de61cfe7c5
Better materials: - default values will no longer trigger things like emission, clear coat being enabled etc incorrectly, mostly importers misunderstand this value, a value of 1 is not actually enabled emission, it must have a non zero setting other than emission value for the emission flags to actually be enabled correctly in our engine #42386 - lambert materials are warned against significantly, do not use Lambert in Godot, use a PBR material like Ai Standard Surface (it's like going from low quality to high definition in terms of output in scenes and on assets) - roughness values are calculated correctly in this version Fixes for normal's array - some normal's from some files were dropped and generated, this is now fixed. - FBX indexing for items with (-1) index, for normal data is supported, this is super helpful at increasing our range of compatibility of FBX meshes. Fix bone rest data **no longer requiring go to bind pose in Maya and various applications** - Partial fix for #43688 Validation tools added for validating large projects Provide package name, vendor and FBX vendor in the log. Implemented metadata properties so we can read extra document info required for bug reporting **FBX 2011 (version 7200)** is unsupported now, you must re-export your file in Maya or Max to upgrade the file format. Fixes skin bind poses being generated based on node xforms in the scene Fixes duplicate bones being added to skin and prevents add_bones from registering skeleton bones it now registers skin bind poses, but this should really be documented in the engine correctly right now it doesn't tell you this is the case.
598 lines
23 KiB
C++
598 lines
23 KiB
C++
/*************************************************************************/
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/* fbx_material.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#include "fbx_material.h"
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#include "scene/resources/material.h"
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#include "scene/resources/texture.h"
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#include "tools/validation_tools.h"
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String FBXMaterial::get_material_name() const {
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return material_name;
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}
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void FBXMaterial::set_imported_material(FBXDocParser::Material *p_material) {
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material = p_material;
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}
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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.empty()) {
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texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(p_filename));
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} else {
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texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(search_directory + "/" + p_filename));
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texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file("../" + search_directory + "/" + p_filename));
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}
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}
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String find_file(const String &p_base, const String &p_file_to_find) {
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_Directory dir;
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dir.open(p_base);
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dir.list_dir_begin();
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String n = dir.get_next();
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while (n != String()) {
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if (n == "." || n == "..") {
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n = dir.get_next();
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continue;
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}
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if (dir.current_is_dir()) {
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// Don't use `path_to` or the returned path will be wrong.
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const String f = find_file(p_base + "/" + n, p_file_to_find);
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if (f != "") {
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return f;
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}
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} else if (n == p_file_to_find) {
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return p_base + "/" + n;
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}
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n = dir.get_next();
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}
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dir.list_dir_end();
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return String();
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}
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// fbx will not give us good path information and let's not regex them to fix them
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// no relative paths are in fbx generally they have a rel field but it's populated incorrectly by the SDK.
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String FBXMaterial::find_texture_path_by_filename(const String p_filename, const String p_current_directory) {
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_Directory dir;
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Vector<String> paths;
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add_search_string(p_filename, p_current_directory, "", paths);
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add_search_string(p_filename, p_current_directory, "texture", paths);
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add_search_string(p_filename, p_current_directory, "textures", paths);
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add_search_string(p_filename, p_current_directory, "Textures", paths);
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add_search_string(p_filename, p_current_directory, "materials", paths);
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add_search_string(p_filename, p_current_directory, "mats", paths);
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add_search_string(p_filename, p_current_directory, "pictures", paths);
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add_search_string(p_filename, p_current_directory, "images", paths);
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for (int i = 0; i < paths.size(); i++) {
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if (dir.file_exists(paths[i])) {
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return paths[i];
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}
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}
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// We were not able to find the texture in the common locations,
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// try to find it into the project globally.
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// The common textures can be stored into one of those folders:
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// res://asset
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// res://texture
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// res://material
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// res://mat
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// res://image
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// res://picture
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//
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// Note the folders can also be called with custom names, like:
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// res://my_assets
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// since the keyword `asset` is into the directory name the textures will be
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// searched there too.
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dir.open("res://");
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dir.list_dir_begin();
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String n = dir.get_next();
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while (n != String()) {
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if (n == "." || n == "..") {
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n = dir.get_next();
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continue;
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}
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if (dir.current_is_dir()) {
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const String lower_n = n.to_lower();
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if (
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// Don't need to use plural.
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lower_n.find("asset") >= 0 ||
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lower_n.find("texture") >= 0 ||
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lower_n.find("material") >= 0 ||
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lower_n.find("mat") >= 0 ||
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lower_n.find("image") >= 0 ||
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lower_n.find("picture") >= 0) {
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// Don't use `path_to` or the returned path will be wrong.
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const String f = find_file(String("res://") + n, p_filename);
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if (f != "") {
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return f;
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}
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}
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}
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n = dir.get_next();
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}
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dir.list_dir_end();
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return "";
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}
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FBXMaterial::MaterialInfo FBXMaterial::extract_material_info(const FBXDocParser::Material *material) const {
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MaterialInfo mat_info;
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// TODO Layered textures are a collection on textures stored into an array.
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// Extract layered textures is not yet supported. Per each texture in the
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// layered texture array you want to use the below method to extract those.
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for (std::pair<std::string, const FBXDocParser::Texture *> texture : material->Textures()) {
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const std::string &fbx_mapping_name = texture.first;
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if (fbx_feature_mapping_desc.count(fbx_mapping_name) > 0) {
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// This is a feature not a normal texture.
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mat_info.features.push_back(fbx_feature_mapping_desc.at(fbx_mapping_name));
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continue;
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}
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ERR_CONTINUE_MSG(fbx_texture_mapping_desc.count(fbx_mapping_name) <= 0, "This FBX has a material with mapping name: " + String(fbx_mapping_name.c_str()) + " which is not yet supported by this importer. Consider open an issue so we can support it.");
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const String absoulte_fbx_file_path = texture.second->FileName().c_str();
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const String file_extension = absoulte_fbx_file_path.get_extension().to_upper();
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const String file_extension_uppercase = file_extension.to_upper();
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// TODO: one day we can add this
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if (file_extension.empty()) {
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continue; // skip it
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}
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// TODO: we don't support EMBED for DDS and TGA.
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ERR_CONTINUE_MSG(
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file_extension_uppercase != "PNG" &&
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file_extension_uppercase != "JPEG" &&
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file_extension_uppercase != "JPG" &&
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file_extension_uppercase != "TGA" &&
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file_extension_uppercase != "WEBP" &&
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file_extension_uppercase != "DDS",
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"The FBX file contains a texture with an unrecognized extension: " + file_extension_uppercase);
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const String texture_name = absoulte_fbx_file_path.get_file();
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print_verbose("Getting FBX mapping mode for " + String(fbx_mapping_name.c_str()));
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const SpatialMaterial::TextureParam mapping_mode = fbx_texture_mapping_desc.at(fbx_mapping_name);
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print_verbose("Set FBX mapping mode to " + get_texture_param_name(mapping_mode));
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TextureFileMapping file_mapping;
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file_mapping.map_mode = mapping_mode;
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file_mapping.name = texture_name;
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file_mapping.texture = texture.second;
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mat_info.textures.push_back(file_mapping);
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// Make sure to active the various features.
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switch (mapping_mode) {
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case SpatialMaterial::TextureParam::TEXTURE_ALBEDO:
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case SpatialMaterial::TextureParam::TEXTURE_METALLIC:
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case SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS:
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case SpatialMaterial::TextureParam::TEXTURE_FLOWMAP:
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case SpatialMaterial::TextureParam::TEXTURE_REFRACTION:
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case SpatialMaterial::TextureParam::TEXTURE_MAX:
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// No features required.
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break;
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case SpatialMaterial::TextureParam::TEXTURE_EMISSION:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_EMISSION);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_NORMAL:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_RIM:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_RIM);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_CLEARCOAT:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_CLEARCOAT);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_AMBIENT_OCCLUSION:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_AMBIENT_OCCLUSION);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_DEPTH:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_DEPTH_MAPPING);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_SUBSURFACE_SCATTERING:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_SUBSURACE_SCATTERING);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_TRANSMISSION:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_TRANSMISSION);
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break;
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case SpatialMaterial::TextureParam::TEXTURE_DETAIL_ALBEDO:
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case SpatialMaterial::TextureParam::TEXTURE_DETAIL_MASK:
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case SpatialMaterial::TextureParam::TEXTURE_DETAIL_NORMAL:
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mat_info.features.push_back(SpatialMaterial::Feature::FEATURE_DETAIL);
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break;
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}
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}
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return mat_info;
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}
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template <class T>
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T extract_from_prop(FBXDocParser::PropertyPtr prop, const T &p_default, const std::string &p_name, const String &p_type) {
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ERR_FAIL_COND_V_MSG(prop == nullptr, p_default, "invalid property passed to extractor");
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const FBXDocParser::TypedProperty<T> *val = dynamic_cast<const FBXDocParser::TypedProperty<T> *>(prop);
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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);
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// Make sure to not lost any eventual opacity.
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return val->Value();
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}
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Ref<SpatialMaterial> FBXMaterial::import_material(ImportState &state) {
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ERR_FAIL_COND_V(material == nullptr, nullptr);
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const String p_fbx_current_directory = state.path;
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Ref<SpatialMaterial> spatial_material;
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// read the material file
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// is material two sided
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// read material name
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print_verbose("[material] material name: " + ImportUtils::FBXNodeToName(material->Name()));
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material_name = ImportUtils::FBXNodeToName(material->Name());
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// Extract info.
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MaterialInfo material_info = extract_material_info(material);
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// Extract other parameters info.
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for (FBXDocParser::LazyPropertyMap::value_type iter : material->Props()->GetLazyProperties()) {
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const std::string name = iter.first;
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if (name.empty()) {
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continue;
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}
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PropertyDesc desc = PROPERTY_DESC_NOT_FOUND;
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if (fbx_properties_desc.count(name) > 0) {
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desc = fbx_properties_desc.at(name);
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}
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// check if we can ignore this it will be done at the next phase
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if (desc == PROPERTY_DESC_NOT_FOUND || desc == PROPERTY_DESC_IGNORE) {
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// count the texture mapping references. Skip this one if it's found and we can't look up a property value.
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if (fbx_texture_mapping_desc.count(name) > 0) {
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continue; // safe to ignore it's a texture mapping.
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}
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}
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if (desc == PROPERTY_DESC_IGNORE) {
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//WARN_PRINT("[Ignored] The FBX material parameter: `" + String(name.c_str()) + "` is ignored.");
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continue;
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} else {
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print_verbose("FBX Material parameter: " + String(name.c_str()));
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// Check for Diffuse material system / lambert materials / legacy basically
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if (name == "Diffuse" && !warning_non_pbr_material) {
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ValidationTracker::get_singleton()->add_validation_error(state.path, "Invalid material settings change to Ai Standard Surface shader, mat name: " + material_name.c_escape());
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warning_non_pbr_material = true;
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}
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}
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// DISABLE when adding support for all weird and wonderful material formats
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if (desc == PROPERTY_DESC_NOT_FOUND) {
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continue;
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}
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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->Props();
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FBXDocParser::PropertyPtr prop = tbl->Get(name);
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ERR_CONTINUE_MSG(prop == nullptr, "This file may be corrupted because is not possible to extract the material parameter: " + String(name.c_str()));
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if (spatial_material.is_null()) {
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// Done here so if no data no material is created.
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spatial_material.instance();
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}
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const FBXDocParser::TypedProperty<real_t> *real_value = dynamic_cast<const FBXDocParser::TypedProperty<real_t> *>(prop);
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const FBXDocParser::TypedProperty<Vector3> *vector_value = dynamic_cast<const FBXDocParser::TypedProperty<Vector3> *>(prop);
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if (!real_value && !vector_value) {
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//WARN_PRINT("unsupported datatype in property: " + String(name.c_str()));
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continue;
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}
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//
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// Zero / default value properties
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// TODO: implement fields correctly tomorrow so we check 'has x mapping' before 'read x mapping' etc.
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// if(real_value)
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// {
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// if(real_value->Value() == 0 && !vector_value)
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// {
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// continue;
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// }
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// }
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if (vector_value && !real_value) {
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if (vector_value->Value() == Vector3(0, 0, 0) && !real_value) {
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continue;
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}
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}
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switch (desc) {
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case PROPERTY_DESC_ALBEDO_COLOR: {
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if (vector_value) {
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const Vector3 &color = vector_value->Value();
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// Make sure to not lost any eventual opacity.
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if (color != Vector3(0, 0, 0)) {
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Color c = Color();
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c[0] = color[0];
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c[1] = color[1];
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c[2] = color[2];
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spatial_material->set_albedo(c);
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}
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} else if (real_value) {
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print_error("albedo is unsupported format?");
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}
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} break;
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case PROPERTY_DESC_TRANSPARENT: {
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if (real_value) {
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const real_t opacity = real_value->Value();
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if (opacity < (1.0 - CMP_EPSILON)) {
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Color c = spatial_material->get_albedo();
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c.a = opacity;
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spatial_material->set_albedo(c);
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material_info.features.push_back(SpatialMaterial::Feature::FEATURE_TRANSPARENT);
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spatial_material->set_depth_draw_mode(SpatialMaterial::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
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}
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} else if (vector_value) {
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print_error("unsupported transparent desc type vector!");
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}
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} break;
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case PROPERTY_DESC_SPECULAR: {
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if (real_value) {
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print_verbose("specular real value: " + rtos(real_value->Value()));
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spatial_material->set_specular(MIN(1.0, real_value->Value()));
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}
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if (vector_value) {
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print_error("unsupported specular vector value: " + vector_value->Value());
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}
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} break;
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case PROPERTY_DESC_SPECULAR_COLOR: {
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if (vector_value) {
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print_error("unsupported specular color: " + vector_value->Value());
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}
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} break;
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case PROPERTY_DESC_SHINYNESS: {
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if (real_value) {
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print_error("unsupported shinyness:" + rtos(real_value->Value()));
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}
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} break;
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case PROPERTY_DESC_METALLIC: {
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if (real_value) {
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print_verbose("metallic real value: " + rtos(real_value->Value()));
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spatial_material->set_metallic(MIN(1.0f, real_value->Value()));
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} else {
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print_error("unsupported value type for metallic");
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}
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} break;
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case PROPERTY_DESC_ROUGHNESS: {
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if (real_value) {
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print_verbose("roughness real value: " + rtos(real_value->Value()));
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spatial_material->set_roughness(MIN(1.0f, real_value->Value()));
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} else {
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print_error("unsupported value type for roughness");
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}
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} break;
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case PROPERTY_DESC_COAT: {
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if (real_value) {
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material_info.features.push_back(SpatialMaterial::Feature::FEATURE_CLEARCOAT);
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print_verbose("clearcoat real value: " + rtos(real_value->Value()));
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spatial_material->set_clearcoat(MIN(1.0f, real_value->Value()));
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} else {
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print_error("unsupported value type for clearcoat");
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}
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} break;
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case PROPERTY_DESC_COAT_ROUGHNESS: {
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// meaning is that approx equal to zero is disabled not actually zero. ;)
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if (real_value && Math::is_equal_approx(real_value->Value(), 0.0f)) {
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print_verbose("clearcoat real value: " + rtos(real_value->Value()));
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spatial_material->set_clearcoat_gloss(1.0 - real_value->Value());
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material_info.features.push_back(SpatialMaterial::Feature::FEATURE_CLEARCOAT);
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} else {
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print_error("unsupported value type for clearcoat gloss");
|
|
}
|
|
} break;
|
|
case PROPERTY_DESC_EMISSIVE: {
|
|
if (real_value && Math::is_equal_approx(real_value->Value(), 0.0f)) {
|
|
print_verbose("Emissive real value: " + rtos(real_value->Value()));
|
|
spatial_material->set_emission_energy(real_value->Value());
|
|
material_info.features.push_back(SpatialMaterial::Feature::FEATURE_EMISSION);
|
|
} 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);
|
|
material_info.features.push_back(SpatialMaterial::Feature::FEATURE_EMISSION);
|
|
}
|
|
} 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:
|
|
// Already checked, can't happen.
|
|
CRASH_NOW();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Set the material features.
|
|
for (int x = 0; x < material_info.features.size(); x++) {
|
|
if (spatial_material.is_null()) {
|
|
// Done here so if no textures no material is created.
|
|
spatial_material.instance();
|
|
}
|
|
spatial_material->set_feature(material_info.features[x], true);
|
|
}
|
|
|
|
// Set the textures.
|
|
for (int x = 0; x < material_info.textures.size(); x++) {
|
|
TextureFileMapping mapping = material_info.textures[x];
|
|
Ref<Texture> texture;
|
|
print_verbose("texture mapping name: " + mapping.name);
|
|
|
|
if (state.cached_image_searches.has(mapping.name)) {
|
|
texture = state.cached_image_searches[mapping.name];
|
|
} else {
|
|
String path = find_texture_path_by_filename(mapping.name, p_fbx_current_directory);
|
|
if (!path.empty()) {
|
|
Error err;
|
|
Ref<Texture> image_texture = ResourceLoader::load(path, "Texture", false, &err);
|
|
|
|
ERR_CONTINUE_MSG(err != OK, "unable to import image file not loaded yet: " + path);
|
|
ERR_CONTINUE(image_texture == NULL || image_texture.is_null());
|
|
|
|
texture = image_texture;
|
|
state.cached_image_searches.insert(mapping.name, texture);
|
|
print_verbose("Created texture from loaded image file.");
|
|
|
|
} else if (mapping.texture != nullptr && mapping.texture->Media() != nullptr && mapping.texture->Media()->IsEmbedded()) {
|
|
// This is an embedded texture. Extract it.
|
|
Ref<Image> image;
|
|
image.instance();
|
|
|
|
const String extension = mapping.name.get_extension().to_upper();
|
|
if (extension == "PNG") {
|
|
|
|
// The stored file is a PNG.
|
|
image = Image::_png_mem_loader_func(mapping.texture->Media()->Content(), mapping.texture->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(mapping.texture->Media()->Content(), mapping.texture->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(mapping.texture->Media()->Content(), mapping.texture->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(mapping.texture->Media()->Content(), mapping.texture->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;
|
|
image_texture.instance();
|
|
image_texture->create_from_image(image);
|
|
|
|
const int32_t flags = Texture::FLAGS_DEFAULT;
|
|
image_texture->set_flags(flags);
|
|
|
|
texture = image_texture;
|
|
state.cached_image_searches[mapping.name] = texture;
|
|
print_verbose("Created texture from embedded image.");
|
|
} else {
|
|
ERR_CONTINUE_MSG(true, "The FBX texture, with name: `" + mapping.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.");
|
|
}
|
|
}
|
|
if (spatial_material.is_null()) {
|
|
// Done here so if no textures no material is created.
|
|
spatial_material.instance();
|
|
}
|
|
|
|
switch (mapping.map_mode) {
|
|
case SpatialMaterial::TextureParam::TEXTURE_METALLIC:
|
|
if (mapping.name.to_lower().find("ser") >= 0) {
|
|
// SER shader.
|
|
spatial_material->set_metallic_texture_channel(SpatialMaterial::TextureChannel::TEXTURE_CHANNEL_RED);
|
|
} else {
|
|
// Use grayscale as default.
|
|
spatial_material->set_metallic_texture_channel(SpatialMaterial::TextureChannel::TEXTURE_CHANNEL_GRAYSCALE);
|
|
}
|
|
break;
|
|
case SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS:
|
|
if (mapping.name.to_lower().find("ser") >= 0) {
|
|
// SER shader.
|
|
spatial_material->set_roughness_texture_channel(SpatialMaterial::TextureChannel::TEXTURE_CHANNEL_BLUE);
|
|
} else {
|
|
// Use grayscale as default.
|
|
spatial_material->set_roughness_texture_channel(SpatialMaterial::TextureChannel::TEXTURE_CHANNEL_GRAYSCALE);
|
|
}
|
|
break;
|
|
case SpatialMaterial::TextureParam::TEXTURE_AMBIENT_OCCLUSION:
|
|
// Use grayscale as default.
|
|
spatial_material->set_ao_texture_channel(SpatialMaterial::TextureChannel::TEXTURE_CHANNEL_GRAYSCALE);
|
|
break;
|
|
case SpatialMaterial::TextureParam::TEXTURE_REFRACTION:
|
|
// Use grayscale as default.
|
|
spatial_material->set_refraction_texture_channel(SpatialMaterial::TextureChannel::TEXTURE_CHANNEL_GRAYSCALE);
|
|
break;
|
|
default:
|
|
// Nothing to do.
|
|
break;
|
|
}
|
|
|
|
print_verbose("Texture mapping mode: " + itos(mapping.map_mode) + " name: " + get_texture_param_name(mapping.map_mode));
|
|
|
|
spatial_material->set_texture(mapping.map_mode, texture);
|
|
}
|
|
|
|
if (spatial_material.is_valid()) {
|
|
spatial_material->set_name(material_name);
|
|
}
|
|
|
|
return spatial_material;
|
|
}
|