/*************************************************************************/ /* 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/reference.h" #include "core/ustring.h" struct FBXMaterial : public Reference { String material_name = String(); mutable const 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, }; // TODO make this static? const std::map fbx_feature_mapping_desc = { /* Transparent */ { "TransparentColor", SpatialMaterial::Feature::FEATURE_TRANSPARENT }, { "Maya|opacity", SpatialMaterial::Feature::FEATURE_TRANSPARENT } }; // TODO make this static? const std::map fbx_texture_mapping_desc = { /* Diffuse */ { "Maya|base", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "DiffuseColor", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "Maya|DiffuseTexture", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "Maya|baseColor", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "Maya|baseColor|file", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "3dsMax|Parameters|base_color_map", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "Maya|TEX_color_map|file", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, { "Maya|TEX_color_map", SpatialMaterial::TextureParam::TEXTURE_ALBEDO }, /* Emission */ { "EmissiveColor", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, { "EmissiveFactor", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, { "Maya|emissionColor", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, { "Maya|emissionColor|file", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, { "3dsMax|Parameters|emission_map", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, { "Maya|TEX_emissive_map", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, { "Maya|TEX_emissive_map|file", SpatialMaterial::TextureParam::TEXTURE_EMISSION }, /* Metallic */ { "Maya|metalness", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "Maya|metalness|file", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "3dsMax|Parameters|metalness_map", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "Maya|TEX_metallic_map", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "Maya|TEX_metallic_map|file", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "SpecularColor", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "Maya|specularColor", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "Maya|SpecularTexture", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "Maya|SpecularTexture|file", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, { "ShininessExponent", SpatialMaterial::TextureParam::TEXTURE_METALLIC }, /* Roughness */ { "Maya|diffuseRoughness", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, { "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, { "3dsMax|Parameters|roughness_map", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, { "Maya|TEX_roughness_map", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, { "Maya|TEX_roughness_map|file", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, { "ReflectionFactor", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, { "Maya|specularRoughness", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS }, /* Normal */ { "NormalMap", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "Bump", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "3dsMax|Parameters|bump_map", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "Maya|NormalTexture", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "Maya|normalCamera", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "Maya|normalCamera|file", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "Maya|TEX_normal_map", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, { "Maya|TEX_normal_map|file", SpatialMaterial::TextureParam::TEXTURE_NORMAL }, /* AO */ { "Maya|TEX_ao_map", SpatialMaterial::TextureParam::TEXTURE_AMBIENT_OCCLUSION }, { "Maya|TEX_ao_map|file", SpatialMaterial::TextureParam::TEXTURE_AMBIENT_OCCLUSION }, // {"TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }, // {"TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA } }; // 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_COAT, PROPERTY_DESC_COAT_ROUGHNESS, PROPERTY_DESC_EMISSIVE, PROPERTY_DESC_EMISSIVE_COLOR, PROPERTY_DESC_IGNORE }; const std::map fbx_properties_desc = { /* Albedo */ { "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR }, { "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR }, /* 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 }, /* Roughness */ { "Maya|diffuseRoughness", PROPERTY_DESC_ROUGHNESS }, /* Coat */ { "Maya|coat", PROPERTY_DESC_COAT }, /* Coat roughness */ { "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS }, /* Emissive */ { "Maya|emission", PROPERTY_DESC_EMISSIVE }, /* Emissive color */ { "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR }, { "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR }, /* Ignore */ { "Maya", PROPERTY_DESC_IGNORE }, { "Diffuse", PROPERTY_DESC_IGNORE }, { "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 }, }; struct TextureFileMapping { SpatialMaterial::TextureParam map_mode = SpatialMaterial::TEXTURE_ALBEDO; String name = String(); const FBXDocParser::Texture *texture = nullptr; }; /* storing the texture properties like color */ template struct TexturePropertyMapping : Reference { SpatialMaterial::TextureParam map_mode = SpatialMaterial::TextureParam::TEXTURE_ALBEDO; const T property = T(); }; static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector &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(const FBXDocParser::Material *p_material); struct MaterialInfo { Vector textures; Vector features; }; /// Extracts the material information. MaterialInfo extract_material_info(const FBXDocParser::Material *material) const; Ref import_material(ImportState &state); }; #endif // FBX_MATERIAL_H