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/*************************************************************************/
/* fbx_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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# include "fbx_material.h"
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// FIXME: Shouldn't depend on core_bind.h! Use DirAccessRef like the rest of
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// the engine instead of core_bind::Directory.
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# include "core/core_bind.h"
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# include "scene/resources/material.h"
# include "scene/resources/texture.h"
# include "tools/validation_tools.h"
String FBXMaterial : : get_material_name ( ) const {
return material_name ;
}
void FBXMaterial : : set_imported_material ( FBXDocParser : : Material * p_material ) {
material = p_material ;
}
void FBXMaterial : : add_search_string ( String p_filename , String p_current_directory , String search_directory , Vector < String > & texture_search_paths ) {
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if ( search_directory . is_empty ( ) ) {
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texture_search_paths . push_back ( p_current_directory . get_base_dir ( ) . plus_file ( p_filename ) ) ;
} else {
texture_search_paths . push_back ( p_current_directory . get_base_dir ( ) . plus_file ( search_directory + " / " + p_filename ) ) ;
texture_search_paths . push_back ( p_current_directory . get_base_dir ( ) . plus_file ( " ../ " + search_directory + " / " + p_filename ) ) ;
}
}
String find_file ( const String & p_base , const String & p_file_to_find ) {
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core_bind : : Directory dir ;
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dir . open ( p_base ) ;
dir . list_dir_begin ( ) ;
String n = dir . get_next ( ) ;
while ( n ! = String ( ) ) {
if ( n = = " . " | | n = = " .. " ) {
n = dir . get_next ( ) ;
continue ;
}
if ( dir . current_is_dir ( ) ) {
// Don't use `path_to` or the returned path will be wrong.
const String f = find_file ( p_base + " / " + n , p_file_to_find ) ;
if ( f ! = " " ) {
return f ;
}
} else if ( n = = p_file_to_find ) {
return p_base + " / " + n ;
}
n = dir . get_next ( ) ;
}
dir . list_dir_end ( ) ;
return String ( ) ;
}
// fbx will not give us good path information and let's not regex them to fix them
// no relative paths are in fbx generally they have a rel field but it's populated incorrectly by the SDK.
String FBXMaterial : : find_texture_path_by_filename ( const String p_filename , const String p_current_directory ) {
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core_bind : : Directory dir ;
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Vector < String > paths ;
add_search_string ( p_filename , p_current_directory , " " , paths ) ;
add_search_string ( p_filename , p_current_directory , " texture " , paths ) ;
add_search_string ( p_filename , p_current_directory , " textures " , paths ) ;
add_search_string ( p_filename , p_current_directory , " Textures " , paths ) ;
add_search_string ( p_filename , p_current_directory , " materials " , paths ) ;
add_search_string ( p_filename , p_current_directory , " mats " , paths ) ;
add_search_string ( p_filename , p_current_directory , " pictures " , paths ) ;
add_search_string ( p_filename , p_current_directory , " images " , paths ) ;
for ( int i = 0 ; i < paths . size ( ) ; i + + ) {
if ( dir . file_exists ( paths [ i ] ) ) {
return paths [ i ] ;
}
}
// We were not able to find the texture in the common locations,
// try to find it into the project globally.
// The common textures can be stored into one of those folders:
// res://asset
// res://texture
// res://material
// res://mat
// res://image
// res://picture
//
// Note the folders can also be called with custom names, like:
// res://my_assets
// since the keyword `asset` is into the directory name the textures will be
// searched there too.
dir . open ( " res:// " ) ;
dir . list_dir_begin ( ) ;
String n = dir . get_next ( ) ;
while ( n ! = String ( ) ) {
if ( n = = " . " | | n = = " .. " ) {
n = dir . get_next ( ) ;
continue ;
}
if ( dir . current_is_dir ( ) ) {
const String lower_n = n . to_lower ( ) ;
if (
// Don't need to use plural.
lower_n . find ( " asset " ) > = 0 | |
lower_n . find ( " texture " ) > = 0 | |
lower_n . find ( " material " ) > = 0 | |
lower_n . find ( " mat " ) > = 0 | |
lower_n . find ( " image " ) > = 0 | |
lower_n . find ( " picture " ) > = 0 ) {
// Don't use `path_to` or the returned path will be wrong.
const String f = find_file ( String ( " res:// " ) + n , p_filename ) ;
if ( f ! = " " ) {
return f ;
}
}
}
n = dir . get_next ( ) ;
}
dir . list_dir_end ( ) ;
return " " ;
}
template < class T >
T extract_from_prop ( FBXDocParser : : PropertyPtr prop , const T & p_default , const std : : string & p_name , const String & p_type ) {
ERR_FAIL_COND_V_MSG ( prop = = nullptr , p_default , " invalid property passed to extractor " ) ;
const FBXDocParser : : TypedProperty < T > * val = dynamic_cast < const FBXDocParser : : TypedProperty < T > * > ( prop ) ;
ERR_FAIL_COND_V_MSG ( val = = nullptr , p_default , " The FBX is corrupted, the property ` " + String ( p_name . c_str ( ) ) + " ` is a ` " + String ( typeid ( * prop ) . name ( ) ) + " ` but should be a " + p_type ) ;
// Make sure to not lost any eventual opacity.
return val - > Value ( ) ;
}
Ref < StandardMaterial3D > FBXMaterial : : import_material ( ImportState & state ) {
ERR_FAIL_COND_V ( material = = nullptr , nullptr ) ;
const String p_fbx_current_directory = state . path ;
Ref < StandardMaterial3D > spatial_material ;
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spatial_material . instantiate ( ) ;
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// read the material file
// is material two sided
// read material name
print_verbose ( " [material] material name: " + ImportUtils : : FBXNodeToName ( material - > Name ( ) ) ) ;
material_name = ImportUtils : : FBXNodeToName ( material - > Name ( ) ) ;
for ( const std : : pair < std : : string , const FBXDocParser : : Texture * > iter : material - > Textures ( ) ) {
const uint64_t texture_id = iter . second - > ID ( ) ;
const std : : string & fbx_mapping_name = iter . first ;
const FBXDocParser : : Texture * fbx_texture_data = iter . second ;
const String absolute_texture_path = iter . second - > FileName ( ) . c_str ( ) ;
const String texture_name = absolute_texture_path . get_file ( ) ;
const String file_extension = absolute_texture_path . get_extension ( ) . to_upper ( ) ;
const String debug_string = " texture id: " + itos ( texture_id ) + " texture name: " + String ( iter . second - > Name ( ) . c_str ( ) ) + " mapping name: " + String ( fbx_mapping_name . c_str ( ) ) ;
// remember errors STILL need this string at the end for when you aren't in verbose debug mode :) they need context for when you're not verbose-ing.
print_verbose ( debug_string ) ;
const String file_extension_uppercase = file_extension . to_upper ( ) ;
if ( fbx_transparency_flags . count ( fbx_mapping_name ) > 0 ) {
// just enable it later let's make this fine-tuned.
spatial_material - > set_transparency ( BaseMaterial3D : : TRANSPARENCY_ALPHA ) ;
}
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ERR_CONTINUE_MSG ( file_extension . is_empty ( ) , " your texture has no file extension so we had to ignore it, let us know if you think this is wrong file an issue on github! " + debug_string ) ;
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ERR_CONTINUE_MSG ( fbx_texture_map . count ( fbx_mapping_name ) < = 0 , " This material has a texture with mapping name: " + String ( fbx_mapping_name . c_str ( ) ) + " which is not yet supported by this importer. Consider opening an issue so we can support it. " ) ;
ERR_CONTINUE_MSG (
file_extension_uppercase ! = " PNG " & &
file_extension_uppercase ! = " JPEG " & &
file_extension_uppercase ! = " JPG " & &
file_extension_uppercase ! = " TGA " & &
file_extension_uppercase ! = " WEBP " & &
file_extension_uppercase ! = " DDS " ,
" The FBX file contains a texture with an unrecognized extension: " + file_extension_uppercase ) ;
print_verbose ( " Getting FBX mapping mode for " + String ( fbx_mapping_name . c_str ( ) ) ) ;
// get the texture map type
const StandardMaterial3D : : TextureParam mapping_mode = fbx_texture_map . at ( fbx_mapping_name ) ;
print_verbose ( " Set FBX mapping mode to " + get_texture_param_name ( mapping_mode ) ) ;
Ref < Texture > texture ;
print_verbose ( " texture mapping name: " + texture_name ) ;
if ( state . cached_image_searches . has ( texture_name ) ) {
texture = state . cached_image_searches [ texture_name ] ;
} else {
String path = find_texture_path_by_filename ( texture_name , p_fbx_current_directory ) ;
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if ( ! path . is_empty ( ) ) {
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Ref < Texture2D > image_texture = ResourceLoader : : load ( path ) ;
ERR_CONTINUE ( image_texture . is_null ( ) ) ;
texture = image_texture ;
state . cached_image_searches . insert ( texture_name , texture ) ;
print_verbose ( " Created texture from loaded image file. " ) ;
} else if ( fbx_texture_data ! = nullptr & & fbx_texture_data - > Media ( ) ! = nullptr & & fbx_texture_data - > Media ( ) - > IsEmbedded ( ) ) {
// This is an embedded texture. Extract it.
Ref < Image > image ;
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//image.instantiate(); // oooo double instance bug? why make Image::_png_blah call
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const String extension = texture_name . get_extension ( ) . to_upper ( ) ;
if ( extension = = " PNG " ) {
// The stored file is a PNG.
image = Image : : _png_mem_loader_func ( fbx_texture_data - > Media ( ) - > Content ( ) , fbx_texture_data - > Media ( ) - > ContentLength ( ) ) ;
ERR_CONTINUE_MSG ( image . is_valid ( ) = = false , " FBX Embedded PNG image load fail. " ) ;
} else if (
extension = = " JPEG " | |
extension = = " JPG " ) {
// The stored file is a JPEG.
image = Image : : _jpg_mem_loader_func ( fbx_texture_data - > Media ( ) - > Content ( ) , fbx_texture_data - > Media ( ) - > ContentLength ( ) ) ;
ERR_CONTINUE_MSG ( image . is_valid ( ) = = false , " FBX Embedded JPEG image load fail. " ) ;
} else if ( extension = = " TGA " ) {
// The stored file is a TGA.
image = Image : : _tga_mem_loader_func ( fbx_texture_data - > Media ( ) - > Content ( ) , fbx_texture_data - > Media ( ) - > ContentLength ( ) ) ;
ERR_CONTINUE_MSG ( image . is_valid ( ) = = false , " FBX Embedded TGA image load fail. " ) ;
} else if ( extension = = " WEBP " ) {
// The stored file is a WEBP.
image = Image : : _webp_mem_loader_func ( fbx_texture_data - > Media ( ) - > Content ( ) , fbx_texture_data - > Media ( ) - > ContentLength ( ) ) ;
ERR_CONTINUE_MSG ( image . is_valid ( ) = = false , " FBX Embedded WEBP image load fail. " ) ;
// } else if (extension == "DDS") {
// // In this moment is not possible to extract a DDS from a buffer, TODO consider add it to godot. See `textureloader_dds.cpp::load().
// // The stored file is a DDS.
} else {
ERR_CONTINUE_MSG ( true , " The embedded image with extension: " + extension + " is not yet supported. Open an issue please. " ) ;
}
Ref < ImageTexture > image_texture ;
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image_texture . instantiate ( ) ;
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image_texture - > create_from_image ( image ) ;
texture = image_texture ;
// TODO: this is potentially making something with the same name have a match incorrectly USE FBX ID as Hash. #fuck it later.
state . cached_image_searches [ texture_name ] = texture ;
print_verbose ( " Created texture from embedded image. " ) ;
} else {
ERR_CONTINUE_MSG ( true , " The FBX texture, with name: ` " + texture_name + " `, is not found into the project nor is stored as embedded file. Make sure to insert the texture as embedded file or into the project, then reimport. " ) ;
}
}
spatial_material - > set_texture ( mapping_mode , texture ) ;
}
if ( spatial_material . is_valid ( ) ) {
spatial_material - > set_name ( material_name ) ;
}
/// ALL below is related to properties
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for ( FBXDocParser : : LazyPropertyMap : : value_type iter : material - > GetLazyProperties ( ) ) {
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const std : : string name = iter . first ;
if ( name . empty ( ) ) {
continue ;
}
PropertyDesc desc = PROPERTY_DESC_NOT_FOUND ;
if ( fbx_properties_desc . count ( name ) > 0 ) {
desc = fbx_properties_desc . at ( name ) ;
}
// check if we can ignore this it will be done at the next phase
if ( desc = = PROPERTY_DESC_NOT_FOUND | | desc = = PROPERTY_DESC_IGNORE ) {
// count the texture mapping references. Skip this one if it's found and we can't look up a property value.
if ( fbx_texture_map . count ( name ) > 0 ) {
continue ; // safe to ignore it's a texture mapping.
}
}
if ( desc = = PROPERTY_DESC_IGNORE ) {
//WARN_PRINT("[Ignored] The FBX material parameter: `" + String(name.c_str()) + "` is ignored.");
continue ;
} else {
print_verbose ( " FBX Material parameter: " + String ( name . c_str ( ) ) ) ;
// Check for Diffuse material system / lambert materials / legacy basically
if ( name = = " Diffuse " & & ! warning_non_pbr_material ) {
ValidationTracker : : get_singleton ( ) - > add_validation_error ( state . path , " Invalid material settings change to Ai Standard Surface shader, mat name: " + material_name . c_escape ( ) ) ;
warning_non_pbr_material = true ;
}
}
// DISABLE when adding support for all weird and wonderful material formats
if ( desc = = PROPERTY_DESC_NOT_FOUND ) {
continue ;
}
ERR_CONTINUE_MSG ( desc = = PROPERTY_DESC_NOT_FOUND , " The FBX material parameter: ` " + String ( name . c_str ( ) ) + " ` was not recognized. Please open an issue so we can add the support to it. " ) ;
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const FBXDocParser : : PropertyTable * tbl = material ;
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FBXDocParser : : PropertyPtr prop = tbl - > Get ( name ) ;
ERR_CONTINUE_MSG ( prop = = nullptr , " This file may be corrupted because is not possible to extract the material parameter: " + String ( name . c_str ( ) ) ) ;
if ( spatial_material . is_null ( ) ) {
// Done here so if no data no material is created.
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spatial_material . instantiate ( ) ;
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}
const FBXDocParser : : TypedProperty < real_t > * real_value = dynamic_cast < const FBXDocParser : : TypedProperty < real_t > * > ( prop ) ;
const FBXDocParser : : TypedProperty < Vector3 > * vector_value = dynamic_cast < const FBXDocParser : : TypedProperty < Vector3 > * > ( prop ) ;
if ( ! real_value & & ! vector_value ) {
//WARN_PRINT("unsupported datatype in property: " + String(name.c_str()));
continue ;
}
if ( vector_value & & ! real_value ) {
if ( vector_value - > Value ( ) = = Vector3 ( 0 , 0 , 0 ) & & ! real_value ) {
continue ;
}
}
switch ( desc ) {
case PROPERTY_DESC_ALBEDO_COLOR : {
if ( vector_value ) {
const Vector3 & color = vector_value - > Value ( ) ;
// Make sure to not lost any eventual opacity.
if ( color ! = Vector3 ( 0 , 0 , 0 ) ) {
Color c = Color ( ) ;
c [ 0 ] = color [ 0 ] ;
c [ 1 ] = color [ 1 ] ;
c [ 2 ] = color [ 2 ] ;
spatial_material - > set_albedo ( c ) ;
}
} else if ( real_value ) {
print_error ( " albedo is unsupported format? " ) ;
}
} break ;
case PROPERTY_DESC_TRANSPARENT : {
if ( real_value ) {
const real_t opacity = real_value - > Value ( ) ;
if ( opacity < ( 1.0 - CMP_EPSILON ) ) {
Color c = spatial_material - > get_albedo ( ) ;
c . a = opacity ;
spatial_material - > set_albedo ( c ) ;
spatial_material - > set_transparency ( BaseMaterial3D : : TRANSPARENCY_ALPHA ) ;
spatial_material - > set_depth_draw_mode ( BaseMaterial3D : : DEPTH_DRAW_OPAQUE_ONLY ) ;
}
} else if ( vector_value ) {
print_error ( " unsupported transparent desc type vector! " ) ;
}
} break ;
case PROPERTY_DESC_SPECULAR : {
if ( real_value ) {
print_verbose ( " specular real value: " + rtos ( real_value - > Value ( ) ) ) ;
spatial_material - > set_specular ( MIN ( 1.0 , real_value - > Value ( ) ) ) ;
}
if ( vector_value ) {
print_error ( " unsupported specular vector value: " + vector_value - > Value ( ) ) ;
}
} break ;
case PROPERTY_DESC_SPECULAR_COLOR : {
if ( vector_value ) {
print_error ( " unsupported specular color: " + vector_value - > Value ( ) ) ;
}
} break ;
case PROPERTY_DESC_SHINYNESS : {
if ( real_value ) {
print_error ( " unsupported shinyness: " + rtos ( real_value - > Value ( ) ) ) ;
}
} break ;
case PROPERTY_DESC_METALLIC : {
if ( real_value ) {
print_verbose ( " metallic real value: " + rtos ( real_value - > Value ( ) ) ) ;
spatial_material - > set_metallic ( MIN ( 1.0f , real_value - > Value ( ) ) ) ;
} else {
print_error ( " unsupported value type for metallic " ) ;
}
} break ;
case PROPERTY_DESC_ROUGHNESS : {
if ( real_value ) {
print_verbose ( " roughness real value: " + rtos ( real_value - > Value ( ) ) ) ;
spatial_material - > set_roughness ( MIN ( 1.0f , real_value - > Value ( ) ) ) ;
} else {
print_error ( " unsupported value type for roughness " ) ;
}
} break ;
case PROPERTY_DESC_COAT : {
if ( real_value ) {
print_verbose ( " clearcoat real value: " + rtos ( real_value - > Value ( ) ) ) ;
spatial_material - > set_clearcoat ( MIN ( 1.0f , real_value - > Value ( ) ) ) ;
} else {
print_error ( " unsupported value type for clearcoat " ) ;
}
} break ;
case PROPERTY_DESC_COAT_ROUGHNESS : {
// meaning is that approx equal to zero is disabled not actually zero. ;)
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if ( real_value & & Math : : is_zero_approx ( real_value - > Value ( ) ) ) {
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print_verbose ( " clearcoat real value: " + rtos ( real_value - > Value ( ) ) ) ;
spatial_material - > set_clearcoat_gloss ( 1.0 - real_value - > Value ( ) ) ;
} else {
print_error ( " unsupported value type for clearcoat gloss " ) ;
}
} break ;
case PROPERTY_DESC_EMISSIVE : {
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if ( real_value & & Math : : is_zero_approx ( real_value - > Value ( ) ) ) {
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print_verbose ( " Emissive real value: " + rtos ( real_value - > Value ( ) ) ) ;
spatial_material - > set_emission_energy ( real_value - > Value ( ) ) ;
} else if ( vector_value & & ! vector_value - > Value ( ) . is_equal_approx ( Vector3 ( 0 , 0 , 0 ) ) ) {
const Vector3 & color = vector_value - > Value ( ) ;
Color c ;
c [ 0 ] = color [ 0 ] ;
c [ 1 ] = color [ 1 ] ;
c [ 2 ] = color [ 2 ] ;
spatial_material - > set_emission ( c ) ;
}
} break ;
case PROPERTY_DESC_EMISSIVE_COLOR : {
if ( vector_value & & ! vector_value - > Value ( ) . is_equal_approx ( Vector3 ( 0 , 0 , 0 ) ) ) {
const Vector3 & color = vector_value - > Value ( ) ;
Color c ;
c [ 0 ] = color [ 0 ] ;
c [ 1 ] = color [ 1 ] ;
c [ 2 ] = color [ 2 ] ;
spatial_material - > set_emission ( c ) ;
} else {
print_error ( " unsupported value type for emissive color " ) ;
}
} break ;
case PROPERTY_DESC_NOT_FOUND :
case PROPERTY_DESC_IGNORE :
break ;
default :
break ;
}
}
return spatial_material ;
}