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