godot/modules/fbx/data/fbx_material.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

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/*************************************************************************/
/* fbx_material.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/ref_counted.h"
#include "core/string/ustring.h"
struct FBXMaterial : public RefCounted {
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 },
{ "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 */
{ "Shininess", PROPERTY_DESC_IGNORE },
{ "Reflectivity", PROPERTY_DESC_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 : RefCounted {
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