virtualx-engine/modules/fbx/data/fbx_material.h
Gordon MacPherson 6607fc7da9 Port FBX module from commit 68013d2393
Ports FBX module from 3.2 branch to 4.0

This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.

Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
2020-12-23 00:45:03 +00:00

286 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