Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Oculus.VR.Editor
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{
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public class OVRSystemSplashScreenEditor
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{
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public const string SplashScreenTexturePath = "Assets/Oculus/OculusSystemSplashScreen.png";
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/// <summary>
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/// Utility method that tries to make a blit copy of the input texture, and outputs its
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/// content in the suitable file encoding & format to the default path.
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///
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/// If it fails (e.g. No GPU), it will return the original input texture instead.
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/// </summary>
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/// <param name="texture">Input texture to make a copy of</param>
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/// <returns>The copied texture, or the input texture if the operation fails</returns>
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public static Texture2D ProcessTexture(Texture2D texture)
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{
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if (texture == null)
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{
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return null;
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}
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string splashScreenAssetPath = AssetDatabase.GetAssetPath(texture);
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if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
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{
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// If no Gfx device, directly copy the image file and hope for the best
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// (e.g. automated builds in batch mode)
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Debug.LogWarning(
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"Generate system splash screen: No graphics device found. Falling back to the original file. " +
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"Please ensure the source image has the correct PNG encoding.");
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if (Path.GetExtension(splashScreenAssetPath).ToLower() != ".png")
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{
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Debug.LogError(
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"Invalid file format of System Splash Screen. It has to be a PNG file to be used by the Quest OS. The asset path: " +
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splashScreenAssetPath);
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return null;
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}
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return texture;
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}
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// If Gfx device found, blit to an intermediate texture to rectify image formats
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var rt = new RenderTexture(texture.width, texture.height, 0);
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Graphics.Blit(texture, rt);
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var tempTexture = new Texture2D(
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rt.width,
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rt.height,
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TextureFormat.RGBA32,
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mipChain: false,
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linear: false);
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tempTexture.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
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try
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{
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File.WriteAllBytes(SplashScreenTexturePath, tempTexture.EncodeToPNG());
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}
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catch (Exception e)
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{
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Debug.LogError("Unable to generate splash screen texture: " + e.Message);
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return null;
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}
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Debug.LogFormat("Generated system splash screen asset at {0}", SplashScreenTexturePath);
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AssetDatabase.ImportAsset(SplashScreenTexturePath);
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return AssetDatabase.LoadAssetAtPath<Texture2D>(SplashScreenTexturePath);
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}
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}
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}
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