TextureImporter.cpp 4.2 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Atomic/Resource/ResourceCache.h>
  23. #include <Atomic/Resource/Image.h>
  24. #include <Atomic/Atomic2D/Sprite2D.h>
  25. #include <Atomic/Atomic2D/StaticSprite2D.h>
  26. #include <Atomic/IO/FileSystem.h>
  27. #include <ToolCore/Import/ImportConfig.h>
  28. #include "Asset.h"
  29. #include "AssetDatabase.h"
  30. #include "TextureImporter.h"
  31. namespace ToolCore
  32. {
  33. TextureImporter::TextureImporter(Context* context, Asset *asset) : AssetImporter(context, asset),
  34. compressTextures_(false)
  35. {
  36. ApplyProjectImportConfig();
  37. }
  38. TextureImporter::~TextureImporter()
  39. {
  40. }
  41. void TextureImporter::SetDefaults()
  42. {
  43. AssetImporter::SetDefaults();
  44. }
  45. bool TextureImporter::Import()
  46. {
  47. AssetDatabase* db = GetSubsystem<AssetDatabase>();
  48. ResourceCache* cache = GetSubsystem<ResourceCache>();
  49. String cachePath = db->GetCachePath();
  50. FileSystem* fileSystem = GetSubsystem<FileSystem>();
  51. String compressedPath = cachePath + "DDS/" + asset_->GetRelativePath() + ".dds";
  52. if (fileSystem->FileExists(compressedPath))
  53. fileSystem->Delete(compressedPath);
  54. SharedPtr<Image> image = cache->GetTempResource<Image>(asset_->GetPath());
  55. if (image.Null())
  56. return false;
  57. if (compressTextures_ &&
  58. !image->IsCompressed())
  59. {
  60. fileSystem->CreateDirs(cachePath, "DDS/" + Atomic::GetPath(asset_->GetRelativePath()));
  61. image->SaveDDS(compressedPath);
  62. }
  63. // todo, proper proportions
  64. image->Resize(64, 64);
  65. // not sure entirely what we want to do here, though if the cache file doesn't exist
  66. // will reimport
  67. image->SavePNG(cachePath + asset_->GetGUID());
  68. // save thumbnail
  69. image->SavePNG(cachePath + asset_->GetGUID() + "_thumbnail.png");
  70. return true;
  71. }
  72. void TextureImporter::ApplyProjectImportConfig()
  73. {
  74. if (ImportConfig::IsLoaded())
  75. {
  76. VariantMap tiParameters;
  77. ImportConfig::ApplyConfig(tiParameters);
  78. VariantMap::ConstIterator itr = tiParameters.Begin();
  79. for (; itr != tiParameters.End(); itr++)
  80. {
  81. if (itr->first_ == "tiProcess_CompressTextures")
  82. compressTextures_ = itr->second_.GetBool();
  83. }
  84. }
  85. }
  86. bool TextureImporter::LoadSettingsInternal(JSONValue& jsonRoot)
  87. {
  88. if (!AssetImporter::LoadSettingsInternal(jsonRoot))
  89. return false;
  90. JSONValue import = jsonRoot.Get("TextureImporter");
  91. return true;
  92. }
  93. bool TextureImporter::SaveSettingsInternal(JSONValue& jsonRoot)
  94. {
  95. if (!AssetImporter::SaveSettingsInternal(jsonRoot))
  96. return false;
  97. JSONValue import(JSONValue::emptyObject);
  98. jsonRoot.Set("TextureImporter", import);
  99. return true;
  100. }
  101. Resource* TextureImporter::GetResource(const String& typeName)
  102. {
  103. if (!typeName.Length())
  104. return 0;
  105. ResourceCache* cache = GetSubsystem<ResourceCache>();
  106. return cache->GetResource(typeName, asset_->GetPath());
  107. }
  108. Node* TextureImporter::InstantiateNode(Node* parent, const String& name)
  109. {
  110. Node* node = parent->CreateChild(name);
  111. Sprite2D* spriteGraphic = GetSubsystem<ResourceCache>()->GetResource<Sprite2D>(asset_->GetPath());
  112. StaticSprite2D* sprite = node->CreateComponent<StaticSprite2D>();
  113. sprite->SetSprite(spriteGraphic);
  114. return node;
  115. }
  116. }