton node
+
+		if (state.skin_users.has(i)) {
+			Vector<int> users = state.skin_users[i];
+			int skin_node = -1;
+			for (int j = 0; j < users.size(); j++) {
+				int user = state.nodes[users[j]]->parent; //always go from parent
+				if (j == 0) {
+					skin_node = user;
+				} else if (skin_node != -1) {
+					bool found = false;
+					while (skin_node >= 0) {
+
+						int cuser = user;
+						while (cuser != -1) {
+							if (cuser == skin_node) {
+								found = true;
+								break;
+							}
+							cuser = state.nodes[skin_node]->parent;
+						}
+						if (found)
+							break;
+						skin_node = state.nodes[skin_node]->parent;
+					}
+
+					if (!found) {
+						skin_node = -1; //just leave where it is
+					}
+
+					//find a common parent
+				}
+			}
+
+			if (skin_node != -1) {
+				for (int j = 0; j < users.size(); j++) {
+					state.nodes[users[j]]->child_of_skeleton = i;
+				}
+
+				state.nodes[skin_node]->skeleton_children.push_back(i);
+			}
+			state.skins.push_back(skin);
+		}
+	}
+	print_line("total skins: " + itos(state.skins.size()));
+
+	//now
+
+	return OK;
+}
+
+Error EditorSceneImporterGLTF::_parse_cameras(GLTFState &state) {
+
+	if (!state.json.has("cameras"))
+		return OK;
+
+	Array cameras = state.json["cameras"];
+
+	for (int i = 0; i < cameras.size(); i++) {
+
+		Dictionary d = cameras[i];
+
+		GLTFCamera camera;
+		ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
+		String type = d["type"];
+		if (type == "orthographic") {
+
+			camera.perspective = false;
+			if (d.has("orthographic")) {
+				Dictionary og = d["orthographic"];
+				camera.fov_size = og["ymag"];
+				camera.zfar = og["zfar"];
+				camera.znear = og["znear"];
+			} else {
+				camera.fov_size = 10;
+			}
+
+		} else if (type == "perspective") {
+
+			camera.perspective = true;
+			if (d.has("perspective")) {
+				Dictionary ppt = d["perspective"];
+				camera.fov_size = ppt["yfov"];
+				camera.zfar = ppt["zfar"];
+				camera.znear = ppt["znear"];
+			} else {
+				camera.fov_size = 10;
+			}
+		} else {
+			ERR_EXPLAIN("Camera should be in 'orthographic' or 'perspective'");
+			ERR_FAIL_V(ERR_PARSE_ERROR);
+		}
+
+		state.cameras.push_back(camera);
+	}
+}
+
+void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) {
+
+	for (int i = 0; i < state.nodes.size(); i++) {
+		GLTFNode *n = state.nodes[i];
+		if (n->name == "") {
+			if (n->mesh >= 0) {
+				n->name = "Mesh";
+			} else if (n->joint_skin >= 0) {
+				n->name = "Bone";
+			} else {
+				n->name = "Node";
+			}
+		}
+
+		n->name = _gen_unique_name(state, n->name);
+	}
+}
+
+void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons) {
+	ERR_FAIL_INDEX(p_node, state.nodes.size());
+
+	GLTFNode *n = state.nodes[p_node];
+	Spatial *node;
+
+	if (n->mesh >= 0) {
+		ERR_FAIL_INDEX(n->mesh, state.meshes.size());
+		MeshInstance *mi = memnew(MeshInstance);
+		const GLTFMesh &mesh = state.meshes[n->mesh];
+		mi->set_mesh(mesh.mesh);
+		for (int i = 0; i < mesh.blend_weights.size(); i++) {
+			mi->set("blend_shapes/" + mesh.mesh->get_blend_shape_name(i), mesh.blend_weights[i]);
+		}
+
+		node = mi;
+	} else if (n->camera >= 0) {
+		ERR_FAIL_INDEX(n->camera, state.cameras.size());
+		Camera *camera = memnew(Camera);
+
+		const GLTFCamera &c = state.cameras[n->camera];
+		if (c.perspective) {
+			camera->set_perspective(c.fov_size, c.znear, c.znear);
+		} else {
+			camera->set_orthogonal(c.fov_size, c.znear, c.znear);
+		}
+
+		node = camera;
+	} else {
+		node = memnew(Spatial);
+	}
+
+	node->set_name(n->name);
+
+	if (n->child_of_skeleton >= 0) {
+		//move skeleton around and place it on node, as the node _is_ a skeleton.
+		Skeleton *s = skeletons[n->child_of_skeleton];
+		p_parent = s;
+	}
+
+	p_parent->add_child(node);
+	node->set_owner(p_owner);
+	node->set_transform(n->xform);
+
+	for (int i = 0; i < n->skeleton_children.size(); i++) {
+
+		Skeleton *s = skeletons[n->skeleton_children[i]];
+		s->get_parent()->remove_child(s);
+		node->add_child(s);
+		s->set_owner(p_owner);
+	}
+
+	for (int i = 0; i < n->children.size(); i++) {
+		if (state.nodes[n->children[i]]->joint_skin >= 0) {
+			_generate_bone(state, n->children[i], skeletons, -1);
+		} else {
+			_generate_node(state, n->children[i], node, p_owner, skeletons);
+		}
+	}
+}
+
+void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, int p_parent_bone) {
+	ERR_FAIL_INDEX(p_node, state.nodes.size());
+
+	GLTFNode *n = state.nodes[p_node];
+
+	ERR_FAIL_COND(n->joint_skin < 0);
+
+	int bone_index = skeletons[n->joint_skin]->get_bone_count();
+	skeletons[n->joint_skin]->add_bone(n->name);
+	if (p_parent_bone >= 0) {
+		skeletons[n->joint_skin]->set_bone_parent(bone_index, p_parent_bone);
+	}
+	skeletons[n->joint_skin]->set_bone_rest(bone_index, state.skins[n->joint_skin].bones[n->joint_bone].inverse_bind.affine_inverse());
+
+	for (int i = 0; i < n->children.size(); i++) {
+		ERR_CONTINUE(state.nodes[n->children[i]]->joint_skin < 0);
+		_generate_bone(state, n->children[i], skeletons, bone_index);
+	}
+}
+
+Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state) {
+
+	Spatial *root = memnew(Spatial);
+	root->set_name(state.scene_name);
+	//generate skeletons
+	Vector<Skeleton *> skeletons;
+	for (int i = 0; i < state.skins.size(); i++) {
+		Skeleton *s = memnew(Skeleton);
+		String name = state.skins[i].name;
+		if (name == "") {
+			name = _gen_unique_name(state, "Skeleton");
+		}
+		s->set_name(name);
+		root->add_child(s);
+		s->set_owner(root);
+		skeletons.push_back(s);
+	}
+	for (int i = 0; i < state.root_nodes.size(); i++) {
+		if (state.nodes[state.root_nodes[i]]->joint_skin >= 0) {
+			_generate_bone(state, state.root_nodes[i], skeletons, -1);
+		} else {
+			_generate_node(state, state.root_nodes[i], root, root, skeletons);
+		}
+	}
+
+	for (int i = 0; i < skeletons.size(); i++) {
+		skeletons[i]->localize_rests();
+	}
+
+	return root;
+}
+
+Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
+
+	GLTFState state;
+	Error err = _parse_json(p_path, state);
+	if (err)
+		return NULL;
+
+	ERR_FAIL_COND_V(!state.json.has("asset"), NULL);
+
+	Dictionary asset = state.json["asset"];
+
+	ERR_FAIL_COND_V(!asset.has("version"), NULL);
+
+	String version = asset["version"];
+
+	state.major_version = version.get_slice(".", 0).to_int();
+	state.minor_version = version.get_slice(".", 1).to_int();
+
+	/* STEP 0 PARSE SCENE */
+	err = _parse_scenes(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 1 PARSE NODES */
+	err = _parse_nodes(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 2 PARSE BUFFERS */
+	err = _parse_buffers(state, p_path.get_base_dir());
+	if (err != OK)
+		return NULL;
+
+	/* STEP 3 PARSE BUFFER VIEWS */
+	err = _parse_buffer_views(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 4 PARSE ACCESSORS */
+	err = _parse_accessors(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 5 PARSE IMAGES */
+	err = _parse_images(state, p_path.get_base_dir());
+	if (err != OK)
+		return NULL;
+
+	/* STEP 6 PARSE TEXTURES */
+	err = _parse_textures(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 7 PARSE TEXTURES */
+	err = _parse_materials(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 8 PARSE MESHES (we have enough info now) */
+	err = _parse_meshes(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 9 PARSE SKINS */
+	err = _parse_skins(state);
+	if (err != OK)
+		return NULL;
+
+	/* STEP 10 PARSE CAMERAS */
+	err = _parse_cameras(state);
+	if (err != OK)
+		return NULL;
+
+	_assign_scene_names(state);
+
+	Spatial *scene = _generate_scene(state);
+
+	return scene;
+}
+
+Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path, uint32_t p_flags) {
+
+	return Ref<Animation>();
+}
+
+EditorSceneImporterGLTF::EditorSceneImporterGLTF() {
+}

+ 258 - 0
editor/import/editor_scene_importer_gltf.h

@@ -0,0 +1,258 @@
+#ifndef EDITOR_SCENE_IMPORTER_GLTF_H
+#define EDITOR_SCENE_IMPORTER_GLTF_H
+
+#include "editor/import/resource_importer_scene.h"
+#include "scene/3d/skeleton.h"
+#include "scene/3d/spatial.h"
+
+class EditorSceneImporterGLTF : public EditorSceneImporter {
+
+	GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
+
+	enum {
+		ARRAY_BUFFER = 34962,
+		ELEMENT_ARRAY_BUFFER = 34963,
+
+		TYPE_BYTE = 5120,
+		TYPE_UNSIGNED_BYTE = 5121,
+		TYPE_SHORT = 5122,
+		TYPE_UNSIGNED_SHORT = 5123,
+		TYPE_UNSIGNED_INT = 5125,
+		TYPE_FLOAT = 5126,
+
+		COMPONENT_TYPE_BYTE = 5120,
+		COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
+		COMPONENT_TYPE_SHORT = 5122,
+		COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
+		COMPONENT_TYPE_INT = 5125,
+		COMPONENT_TYPE_FLOAT = 5126,
+
+	};
+
+	String _get_component_type_name(uint32_t p_component);
+	int _get_component_type_size(int component_type);
+
+	enum GLTFType {
+		TYPE_SCALAR,
+		TYPE_VEC2,
+		TYPE_VEC3,
+		TYPE_VEC4,
+		TYPE_MAT2,
+		TYPE_MAT3,
+		TYPE_MAT4,
+	};
+
+	String _get_type_name(GLTFType p_component);
+
+	struct GLTFNode {
+		//matrices need to be transformed to this
+		int parent;
+
+		Transform xform;
+		String name;
+
+		int mesh;
+		int camera;
+		int skin;
+		int skeleton_skin;
+		int child_of_skeleton; // put as children of skeleton
+		Vector<int> skeleton_children; //skeleton put as children of this
+
+		int joint_skin;
+		int joint_bone;
+
+		//keep them for animation
+		Vector3 translation;
+		Quat rotation;
+		Vector3 scale;
+
+		Vector<int> children;
+
+		GLTFNode() {
+			joint_skin = -1;
+			joint_bone = -1;
+			child_of_skeleton = -1;
+			skeleton_skin = -1;
+			mesh = -1;
+			camera = -1;
+			parent = -1;
+			scale = Vector3(1, 1, 1);
+		}
+	};
+
+	struct GLTFBufferView {
+
+		int buffer;
+		int byte_offset;
+		int byte_length;
+		int byte_stride;
+		bool indices;
+		//matrices need to be transformed to this
+
+		GLTFBufferView() {
+			buffer = 0;
+			byte_offset = 0;
+			byte_length = 0;
+			byte_stride = 0;
+			indices = false;
+		}
+	};
+
+	struct GLTFAccessor {
+
+		int buffer_view;
+		int byte_offset;
+		int component_type;
+		bool normalized;
+		int count;
+		GLTFType type;
+		float min;
+		float max;
+		int sparse_count;
+		int sparse_indices_buffer_view;
+		int sparse_indices_byte_offset;
+		int sparse_indices_component_type;
+		int sparse_values_buffer_view;
+		int sparse_values_byte_offset;
+
+		//matrices need to be transformed to this
+
+		GLTFAccessor() {
+			buffer_view = 0;
+			byte_offset = 0;
+			component_type = 0;
+			normalized = false;
+			count = 0;
+			min = 0;
+			max = 0;
+			sparse_count = 0;
+			sparse_indices_byte_offset = 0;
+			sparse_values_byte_offset = 0;
+		}
+	};
+	struct GLTFTexture {
+		int src_image;
+	};
+
+	struct GLTFSkin {
+
+		String name;
+		struct Bone {
+			Transform inverse_bind;
+			int node;
+		};
+
+		int skeleton;
+		Vector<Bone> bones;
+
+		//matrices need to be transformed to this
+
+		GLTFSkin() {
+			skeleton = -1;
+		}
+	};
+
+	struct GLTFMesh {
+		Ref<ArrayMesh> mesh;
+		Vector<float> blend_weights;
+	};
+
+	struct GLTFCamera {
+
+		bool perspective;
+		float fov_size;
+		float zfar;
+		float znear;
+
+		GLTFCamera() {
+			perspective = true;
+			fov_size = 65;
+			zfar = 500;
+			znear = 0.1;
+		}
+	};
+
+	struct GLTFState {
+
+		Dictionary json;
+		int major_version;
+		int minor_version;
+		Vector<uint8_t> gfb_data;
+
+		Vector<GLTFNode *> nodes;
+		Vector<Vector<uint8_t> > buffers;
+		Vector<GLTFBufferView> buffer_views;
+		Vector<GLTFAccessor> accessors;
+
+		Vector<GLTFMesh> meshes; //meshes are loaded directly, no reason not to.
+		Vector<Ref<Material> > materials;
+
+		String scene_name;
+		Vector<int> root_nodes;
+
+		Vector<GLTFTexture> textures;
+		Vector<Ref<Texture> > images;
+
+		Vector<GLTFSkin> skins;
+		Vector<GLTFCamera> cameras;
+
+		Set<String> unique_names;
+
+		Map<int, Vector<int> > skin_users; //cache skin users
+
+		~GLTFState() {
+			for (int i = 0; i < nodes.size(); i++) {
+				memdelete(nodes[i]);
+			}
+		}
+	};
+
+	String _gen_unique_name(GLTFState &state, const String &p_name);
+
+	Ref<Texture> _get_texture(GLTFState &state, int p_texture);
+
+	Error _parse_json(const String &p_path, GLTFState &state);
+
+	Error _parse_scenes(GLTFState &state);
+	Error _parse_nodes(GLTFState &state);
+	Error _parse_buffers(GLTFState &state, const String &p_base_path);
+	Error _parse_buffer_views(GLTFState &state);
+	GLTFType _get_type_from_str(const String &p_string);
+	Error _parse_accessors(GLTFState &state);
+	Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
+	Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
+	PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
+	PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
+	PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
+	PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
+	PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
+	Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
+	Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
+	Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
+
+	void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, int p_parent_bone);
+	void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
+	Spatial *_generate_scene(GLTFState &state);
+
+	Error _parse_meshes(GLTFState &state);
+	Error _parse_images(GLTFState &state, const String &p_base_path);
+	Error _parse_textures(GLTFState &state);
+
+	Error _parse_materials(GLTFState &state);
+
+	Error _parse_skins(GLTFState &state);
+
+	Error _parse_cameras(GLTFState &state);
+
+	void _assign_scene_names(GLTFState &state);
+
+public:
+	virtual uint32_t get_import_flags() const;
+	virtual void get_extensions(List<String> *r_extensions) const;
+	virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps = NULL, Error *r_err = NULL);
+	virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags);
+
+	EditorSceneImporterGLTF();
+};
+
+#endif // EDITOR_SCENE_IMPORTER_GLTF_H

+ 1 - 0
methods.py

@@ -244,6 +244,7 @@ def build_glsl_header(filename):
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
+    fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Plane& p_plane) { _FU GLfloat plane[4]={p_plane.normal.x,p_plane.normal.y,p_plane.normal.z,p_plane.d}; glUniform4fv(get_uniform(p_uniform),1,plane); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")
     fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n")

+ 100 - 9
scene/resources/material.cpp

@@ -234,6 +234,14 @@ void SpatialMaterial::init_shaders() {
 
 	shader_names->grow = "grow";
 
+	shader_names->metallic_texture_channel = "metallic_texture_channel";
+	shader_names->roughness_texture_channel = "roughness_texture_channel";
+	shader_names->ao_texture_channel = "ao_texture_channel";
+	shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
+	shader_names->rim_texture_channel = "rim_texture_channel";
+	shader_names->depth_texture_channel = "depth_texture_channel";
+	shader_names->refraction_texture_channel = "refraction_texture_channel";
+
 	shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
 	shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
 	shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
@@ -354,7 +362,9 @@ void SpatialMaterial::_update_shader() {
 	code += "uniform float roughness : hint_range(0,1);\n";
 	code += "uniform float point_size : hint_range(0,128);\n";
 	code += "uniform sampler2D texture_metallic : hint_white;\n";
+	code += "uniform vec4 metallic_texture_channel;\n";
 	code += "uniform sampler2D texture_roughness : hint_white;\n";
+	code += "uniform vec4 roughness_texture_channel;\n";
 	if (billboard_mode == BILLBOARD_PARTICLES) {
 		code += "uniform int particles_anim_h_frames;\n";
 		code += "uniform int particles_anim_v_frames;\n";
@@ -371,6 +381,7 @@ void SpatialMaterial::_update_shader() {
 	if (features[FEATURE_REFRACTION]) {
 		code += "uniform sampler2D texture_refraction;\n";
 		code += "uniform float refraction : hint_range(-16,16);\n";
+		code += "uniform vec4 refraction_texture_channel;\n";
 	}
 
 	if (features[FEATURE_NORMAL_MAPPING]) {
@@ -393,6 +404,7 @@ void SpatialMaterial::_update_shader() {
 	}
 	if (features[FEATURE_AMBIENT_OCCLUSION]) {
 		code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
+		code += "uniform vec4 ao_texture_channel;\n";
 	}
 
 	if (features[FEATURE_DETAIL]) {
@@ -617,15 +629,15 @@ void SpatialMaterial::_update_shader() {
 
 	code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
 	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
-		code += "\tfloat metallic_tex = triplanar_texture(texture_metallic,uv1_power_normal,uv1_world_pos).r;\n";
+		code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_world_pos),metallic_texture_channel);\n";
 	} else {
-		code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
+		code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
 	}
 	code += "\tMETALLIC = metallic_tex * metallic;\n";
 	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
-		code += "\tfloat roughness_tex = triplanar_texture(texture_roughness,uv1_power_normal,uv1_world_pos).r;\n";
+		code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_world_pos),roughness_texture_channel);\n";
 	} else {
-		code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
+		code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
 	}
 	code += "\tROUGHNESS = roughness_tex * roughness;\n";
 	code += "\tSPECULAR = specular;\n";
@@ -656,7 +668,7 @@ void SpatialMaterial::_update_shader() {
 			code += "\tvec3 ref_normal = NORMAL;\n";
 		}
 
-		code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * texture(texture_refraction,base_uv).r * refraction;\n";
+		code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
 		code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
 		code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
 		code += "\tALBEDO *= 1.0 - ref_amount;\n";
@@ -699,15 +711,15 @@ void SpatialMaterial::_update_shader() {
 	if (features[FEATURE_AMBIENT_OCCLUSION]) {
 		if (flags[FLAG_AO_ON_UV2]) {
 			if (flags[FLAG_UV2_USE_TRIPLANAR]) {
-				code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_world_pos).r;\n";
+				code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_world_pos),ao_texture_channel);\n";
 			} else {
-				code += "\tAO = texture(texture_ambient_occlusion,base_uv2).r;\n";
+				code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
 			}
 		} else {
 			if (flags[FLAG_UV1_USE_TRIPLANAR]) {
-				code += "\tAO = triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_world_pos).r;\n";
+				code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_world_pos),ao_texture_channel);\n";
 			} else {
-				code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n";
+				code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
 			}
 		}
 	}
@@ -1327,6 +1339,58 @@ float SpatialMaterial::get_grow() const {
 	return grow;
 }
 
+static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
+	static const Plane masks[5] = {
+		Plane(1, 0, 0, 0),
+		Plane(0, 1, 0, 0),
+		Plane(0, 0, 1, 0),
+		Plane(0, 0, 0, 1),
+		Plane(0.3333333, 0.3333333, 0.3333333, 0),
+	};
+
+	return masks[p_channel];
+}
+
+void SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
+
+	metallic_texture_channel = p_channel;
+	VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
+}
+
+SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel() const {
+	return metallic_texture_channel;
+}
+
+void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
+
+	roughness_texture_channel = p_channel;
+	VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
+}
+
+SpatialMaterial::TextureChannel SpatialMaterial::get_roughness_texture_channel() const {
+	return roughness_texture_channel;
+}
+
+void SpatialMaterial::set_ao_texture_channel(TextureChannel p_channel) {
+
+	ao_texture_channel = p_channel;
+	VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_texture_channel, _get_texture_mask(p_channel));
+}
+
+SpatialMaterial::TextureChannel SpatialMaterial::get_ao_texture_channel() const {
+	return ao_texture_channel;
+}
+
+void SpatialMaterial::set_refraction_texture_channel(TextureChannel p_channel) {
+
+	refraction_texture_channel = p_channel;
+	VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_texture_channel, _get_texture_mask(p_channel));
+}
+
+SpatialMaterial::TextureChannel SpatialMaterial::get_refraction_texture_channel() const {
+	return refraction_texture_channel;
+}
+
 void SpatialMaterial::_bind_methods() {
 
 	ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
@@ -1455,6 +1519,18 @@ void SpatialMaterial::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_grow_enabled", "enable"), &SpatialMaterial::set_grow_enabled);
 	ClassDB::bind_method(D_METHOD("is_grow_enabled"), &SpatialMaterial::is_grow_enabled);
 
+	ClassDB::bind_method(D_METHOD("set_metallic_texture_channel", "channel"), &SpatialMaterial::set_metallic_texture_channel);
+	ClassDB::bind_method(D_METHOD("get_metallic_texture_channel"), &SpatialMaterial::get_metallic_texture_channel);
+
+	ClassDB::bind_method(D_METHOD("set_roughness_texture_channel", "channel"), &SpatialMaterial::set_roughness_texture_channel);
+	ClassDB::bind_method(D_METHOD("get_roughness_texture_channel"), &SpatialMaterial::get_roughness_texture_channel);
+
+	ClassDB::bind_method(D_METHOD("set_ao_texture_channel", "channel"), &SpatialMaterial::set_ao_texture_channel);
+	ClassDB::bind_method(D_METHOD("get_ao_texture_channel"), &SpatialMaterial::get_ao_texture_channel);
+
+	ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &SpatialMaterial::set_refraction_texture_channel);
+	ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &SpatialMaterial::get_refraction_texture_channel);
+
 	ADD_GROUP("Flags", "flags_");
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
@@ -1490,10 +1566,12 @@ void SpatialMaterial::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
 	ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC);
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "metallic_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_metallic_texture_channel", "get_metallic_texture_channel");
 
 	ADD_GROUP("Roughness", "roughness_");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
 	ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "roughness_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_roughness_texture_channel", "get_roughness_texture_channel");
 
 	ADD_GROUP("Emission", "emission_");
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
@@ -1527,6 +1605,7 @@ void SpatialMaterial::_bind_methods() {
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
 	ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
 
 	ADD_GROUP("Depth", "depth_");
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
@@ -1545,6 +1624,7 @@ void SpatialMaterial::_bind_methods() {
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
 	ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "refraction_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_refraction_texture_channel", "get_refraction_texture_channel");
 
 	ADD_GROUP("Detail", "detail_");
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "detail_enabled"), "set_feature", "get_feature", FEATURE_DETAIL);
@@ -1638,6 +1718,12 @@ void SpatialMaterial::_bind_methods() {
 	BIND_CONSTANT(BILLBOARD_ENABLED);
 	BIND_CONSTANT(BILLBOARD_FIXED_Y);
 	BIND_CONSTANT(BILLBOARD_PARTICLES);
+
+	BIND_CONSTANT(TEXTURE_CHANNEL_RED);
+	BIND_CONSTANT(TEXTURE_CHANNEL_GREEN);
+	BIND_CONSTANT(TEXTURE_CHANNEL_BLUE);
+	BIND_CONSTANT(TEXTURE_CHANNEL_ALPHA);
+	BIND_CONSTANT(TEXTURE_CHANNEL_GRAYSCALE);
 }
 
 SpatialMaterial::SpatialMaterial()
@@ -1672,6 +1758,11 @@ SpatialMaterial::SpatialMaterial()
 	set_particles_anim_v_frames(1);
 	set_particles_anim_loop(false);
 
+	set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
+	set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
+	set_ao_texture_channel(TEXTURE_CHANNEL_RED);
+	set_refraction_texture_channel(TEXTURE_CHANNEL_RED);
+
 	grow_enabled = false;
 	set_grow(0.0);
 

+ 31 - 0
scene/resources/material.h

@@ -190,6 +190,14 @@ public:
 		BILLBOARD_PARTICLES,
 	};
 
+	enum TextureChannel {
+		TEXTURE_CHANNEL_RED,
+		TEXTURE_CHANNEL_GREEN,
+		TEXTURE_CHANNEL_BLUE,
+		TEXTURE_CHANNEL_ALPHA,
+		TEXTURE_CHANNEL_GRAYSCALE
+	};
+
 private:
 	union MaterialKey {
 
@@ -283,6 +291,14 @@ private:
 		StringName uv2_blend_sharpness;
 		StringName grow;
 
+		StringName metallic_texture_channel;
+		StringName roughness_texture_channel;
+		StringName ao_texture_channel;
+		StringName clearcoat_texture_channel;
+		StringName rim_texture_channel;
+		StringName depth_texture_channel;
+		StringName refraction_texture_channel;
+
 		StringName texture_names[TEXTURE_MAX];
 	};
 
@@ -342,6 +358,11 @@ private:
 	DiffuseMode diffuse_mode;
 	BillboardMode billboard_mode;
 
+	TextureChannel metallic_texture_channel;
+	TextureChannel roughness_texture_channel;
+	TextureChannel ao_texture_channel;
+	TextureChannel refraction_texture_channel;
+
 	bool features[FEATURE_MAX];
 
 	Ref<Texture> textures[TEXTURE_MAX];
@@ -478,6 +499,15 @@ public:
 	void set_grow(float p_grow);
 	float get_grow() const;
 
+	void set_metallic_texture_channel(TextureChannel p_channel);
+	TextureChannel get_metallic_texture_channel() const;
+	void set_roughness_texture_channel(TextureChannel p_channel);
+	TextureChannel get_roughness_texture_channel() const;
+	void set_ao_texture_channel(TextureChannel p_channel);
+	TextureChannel get_ao_texture_channel() const;
+	void set_refraction_texture_channel(TextureChannel p_channel);
+	TextureChannel get_refraction_texture_channel() const;
+
 	static void init_shaders();
 	static void finish_shaders();
 	static void flush_changes();
@@ -496,6 +526,7 @@ VARIANT_ENUM_CAST(SpatialMaterial::Flags)
 VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
 VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
 VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
+VARIANT_ENUM_CAST(SpatialMaterial::TextureChannel)
 
 //////////////////////
 

+ 50 - 25
scene/resources/surface_tool.cpp

@@ -224,30 +224,22 @@ void SurfaceTool::add_index(int p_index) {
 	index_array.push_back(p_index);
 }
 
-Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
-
-	Ref<ArrayMesh> mesh;
-	if (p_existing.is_valid())
-		mesh = p_existing;
-	else
-		mesh.instance();
+Array SurfaceTool::commit_to_arrays() {
 
 	int varr_len = vertex_array.size();
 
-	if (varr_len == 0)
-		return mesh;
-
-	int surface = mesh->get_surface_count();
-
 	Array a;
 	a.resize(Mesh::ARRAY_MAX);
 
 	for (int i = 0; i < Mesh::ARRAY_MAX; i++) {
 
-		switch (format & (1 << i)) {
+		if (!(format & (1 << i)))
+			continue; //not in format
+
+		switch (i) {
 
-			case Mesh::ARRAY_FORMAT_VERTEX:
-			case Mesh::ARRAY_FORMAT_NORMAL: {
+			case Mesh::ARRAY_VERTEX:
+			case Mesh::ARRAY_NORMAL: {
 
 				PoolVector<Vector3> array;
 				array.resize(varr_len);
@@ -273,8 +265,8 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 
 			} break;
 
-			case Mesh::ARRAY_FORMAT_TEX_UV:
-			case Mesh::ARRAY_FORMAT_TEX_UV2: {
+			case Mesh::ARRAY_TEX_UV:
+			case Mesh::ARRAY_TEX_UV2: {
 
 				PoolVector<Vector2> array;
 				array.resize(varr_len);
@@ -299,7 +291,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 				w = PoolVector<Vector2>::Write();
 				a[i] = array;
 			} break;
-			case Mesh::ARRAY_FORMAT_TANGENT: {
+			case Mesh::ARRAY_TANGENT: {
 
 				PoolVector<float> array;
 				array.resize(varr_len * 4);
@@ -323,7 +315,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 				a[i] = array;
 
 			} break;
-			case Mesh::ARRAY_FORMAT_COLOR: {
+			case Mesh::ARRAY_COLOR: {
 
 				PoolVector<Color> array;
 				array.resize(varr_len);
@@ -339,7 +331,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 				w = PoolVector<Color>::Write();
 				a[i] = array;
 			} break;
-			case Mesh::ARRAY_FORMAT_BONES: {
+			case Mesh::ARRAY_BONES: {
 
 				PoolVector<int> array;
 				array.resize(varr_len * 4);
@@ -361,7 +353,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 				a[i] = array;
 
 			} break;
-			case Mesh::ARRAY_FORMAT_WEIGHTS: {
+			case Mesh::ARRAY_WEIGHTS: {
 
 				PoolVector<float> array;
 				array.resize(varr_len * 4);
@@ -383,7 +375,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 				a[i] = array;
 
 			} break;
-			case Mesh::ARRAY_FORMAT_INDEX: {
+			case Mesh::ARRAY_INDEX: {
 
 				ERR_CONTINUE(index_array.size() == 0);
 
@@ -398,6 +390,7 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 				}
 
 				w = PoolVector<int>::Write();
+
 				a[i] = array;
 			} break;
 
@@ -405,6 +398,26 @@ Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
 		}
 	}
 
+	return a;
+}
+
+Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
+
+	Ref<ArrayMesh> mesh;
+	if (p_existing.is_valid())
+		mesh = p_existing;
+	else
+		mesh.instance();
+
+	int varr_len = vertex_array.size();
+
+	if (varr_len == 0)
+		return mesh;
+
+	int surface = mesh->get_surface_count();
+
+	Array a = commit_to_arrays();
+
 	mesh->add_surface_from_arrays(primitive, a);
 	if (material.is_valid())
 		mesh->surface_set_material(surface, material);
@@ -459,12 +472,17 @@ void SurfaceTool::deindex() {
 		vertex_array.push_back(varr[E->get()]);
 	}
 	format &= ~Mesh::ARRAY_FORMAT_INDEX;
+	index_array.clear();
 }
 
 void SurfaceTool::_create_list(const Ref<Mesh> &p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index, int &lformat) {
 
 	Array arr = p_existing->surface_get_arrays(p_surface);
 	ERR_FAIL_COND(arr.size() != VS::ARRAY_MAX);
+	_create_list_from_arrays(arr, r_vertex, r_index, lformat);
+}
+
+void SurfaceTool::_create_list_from_arrays(Array arr, List<Vertex> *r_vertex, List<int> *r_index, int &lformat) {
 
 	PoolVector<Vector3> varr = arr[VS::ARRAY_VERTEX];
 	PoolVector<Vector3> narr = arr[VS::ARRAY_NORMAL];
@@ -536,7 +554,7 @@ void SurfaceTool::_create_list(const Ref<Mesh> &p_existing, int p_surface, List<
 		if (lformat & VS::ARRAY_FORMAT_TANGENT) {
 			Plane p(tarr[i * 4 + 0], tarr[i * 4 + 1], tarr[i * 4 + 2], tarr[i * 4 + 3]);
 			v.tangent = p.normal;
-			v.binormal = p.normal.cross(last_normal).normalized() * p.d;
+			v.binormal = p.normal.cross(v.tangent).normalized() * p.d;
 		}
 		if (lformat & VS::ARRAY_FORMAT_COLOR)
 			v.color = carr[i];
@@ -580,6 +598,13 @@ void SurfaceTool::_create_list(const Ref<Mesh> &p_existing, int p_surface, List<
 	}
 }
 
+void SurfaceTool::create_from_triangle_arrays(const Array &p_arrays) {
+
+	clear();
+	primitive = Mesh::PRIMITIVE_TRIANGLES;
+	_create_list_from_arrays(p_arrays, &vertex_array, &index_array, format);
+}
+
 void SurfaceTool::create_from(const Ref<Mesh> &p_existing, int p_surface) {
 
 	clear();
@@ -711,8 +736,9 @@ void SurfaceTool::generate_tangents() {
 	ERR_FAIL_COND(!res);
 	format |= Mesh::ARRAY_FORMAT_TANGENT;
 
-	if (indexed)
+	if (indexed) {
 		index();
+	}
 }
 
 void SurfaceTool::generate_normals() {
@@ -784,7 +810,6 @@ void SurfaceTool::generate_normals() {
 			vertex_hash.clear();
 			if (E) {
 				smooth = smooth_groups[count];
-				print_line("SMOOTH AT " + itos(count) + ": " + itos(smooth));
 			}
 		}
 	}

+ 3 - 0
scene/resources/surface_tool.h

@@ -80,6 +80,7 @@ private:
 	Vector<float> last_weights;
 	Plane last_tangent;
 
+	void _create_list_from_arrays(Array arr, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
 	void _create_list(const Ref<Mesh> &p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
 
 	//mikktspace callbacks
@@ -123,6 +124,8 @@ public:
 
 	List<Vertex> &get_vertex_array() { return vertex_array; }
 
+	void create_from_triangle_arrays(const Array &p_arrays);
+	Array commit_to_arrays();
 	void create_from(const Ref<Mesh> &p_existing, int p_surface);
 	void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
 	Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>());

+ 2 - 3
thirdparty/misc/base64.h

@@ -11,9 +11,8 @@
 
 extern "C" {
 
-uint32_t base64_encode (char* to, char* from, uint32_t len);
-uint32_t base64_decode (char* to, char* from, uint32_t len);
-
+uint32_t base64_encode(char *to, char *from, uint32_t len);
+uint32_t base64_decode(char *to, char *from, uint32_t len);
 };
 
 #endif /* BASE64_H */