fbx_material.h 12 KB

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  1. /*************************************************************************/
  2. /* fbx_material.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef FBX_MATERIAL_H
  31. #define FBX_MATERIAL_H
  32. #include "tools/import_utils.h"
  33. #include "core/object/reference.h"
  34. #include "core/string/ustring.h"
  35. struct FBXMaterial : public Reference {
  36. String material_name = String();
  37. bool warning_non_pbr_material = false;
  38. FBXDocParser::Material *material = nullptr;
  39. /* Godot materials
  40. *** Texture Maps:
  41. * Albedo - color, texture
  42. * Metallic - specular, metallic, texture
  43. * Roughness - roughness, texture
  44. * Emission - color, texture
  45. * Normal Map - scale, texture
  46. * Ambient Occlusion - texture
  47. * Refraction - scale, texture
  48. *** Has Settings for:
  49. * UV1 - SCALE, OFFSET
  50. * UV2 - SCALE, OFFSET
  51. *** Flags for
  52. * Transparent
  53. * Cull Mode
  54. */
  55. enum class MapMode {
  56. AlbedoM = 0,
  57. MetallicM,
  58. SpecularM,
  59. EmissionM,
  60. RoughnessM,
  61. NormalM,
  62. AmbientOcclusionM,
  63. RefractionM,
  64. ReflectionM,
  65. };
  66. /* Returns the string representation of the TextureParam enum */
  67. static String get_texture_param_name(StandardMaterial3D::TextureParam param) {
  68. switch (param) {
  69. case StandardMaterial3D::TEXTURE_ALBEDO:
  70. return "TEXTURE_ALBEDO";
  71. case StandardMaterial3D::TEXTURE_METALLIC:
  72. return "TEXTURE_METALLIC";
  73. case StandardMaterial3D::TEXTURE_ROUGHNESS:
  74. return "TEXTURE_ROUGHNESS";
  75. case StandardMaterial3D::TEXTURE_EMISSION:
  76. return "TEXTURE_EMISSION";
  77. case StandardMaterial3D::TEXTURE_NORMAL:
  78. return "TEXTURE_NORMAL";
  79. case StandardMaterial3D::TEXTURE_RIM:
  80. return "TEXTURE_RIM";
  81. case StandardMaterial3D::TEXTURE_CLEARCOAT:
  82. return "TEXTURE_CLEARCOAT";
  83. case StandardMaterial3D::TEXTURE_FLOWMAP:
  84. return "TEXTURE_FLOWMAP";
  85. case StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION:
  86. return "TEXTURE_AMBIENT_OCCLUSION";
  87. // case StandardMaterial3D::TEXTURE_DEPTH: // TODO: work out how to make this function again!
  88. // return "TEXTURE_DEPTH";
  89. case StandardMaterial3D::TEXTURE_SUBSURFACE_SCATTERING:
  90. return "TEXTURE_SUBSURFACE_SCATTERING";
  91. // case StandardMaterial3D::TEXTURE_TRANSMISSION: // TODO: work out how to make this function again!
  92. // return "TEXTURE_TRANSMISSION";
  93. case StandardMaterial3D::TEXTURE_REFRACTION:
  94. return "TEXTURE_REFRACTION";
  95. case StandardMaterial3D::TEXTURE_DETAIL_MASK:
  96. return "TEXTURE_DETAIL_MASK";
  97. case StandardMaterial3D::TEXTURE_DETAIL_ALBEDO:
  98. return "TEXTURE_DETAIL_ALBEDO";
  99. case StandardMaterial3D::TEXTURE_DETAIL_NORMAL:
  100. return "TEXTURE_DETAIL_NORMAL";
  101. case StandardMaterial3D::TEXTURE_MAX:
  102. return "TEXTURE_MAX";
  103. default:
  104. return "broken horribly";
  105. }
  106. };
  107. // TODO make this static?
  108. const std::map<std::string, bool> fbx_transparency_flags = {
  109. /* Transparent */
  110. { "TransparentColor", true },
  111. { "Maya|opacity", true }
  112. };
  113. // TODO make this static?
  114. const std::map<std::string, StandardMaterial3D::TextureParam> fbx_texture_map = {
  115. /* Diffuse */
  116. { "Maya|base", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  117. { "DiffuseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  118. { "Maya|DiffuseTexture", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  119. { "Maya|baseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  120. { "Maya|baseColor|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  121. { "3dsMax|Parameters|base_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  122. { "Maya|TEX_color_map|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  123. { "Maya|TEX_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
  124. /* Emission */
  125. { "EmissiveColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  126. { "EmissiveFactor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  127. { "Maya|emissionColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  128. { "Maya|emissionColor|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  129. { "3dsMax|Parameters|emission_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  130. { "Maya|TEX_emissive_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  131. { "Maya|TEX_emissive_map|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
  132. /* Metallic */
  133. { "Maya|metalness", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  134. { "Maya|metalness|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  135. { "3dsMax|Parameters|metalness_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  136. { "Maya|TEX_metallic_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  137. { "Maya|TEX_metallic_map|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  138. /* Roughness */
  139. // Arnold Roughness Map
  140. { "Maya|specularRoughness", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
  141. { "3dsMax|Parameters|roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
  142. { "Maya|TEX_roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
  143. { "Maya|TEX_roughness_map|file", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
  144. /* Normal */
  145. { "NormalMap", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
  146. //{ "Bump", Material::TextureParam::TEXTURE_NORMAL },
  147. //{ "3dsMax|Parameters|bump_map", Material::TextureParam::TEXTURE_NORMAL },
  148. { "Maya|NormalTexture", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
  149. //{ "Maya|normalCamera", Material::TextureParam::TEXTURE_NORMAL },
  150. //{ "Maya|normalCamera|file", Material::TextureParam::TEXTURE_NORMAL },
  151. { "Maya|TEX_normal_map", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
  152. { "Maya|TEX_normal_map|file", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
  153. /* AO */
  154. { "Maya|TEX_ao_map", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
  155. { "Maya|TEX_ao_map|file", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
  156. // TODO: specular workflow conversion
  157. // { "SpecularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  158. // { "Maya|specularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  159. // { "Maya|SpecularTexture", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  160. // { "Maya|SpecularTexture|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
  161. // { "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
  162. // { "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
  163. //{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
  164. //{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
  165. // TODO: diffuse roughness
  166. //{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
  167. //{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
  168. };
  169. // TODO make this static?
  170. enum PropertyDesc {
  171. PROPERTY_DESC_NOT_FOUND,
  172. PROPERTY_DESC_ALBEDO_COLOR,
  173. PROPERTY_DESC_TRANSPARENT,
  174. PROPERTY_DESC_METALLIC,
  175. PROPERTY_DESC_ROUGHNESS,
  176. PROPERTY_DESC_SPECULAR,
  177. PROPERTY_DESC_SPECULAR_COLOR,
  178. PROPERTY_DESC_SHINYNESS,
  179. PROPERTY_DESC_COAT,
  180. PROPERTY_DESC_COAT_ROUGHNESS,
  181. PROPERTY_DESC_EMISSIVE,
  182. PROPERTY_DESC_EMISSIVE_COLOR,
  183. PROPERTY_DESC_IGNORE
  184. };
  185. const std::map<std::string, PropertyDesc> fbx_properties_desc = {
  186. /* Albedo */
  187. { "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR },
  188. { "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR },
  189. /* Specular */
  190. { "Maya|specular", PROPERTY_DESC_SPECULAR },
  191. { "Maya|specularColor", PROPERTY_DESC_SPECULAR_COLOR },
  192. /* Specular roughness - arnold roughness map */
  193. { "Maya|specularRoughness", PROPERTY_DESC_ROUGHNESS },
  194. /* Transparent */
  195. { "Opacity", PROPERTY_DESC_TRANSPARENT },
  196. { "TransparencyFactor", PROPERTY_DESC_TRANSPARENT },
  197. { "Maya|opacity", PROPERTY_DESC_TRANSPARENT },
  198. { "Maya|metalness", PROPERTY_DESC_METALLIC },
  199. { "Maya|metallic", PROPERTY_DESC_METALLIC },
  200. /* Roughness */
  201. { "Maya|roughness", PROPERTY_DESC_ROUGHNESS },
  202. /* Coat */
  203. //{ "Maya|coat", PROPERTY_DESC_COAT },
  204. /* Coat roughness */
  205. //{ "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS },
  206. /* Emissive */
  207. { "Maya|emission", PROPERTY_DESC_EMISSIVE },
  208. { "Maya|emissive", PROPERTY_DESC_EMISSIVE },
  209. /* Emissive color */
  210. { "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR },
  211. { "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR },
  212. /* Ignore */
  213. { "Shininess", PROPERTY_DESC_IGNORE },
  214. { "Reflectivity", PROPERTY_DESC_IGNORE },
  215. { "Maya|diffuseRoughness", PROPERTY_DESC_IGNORE },
  216. { "Maya", PROPERTY_DESC_IGNORE },
  217. { "Diffuse", PROPERTY_DESC_ALBEDO_COLOR },
  218. { "Maya|TypeId", PROPERTY_DESC_IGNORE },
  219. { "Ambient", PROPERTY_DESC_IGNORE },
  220. { "AmbientColor", PROPERTY_DESC_IGNORE },
  221. { "ShininessExponent", PROPERTY_DESC_IGNORE },
  222. { "Specular", PROPERTY_DESC_IGNORE },
  223. { "SpecularColor", PROPERTY_DESC_IGNORE },
  224. { "SpecularFactor", PROPERTY_DESC_IGNORE },
  225. //{ "BumpFactor", PROPERTY_DESC_IGNORE },
  226. { "Maya|exitToBackground", PROPERTY_DESC_IGNORE },
  227. { "Maya|indirectDiffuse", PROPERTY_DESC_IGNORE },
  228. { "Maya|indirectSpecular", PROPERTY_DESC_IGNORE },
  229. { "Maya|internalReflections", PROPERTY_DESC_IGNORE },
  230. { "DiffuseFactor", PROPERTY_DESC_IGNORE },
  231. { "AmbientFactor", PROPERTY_DESC_IGNORE },
  232. { "ReflectionColor", PROPERTY_DESC_IGNORE },
  233. { "Emissive", PROPERTY_DESC_IGNORE },
  234. { "Maya|coatColor", PROPERTY_DESC_IGNORE },
  235. { "Maya|coatNormal", PROPERTY_DESC_IGNORE },
  236. { "Maya|coatIOR", PROPERTY_DESC_IGNORE },
  237. };
  238. /* storing the texture properties like color */
  239. template <class T>
  240. struct TexturePropertyMapping : Reference {
  241. StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
  242. const T property = T();
  243. };
  244. static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths);
  245. static String find_texture_path_by_filename(const String p_filename, const String p_current_directory);
  246. String get_material_name() const;
  247. void set_imported_material(FBXDocParser::Material *p_material);
  248. Ref<StandardMaterial3D> import_material(ImportState &state);
  249. };
  250. #endif // FBX_MATERIAL_H