Josh Posted November 14, 2023 Share Posted November 14, 2023 This code treats the glTF file as JSON data, finds material textures, and converts them to the correct DDS format, and resaves the JSON data. This is very cool because it does not actually load a model, so glTF textures can be converted to DDS with no other changes. function CompressTexture(path, format) local k local pixmap = LoadPixmap(path) if pixmap == nil then return end local out = StripExt(path)..".dds" local chain2 = {} local mipchain = pixmap:BuildMipchain() if format == TEXTURE_BC7 or format == TEXTURE_BC6H or format == TEXTURE_BC5 or format == TEXTURE_BC4 then for k = 1, #mipchain do if mipchain[k].size.x < 4 or mipchain[k].size.y < 4 then break end if mipchain[k].format ~= format then mipchain[k] = mipchain[k]:Convert(format) end table.insert(chain2, mipchain[k]) end else chain2 = mipchain-- this might not work yet end return SaveTexture(out, TEXTURE_2D, chain2) end function glTFCompressTextures(path) local n, k local dir = ExtractDir(path) if dir ~= "" then dir = dir.."/" end --Load glTF as JSON data local t = LoadTable(path) if type(t) ~= "table" then return false end --Check for DDS extension if type(t["extensionsUsed"]) == "table" then for n = 1, #t["extensionsUsed"] do if type(t["extensionsUsed"][n]) == "string" then if t["extensionsUsed"][n] == "MSFT_texture_dds" then return false-- DDS textures already exist so return end end end else t["extensionsUsed"] = {} end table.insert(t["extensionsUsed"], "MSFT_texture_dds") if type(t["materials"]) ~= "table" then return false-- glTF file contains no materials end for n = 1, #t["materials"] do --Convert normal maps to BC5 DDS if type(t["materials"][n]["normalTexture"]) == "table" then if type(t["materials"][n]["normalTexture"]["index"]) == "number" then local textureindex = t["materials"][n]["normalTexture"]["index"] local imageindex = t["textures"][textureindex + 1]["source"] local imagefile = t["images"][imageindex + 1]["uri"] CompressTexture(dir..imagefile, TEXTURE_BC5) end end --Convert emissive texture to BC7 if type(t["materials"][n]["emissiveTexture"]) == "table" then if type(t["materials"][n]["emissiveTexture"]["index"]) == "number" then local textureindex = t["materials"][n]["emissiveTexture"]["index"] local imageindex = t["textures"][textureindex + 1]["source"] local imagefile = t["images"][imageindex + 1]["uri"] CompressTexture(dir..imagefile, TEXTURE_BC7) end end if type(t["materials"][n]["pbrMetallicRoughness"]) == "table" then --Convert base texture to BC7 if type(t["materials"][n]["pbrMetallicRoughness"]["baseColorTexture"]) == "table" then if type(t["materials"][n]["pbrMetallicRoughness"]["baseColorTexture"]["index"]) == "number" then local textureindex = t["materials"][n]["pbrMetallicRoughness"]["baseColorTexture"]["index"] local imageindex = t["textures"][textureindex + 1]["source"] local imagefile = t["images"][imageindex + 1]["uri"] CompressTexture(dir..imagefile, TEXTURE_BC7) end end local metalroughnesstextureindex = -1 --Convert metal/roughness texture to BC7 if type(t["materials"][n]["pbrMetallicRoughness"]["metallicRoughnessTexture"]) == "table" then if type(t["materials"][n]["pbrMetallicRoughness"]["metallicRoughnessTexture"]["index"]) == "number" then local textureindex = t["materials"][n]["pbrMetallicRoughness"]["metallicRoughnessTexture"]["index"] local imageindex = t["textures"][textureindex + 1]["source"] local imagefile = t["images"][imageindex + 1]["uri"] CompressTexture(dir..imagefile, TEXTURE_BC7) metalroughnesstextureindex = textureindex end end --Convert AO texture to BC4, unless it is merged with metal/roughness texture if type(t["materials"][n]["pbrMetallicRoughness"]["occlusionTexture"]) == "table" then if type(t["materials"][n]["pbrMetallicRoughness"]["occlusionTexture"]["index"]) == "number" then local textureindex = t["materials"][n]["pbrMetallicRoughness"]["occlusionTexture"]["index"] if textureindex ~= metalroughnesstextureindex then local imageindex = t["textures"][textureindex + 1]["source"] local imagefile = t["images"][imageindex + 1]["uri"] CompressTexture(dir..imagefile, TEXTURE_BC4) end end end end end --Add DDS images into image list local imagecount = #t["images"] for n = 1, imagecount do local imagefile = t["images"][n]["uri"] local ddsimg = {} ddsimg["uri"] = StripExt(imagefile)..".dds" table.insert(t["images"], ddsimg) end --Add DDS images to textures for n = 1, #t["textures"] do if type(t["textures"][n]["extensions"]) ~= "table" then t["textures"][n]["extensions"] = {} end t["textures"][n]["extensions"]["MSFT_texture_dds"] = {} t["textures"][n]["extensions"]["MSFT_texture_dds"]["source"] = imagecount + n - 1 end --Save JSON data as glTF --return SaveTable(t, StripExt(path).."_out.gltf") return SaveTable(t, path) end --test --glTFCompressTextures("models/gltf/boombox.gltf") 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. 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reepblue Posted November 14, 2023 Share Posted November 14, 2023 This looks like a huge time saver! With this enabled as a converter, no model will accidentally be left using png images. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted November 17, 2023 Author Share Posted November 17, 2023 Changed "userdata" values to "table" for incoming update. Changed emissive texture format to BC7. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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