287 lines
12 KiB
C++
287 lines
12 KiB
C++
|
/*************************************************************************/
|
||
|
/* fbx_material.h */
|
||
|
/*************************************************************************/
|
||
|
/* This file is part of: */
|
||
|
/* GODOT ENGINE */
|
||
|
/* https://godotengine.org */
|
||
|
/*************************************************************************/
|
||
|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||
|
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||
|
/* */
|
||
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||
|
/* a copy of this software and associated documentation files (the */
|
||
|
/* "Software"), to deal in the Software without restriction, including */
|
||
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
||
|
/* the following conditions: */
|
||
|
/* */
|
||
|
/* 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, */
|
||
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||
|
/*************************************************************************/
|
||
|
|
||
|
#ifndef FBX_MATERIAL_H
|
||
|
#define FBX_MATERIAL_H
|
||
|
|
||
|
#include "tools/import_utils.h"
|
||
|
|
||
|
#include "core/object/reference.h"
|
||
|
#include "core/string/ustring.h"
|
||
|
|
||
|
struct FBXMaterial : public Reference {
|
||
|
String material_name = String();
|
||
|
bool warning_non_pbr_material = false;
|
||
|
FBXDocParser::Material *material = nullptr;
|
||
|
|
||
|
/* Godot materials
|
||
|
*** Texture Maps:
|
||
|
* Albedo - color, texture
|
||
|
* Metallic - specular, metallic, texture
|
||
|
* Roughness - roughness, texture
|
||
|
* Emission - color, texture
|
||
|
* Normal Map - scale, texture
|
||
|
* Ambient Occlusion - texture
|
||
|
* Refraction - scale, texture
|
||
|
*** Has Settings for:
|
||
|
* UV1 - SCALE, OFFSET
|
||
|
* UV2 - SCALE, OFFSET
|
||
|
*** Flags for
|
||
|
* Transparent
|
||
|
* Cull Mode
|
||
|
*/
|
||
|
|
||
|
enum class MapMode {
|
||
|
AlbedoM = 0,
|
||
|
MetallicM,
|
||
|
SpecularM,
|
||
|
EmissionM,
|
||
|
RoughnessM,
|
||
|
NormalM,
|
||
|
AmbientOcclusionM,
|
||
|
RefractionM,
|
||
|
ReflectionM,
|
||
|
};
|
||
|
|
||
|
/* Returns the string representation of the TextureParam enum */
|
||
|
static String get_texture_param_name(StandardMaterial3D::TextureParam param) {
|
||
|
switch (param) {
|
||
|
case StandardMaterial3D::TEXTURE_ALBEDO:
|
||
|
return "TEXTURE_ALBEDO";
|
||
|
case StandardMaterial3D::TEXTURE_METALLIC:
|
||
|
return "TEXTURE_METALLIC";
|
||
|
case StandardMaterial3D::TEXTURE_ROUGHNESS:
|
||
|
return "TEXTURE_ROUGHNESS";
|
||
|
case StandardMaterial3D::TEXTURE_EMISSION:
|
||
|
return "TEXTURE_EMISSION";
|
||
|
case StandardMaterial3D::TEXTURE_NORMAL:
|
||
|
return "TEXTURE_NORMAL";
|
||
|
case StandardMaterial3D::TEXTURE_RIM:
|
||
|
return "TEXTURE_RIM";
|
||
|
case StandardMaterial3D::TEXTURE_CLEARCOAT:
|
||
|
return "TEXTURE_CLEARCOAT";
|
||
|
case StandardMaterial3D::TEXTURE_FLOWMAP:
|
||
|
return "TEXTURE_FLOWMAP";
|
||
|
case StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION:
|
||
|
return "TEXTURE_AMBIENT_OCCLUSION";
|
||
|
// case StandardMaterial3D::TEXTURE_DEPTH: // TODO: work out how to make this function again!
|
||
|
// return "TEXTURE_DEPTH";
|
||
|
case StandardMaterial3D::TEXTURE_SUBSURFACE_SCATTERING:
|
||
|
return "TEXTURE_SUBSURFACE_SCATTERING";
|
||
|
// case StandardMaterial3D::TEXTURE_TRANSMISSION: // TODO: work out how to make this function again!
|
||
|
// return "TEXTURE_TRANSMISSION";
|
||
|
case StandardMaterial3D::TEXTURE_REFRACTION:
|
||
|
return "TEXTURE_REFRACTION";
|
||
|
case StandardMaterial3D::TEXTURE_DETAIL_MASK:
|
||
|
return "TEXTURE_DETAIL_MASK";
|
||
|
case StandardMaterial3D::TEXTURE_DETAIL_ALBEDO:
|
||
|
return "TEXTURE_DETAIL_ALBEDO";
|
||
|
case StandardMaterial3D::TEXTURE_DETAIL_NORMAL:
|
||
|
return "TEXTURE_DETAIL_NORMAL";
|
||
|
case StandardMaterial3D::TEXTURE_MAX:
|
||
|
return "TEXTURE_MAX";
|
||
|
default:
|
||
|
return "broken horribly";
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// TODO make this static?
|
||
|
const std::map<std::string, bool> fbx_transparency_flags = {
|
||
|
/* Transparent */
|
||
|
{ "TransparentColor", true },
|
||
|
{ "Maya|opacity", true }
|
||
|
};
|
||
|
|
||
|
// TODO make this static?
|
||
|
const std::map<std::string, StandardMaterial3D::TextureParam> fbx_texture_map = {
|
||
|
/* Diffuse */
|
||
|
{ "Maya|base", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "DiffuseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "Maya|DiffuseTexture", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "Maya|baseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "Maya|baseColor|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "3dsMax|Parameters|base_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "Maya|TEX_color_map|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
{ "Maya|TEX_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
|
||
|
/* Emission */
|
||
|
{ "EmissiveColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
{ "EmissiveFactor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
{ "Maya|emissionColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
{ "Maya|emissionColor|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
{ "3dsMax|Parameters|emission_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
{ "Maya|TEX_emissive_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
{ "Maya|TEX_emissive_map|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
|
||
|
/* Metallic */
|
||
|
{ "Maya|metalness", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
{ "Maya|metalness|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
{ "3dsMax|Parameters|metalness_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
{ "Maya|TEX_metallic_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
{ "Maya|TEX_metallic_map|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
|
||
|
/* Roughness */
|
||
|
// Arnold Roughness Map
|
||
|
{ "Maya|specularRoughness", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
|
||
|
|
||
|
{ "3dsMax|Parameters|roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
|
||
|
{ "Maya|TEX_roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
|
||
|
{ "Maya|TEX_roughness_map|file", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
|
||
|
|
||
|
/* Normal */
|
||
|
{ "NormalMap", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
|
||
|
//{ "Bump", Material::TextureParam::TEXTURE_NORMAL },
|
||
|
//{ "3dsMax|Parameters|bump_map", Material::TextureParam::TEXTURE_NORMAL },
|
||
|
{ "Maya|NormalTexture", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
|
||
|
//{ "Maya|normalCamera", Material::TextureParam::TEXTURE_NORMAL },
|
||
|
//{ "Maya|normalCamera|file", Material::TextureParam::TEXTURE_NORMAL },
|
||
|
{ "Maya|TEX_normal_map", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
|
||
|
{ "Maya|TEX_normal_map|file", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
|
||
|
/* AO */
|
||
|
{ "Maya|TEX_ao_map", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
|
||
|
{ "Maya|TEX_ao_map|file", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
|
||
|
|
||
|
// TODO: specular workflow conversion
|
||
|
// { "SpecularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
// { "Maya|specularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
// { "Maya|SpecularTexture", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
// { "Maya|SpecularTexture|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
|
||
|
// { "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
|
||
|
// { "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
|
||
|
|
||
|
//{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
|
||
|
//{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
|
||
|
|
||
|
// TODO: diffuse roughness
|
||
|
//{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
|
||
|
//{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
|
||
|
|
||
|
};
|
||
|
|
||
|
// TODO make this static?
|
||
|
enum PropertyDesc {
|
||
|
PROPERTY_DESC_NOT_FOUND,
|
||
|
PROPERTY_DESC_ALBEDO_COLOR,
|
||
|
PROPERTY_DESC_TRANSPARENT,
|
||
|
PROPERTY_DESC_METALLIC,
|
||
|
PROPERTY_DESC_ROUGHNESS,
|
||
|
PROPERTY_DESC_SPECULAR,
|
||
|
PROPERTY_DESC_SPECULAR_COLOR,
|
||
|
PROPERTY_DESC_SHINYNESS,
|
||
|
PROPERTY_DESC_COAT,
|
||
|
PROPERTY_DESC_COAT_ROUGHNESS,
|
||
|
PROPERTY_DESC_EMISSIVE,
|
||
|
PROPERTY_DESC_EMISSIVE_COLOR,
|
||
|
PROPERTY_DESC_IGNORE
|
||
|
};
|
||
|
|
||
|
const std::map<std::string, PropertyDesc> fbx_properties_desc = {
|
||
|
/* Albedo */
|
||
|
{ "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR },
|
||
|
{ "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR },
|
||
|
|
||
|
/* Specular */
|
||
|
{ "Maya|specular", PROPERTY_DESC_SPECULAR },
|
||
|
{ "Maya|specularColor", PROPERTY_DESC_SPECULAR_COLOR },
|
||
|
|
||
|
/* Specular roughness - arnold roughness map */
|
||
|
{ "Maya|specularRoughness", PROPERTY_DESC_ROUGHNESS },
|
||
|
|
||
|
/* Transparent */
|
||
|
{ "Opacity", PROPERTY_DESC_TRANSPARENT },
|
||
|
{ "TransparencyFactor", PROPERTY_DESC_TRANSPARENT },
|
||
|
{ "Maya|opacity", PROPERTY_DESC_TRANSPARENT },
|
||
|
|
||
|
/* Metallic */
|
||
|
{ "Shininess", PROPERTY_DESC_METALLIC },
|
||
|
{ "Reflectivity", PROPERTY_DESC_METALLIC },
|
||
|
{ "Maya|metalness", PROPERTY_DESC_METALLIC },
|
||
|
{ "Maya|metallic", PROPERTY_DESC_METALLIC },
|
||
|
|
||
|
/* Roughness */
|
||
|
{ "Maya|roughness", PROPERTY_DESC_ROUGHNESS },
|
||
|
|
||
|
/* Coat */
|
||
|
//{ "Maya|coat", PROPERTY_DESC_COAT },
|
||
|
|
||
|
/* Coat roughness */
|
||
|
//{ "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS },
|
||
|
|
||
|
/* Emissive */
|
||
|
{ "Maya|emission", PROPERTY_DESC_EMISSIVE },
|
||
|
{ "Maya|emissive", PROPERTY_DESC_EMISSIVE },
|
||
|
|
||
|
/* Emissive color */
|
||
|
{ "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR },
|
||
|
{ "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR },
|
||
|
|
||
|
/* Ignore */
|
||
|
{ "Maya|diffuseRoughness", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya", PROPERTY_DESC_IGNORE },
|
||
|
{ "Diffuse", PROPERTY_DESC_ALBEDO_COLOR },
|
||
|
{ "Maya|TypeId", PROPERTY_DESC_IGNORE },
|
||
|
{ "Ambient", PROPERTY_DESC_IGNORE },
|
||
|
{ "AmbientColor", PROPERTY_DESC_IGNORE },
|
||
|
{ "ShininessExponent", PROPERTY_DESC_IGNORE },
|
||
|
{ "Specular", PROPERTY_DESC_IGNORE },
|
||
|
{ "SpecularColor", PROPERTY_DESC_IGNORE },
|
||
|
{ "SpecularFactor", PROPERTY_DESC_IGNORE },
|
||
|
//{ "BumpFactor", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|exitToBackground", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|indirectDiffuse", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|indirectSpecular", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|internalReflections", PROPERTY_DESC_IGNORE },
|
||
|
{ "DiffuseFactor", PROPERTY_DESC_IGNORE },
|
||
|
{ "AmbientFactor", PROPERTY_DESC_IGNORE },
|
||
|
{ "ReflectionColor", PROPERTY_DESC_IGNORE },
|
||
|
{ "Emissive", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|coatColor", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|coatNormal", PROPERTY_DESC_IGNORE },
|
||
|
{ "Maya|coatIOR", PROPERTY_DESC_IGNORE },
|
||
|
};
|
||
|
|
||
|
/* storing the texture properties like color */
|
||
|
template <class T>
|
||
|
struct TexturePropertyMapping : Reference {
|
||
|
StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
|
||
|
const T property = T();
|
||
|
};
|
||
|
|
||
|
static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths);
|
||
|
|
||
|
static String find_texture_path_by_filename(const String p_filename, const String p_current_directory);
|
||
|
|
||
|
String get_material_name() const;
|
||
|
|
||
|
void set_imported_material(FBXDocParser::Material *p_material);
|
||
|
|
||
|
Ref<StandardMaterial3D> import_material(ImportState &state);
|
||
|
};
|
||
|
|
||
|
#endif // FBX_MATERIAL_H
|