|
@@ -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.
|
|
|
|
- // 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);
|
|
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.
|
|
|
|
- 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;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|