b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
287 lines
12 KiB
C++
287 lines
12 KiB
C++
/*************************************************************************/
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/* fbx_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FBX_MATERIAL_H
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#define FBX_MATERIAL_H
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#include "tools/import_utils.h"
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#include "core/object/reference.h"
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#include "core/string/ustring.h"
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struct FBXMaterial : public Reference {
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String material_name = String();
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bool warning_non_pbr_material = false;
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FBXDocParser::Material *material = nullptr;
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/* Godot materials
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*** Texture Maps:
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* Albedo - color, texture
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* Metallic - specular, metallic, texture
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* Roughness - roughness, texture
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* Emission - color, texture
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* Normal Map - scale, texture
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* Ambient Occlusion - texture
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* Refraction - scale, texture
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*** Has Settings for:
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* UV1 - SCALE, OFFSET
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* UV2 - SCALE, OFFSET
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*** Flags for
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* Transparent
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* Cull Mode
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*/
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enum class MapMode {
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AlbedoM = 0,
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MetallicM,
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SpecularM,
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EmissionM,
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RoughnessM,
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NormalM,
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AmbientOcclusionM,
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RefractionM,
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ReflectionM,
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};
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/* Returns the string representation of the TextureParam enum */
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static String get_texture_param_name(StandardMaterial3D::TextureParam param) {
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switch (param) {
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case StandardMaterial3D::TEXTURE_ALBEDO:
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return "TEXTURE_ALBEDO";
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case StandardMaterial3D::TEXTURE_METALLIC:
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return "TEXTURE_METALLIC";
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case StandardMaterial3D::TEXTURE_ROUGHNESS:
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return "TEXTURE_ROUGHNESS";
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case StandardMaterial3D::TEXTURE_EMISSION:
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return "TEXTURE_EMISSION";
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case StandardMaterial3D::TEXTURE_NORMAL:
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return "TEXTURE_NORMAL";
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case StandardMaterial3D::TEXTURE_RIM:
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return "TEXTURE_RIM";
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case StandardMaterial3D::TEXTURE_CLEARCOAT:
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return "TEXTURE_CLEARCOAT";
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case StandardMaterial3D::TEXTURE_FLOWMAP:
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return "TEXTURE_FLOWMAP";
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case StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION:
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return "TEXTURE_AMBIENT_OCCLUSION";
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// case StandardMaterial3D::TEXTURE_DEPTH: // TODO: work out how to make this function again!
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// return "TEXTURE_DEPTH";
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case StandardMaterial3D::TEXTURE_SUBSURFACE_SCATTERING:
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return "TEXTURE_SUBSURFACE_SCATTERING";
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// case StandardMaterial3D::TEXTURE_TRANSMISSION: // TODO: work out how to make this function again!
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// return "TEXTURE_TRANSMISSION";
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case StandardMaterial3D::TEXTURE_REFRACTION:
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return "TEXTURE_REFRACTION";
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case StandardMaterial3D::TEXTURE_DETAIL_MASK:
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return "TEXTURE_DETAIL_MASK";
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case StandardMaterial3D::TEXTURE_DETAIL_ALBEDO:
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return "TEXTURE_DETAIL_ALBEDO";
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case StandardMaterial3D::TEXTURE_DETAIL_NORMAL:
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return "TEXTURE_DETAIL_NORMAL";
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case StandardMaterial3D::TEXTURE_MAX:
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return "TEXTURE_MAX";
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default:
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return "broken horribly";
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}
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};
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// TODO make this static?
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const std::map<std::string, bool> fbx_transparency_flags = {
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/* Transparent */
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{ "TransparentColor", true },
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{ "Maya|opacity", true }
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};
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// TODO make this static?
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const std::map<std::string, StandardMaterial3D::TextureParam> fbx_texture_map = {
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/* Diffuse */
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{ "Maya|base", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "DiffuseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "Maya|DiffuseTexture", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "Maya|baseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "Maya|baseColor|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "3dsMax|Parameters|base_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "Maya|TEX_color_map|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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{ "Maya|TEX_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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/* Emission */
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{ "EmissiveColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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{ "EmissiveFactor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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{ "Maya|emissionColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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{ "Maya|emissionColor|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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{ "3dsMax|Parameters|emission_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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{ "Maya|TEX_emissive_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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{ "Maya|TEX_emissive_map|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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/* Metallic */
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{ "Maya|metalness", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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{ "Maya|metalness|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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{ "3dsMax|Parameters|metalness_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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{ "Maya|TEX_metallic_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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{ "Maya|TEX_metallic_map|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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/* Roughness */
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// Arnold Roughness Map
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{ "Maya|specularRoughness", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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{ "3dsMax|Parameters|roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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{ "Maya|TEX_roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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{ "Maya|TEX_roughness_map|file", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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/* Normal */
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{ "NormalMap", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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//{ "Bump", Material::TextureParam::TEXTURE_NORMAL },
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//{ "3dsMax|Parameters|bump_map", Material::TextureParam::TEXTURE_NORMAL },
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{ "Maya|NormalTexture", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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//{ "Maya|normalCamera", Material::TextureParam::TEXTURE_NORMAL },
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//{ "Maya|normalCamera|file", Material::TextureParam::TEXTURE_NORMAL },
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{ "Maya|TEX_normal_map", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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{ "Maya|TEX_normal_map|file", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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/* AO */
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{ "Maya|TEX_ao_map", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
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{ "Maya|TEX_ao_map|file", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
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// TODO: specular workflow conversion
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// { "SpecularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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// { "Maya|specularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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// { "Maya|SpecularTexture", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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// { "Maya|SpecularTexture|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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// { "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
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// { "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
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//{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
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//{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
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// TODO: diffuse roughness
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//{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
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//{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
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};
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// TODO make this static?
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enum PropertyDesc {
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PROPERTY_DESC_NOT_FOUND,
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PROPERTY_DESC_ALBEDO_COLOR,
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PROPERTY_DESC_TRANSPARENT,
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PROPERTY_DESC_METALLIC,
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PROPERTY_DESC_ROUGHNESS,
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PROPERTY_DESC_SPECULAR,
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PROPERTY_DESC_SPECULAR_COLOR,
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PROPERTY_DESC_SHINYNESS,
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PROPERTY_DESC_COAT,
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PROPERTY_DESC_COAT_ROUGHNESS,
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PROPERTY_DESC_EMISSIVE,
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PROPERTY_DESC_EMISSIVE_COLOR,
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PROPERTY_DESC_IGNORE
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};
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const std::map<std::string, PropertyDesc> fbx_properties_desc = {
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/* Albedo */
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{ "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR },
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{ "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR },
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/* Specular */
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{ "Maya|specular", PROPERTY_DESC_SPECULAR },
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{ "Maya|specularColor", PROPERTY_DESC_SPECULAR_COLOR },
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/* Specular roughness - arnold roughness map */
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{ "Maya|specularRoughness", PROPERTY_DESC_ROUGHNESS },
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/* Transparent */
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{ "Opacity", PROPERTY_DESC_TRANSPARENT },
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{ "TransparencyFactor", PROPERTY_DESC_TRANSPARENT },
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{ "Maya|opacity", PROPERTY_DESC_TRANSPARENT },
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/* Metallic */
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{ "Shininess", PROPERTY_DESC_METALLIC },
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{ "Reflectivity", PROPERTY_DESC_METALLIC },
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{ "Maya|metalness", PROPERTY_DESC_METALLIC },
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{ "Maya|metallic", PROPERTY_DESC_METALLIC },
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/* Roughness */
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{ "Maya|roughness", PROPERTY_DESC_ROUGHNESS },
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/* Coat */
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//{ "Maya|coat", PROPERTY_DESC_COAT },
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/* Coat roughness */
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//{ "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS },
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/* Emissive */
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{ "Maya|emission", PROPERTY_DESC_EMISSIVE },
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{ "Maya|emissive", PROPERTY_DESC_EMISSIVE },
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/* Emissive color */
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{ "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR },
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{ "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR },
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/* Ignore */
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{ "Maya|diffuseRoughness", PROPERTY_DESC_IGNORE },
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{ "Maya", PROPERTY_DESC_IGNORE },
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{ "Diffuse", PROPERTY_DESC_ALBEDO_COLOR },
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{ "Maya|TypeId", PROPERTY_DESC_IGNORE },
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{ "Ambient", PROPERTY_DESC_IGNORE },
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{ "AmbientColor", PROPERTY_DESC_IGNORE },
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{ "ShininessExponent", PROPERTY_DESC_IGNORE },
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{ "Specular", PROPERTY_DESC_IGNORE },
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{ "SpecularColor", PROPERTY_DESC_IGNORE },
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{ "SpecularFactor", PROPERTY_DESC_IGNORE },
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//{ "BumpFactor", PROPERTY_DESC_IGNORE },
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{ "Maya|exitToBackground", PROPERTY_DESC_IGNORE },
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{ "Maya|indirectDiffuse", PROPERTY_DESC_IGNORE },
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{ "Maya|indirectSpecular", PROPERTY_DESC_IGNORE },
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{ "Maya|internalReflections", PROPERTY_DESC_IGNORE },
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{ "DiffuseFactor", PROPERTY_DESC_IGNORE },
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{ "AmbientFactor", PROPERTY_DESC_IGNORE },
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{ "ReflectionColor", PROPERTY_DESC_IGNORE },
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{ "Emissive", PROPERTY_DESC_IGNORE },
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{ "Maya|coatColor", PROPERTY_DESC_IGNORE },
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{ "Maya|coatNormal", PROPERTY_DESC_IGNORE },
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{ "Maya|coatIOR", PROPERTY_DESC_IGNORE },
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};
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/* storing the texture properties like color */
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template <class T>
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struct TexturePropertyMapping : Reference {
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StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
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const T property = T();
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};
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static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths);
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static String find_texture_path_by_filename(const String p_filename, const String p_current_directory);
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String get_material_name() const;
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void set_imported_material(FBXDocParser::Material *p_material);
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Ref<StandardMaterial3D> import_material(ImportState &state);
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};
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#endif // FBX_MATERIAL_H
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