ExporterMaterial.cpp 13 KB

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  1. // Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include "Exporter.h"
  6. #include <iostream>
  7. void Exporter::exportMaterial(const aiMaterial& mtl) const
  8. {
  9. std::string diffTex;
  10. std::string normTex;
  11. std::string specColTex;
  12. std::string shininessTex;
  13. std::string dispTex;
  14. std::string emissiveTex;
  15. std::string metallicTex;
  16. aiString path;
  17. std::string name = getMaterialName(mtl);
  18. LOGI("Exporting material %s", name.c_str());
  19. // Diffuse texture
  20. if(mtl.GetTextureCount(aiTextureType_DIFFUSE) > 0)
  21. {
  22. if(mtl.GetTexture(aiTextureType_DIFFUSE, 0, &path) == AI_SUCCESS)
  23. {
  24. diffTex = getFilename(path.C_Str());
  25. }
  26. else
  27. {
  28. ERROR("Failed to retrieve texture");
  29. }
  30. }
  31. // Normal texture
  32. if(mtl.GetTextureCount(aiTextureType_NORMALS) > 0)
  33. {
  34. if(mtl.GetTexture(aiTextureType_NORMALS, 0, &path) == AI_SUCCESS)
  35. {
  36. normTex = getFilename(path.C_Str());
  37. }
  38. else
  39. {
  40. ERROR("Failed to retrieve texture");
  41. }
  42. }
  43. // Specular color
  44. if(mtl.GetTextureCount(aiTextureType_SPECULAR) > 0)
  45. {
  46. if(mtl.GetTexture(aiTextureType_SPECULAR, 0, &path) == AI_SUCCESS)
  47. {
  48. specColTex = getFilename(path.C_Str());
  49. }
  50. else
  51. {
  52. ERROR("Failed to retrieve texture");
  53. }
  54. }
  55. // Shininess color
  56. if(mtl.GetTextureCount(aiTextureType_SHININESS) > 0)
  57. {
  58. if(mtl.GetTexture(aiTextureType_SHININESS, 0, &path) == AI_SUCCESS)
  59. {
  60. shininessTex = getFilename(path.C_Str());
  61. }
  62. else
  63. {
  64. ERROR("Failed to retrieve texture");
  65. }
  66. }
  67. // Height texture
  68. if(mtl.GetTextureCount(aiTextureType_DISPLACEMENT) > 0)
  69. {
  70. if(mtl.GetTexture(aiTextureType_DISPLACEMENT, 0, &path) == AI_SUCCESS)
  71. {
  72. dispTex = getFilename(path.C_Str());
  73. }
  74. else
  75. {
  76. ERROR("Failed to retrieve texture");
  77. }
  78. }
  79. // Emissive texture
  80. if(mtl.GetTextureCount(aiTextureType_EMISSIVE) > 0)
  81. {
  82. if(mtl.GetTexture(aiTextureType_EMISSIVE, 0, &path) == AI_SUCCESS)
  83. {
  84. emissiveTex = getFilename(path.C_Str());
  85. }
  86. else
  87. {
  88. ERROR("Failed to retrieve texture");
  89. }
  90. }
  91. // Metallic texture
  92. if(mtl.GetTextureCount(aiTextureType_REFLECTION) > 0)
  93. {
  94. if(mtl.GetTexture(aiTextureType_REFLECTION, 0, &path) == AI_SUCCESS)
  95. {
  96. metallicTex = getFilename(path.C_Str());
  97. }
  98. else
  99. {
  100. ERROR("Failed to retrieve texture");
  101. }
  102. }
  103. // Write file
  104. static const char* diffNormSpecFragTemplate =
  105. #include "templates/diffNormSpecFrag.h"
  106. ;
  107. static const char* simpleVertTemplate =
  108. #include "templates/simpleVert.h"
  109. ;
  110. static const char* tessVertTemplate =
  111. #include "templates/tessVert.h"
  112. ;
  113. static const char* readRgbFromTextureTemplate = R"(
  114. <operation>
  115. <id>%id%</id>
  116. <returnType>vec3</returnType>
  117. <function>readRgbFromTexture</function>
  118. <arguments>
  119. <argument>%map%</argument>
  120. <argument>out2</argument>
  121. </arguments>
  122. </operation>)";
  123. static const char* readRFromTextureTemplate = R"(
  124. <operation>
  125. <id>%id%</id>
  126. <returnType>float</returnType>
  127. <function>readRFromTexture</function>
  128. <arguments>
  129. <argument>%map%</argument>
  130. <argument>out2</argument>
  131. </arguments>
  132. </operation>)";
  133. // Compose full template
  134. // First geometry part
  135. std::string materialStr;
  136. materialStr = R"(<?xml version="1.0" encoding="UTF-8" ?>)";
  137. materialStr += "\n<material>\n\t<programs>\n";
  138. if(/*dispTex.empty()*/ 1)
  139. {
  140. materialStr += simpleVertTemplate;
  141. }
  142. else
  143. {
  144. materialStr += tessVertTemplate;
  145. }
  146. materialStr += "\n";
  147. // Then fragment part
  148. materialStr += diffNormSpecFragTemplate;
  149. materialStr += "\n\t</programs>\t</material>";
  150. // Replace strings
  151. if(!dispTex.empty())
  152. {
  153. materialStr = replaceAllString(materialStr, "%dispMap%", m_texrpath + dispTex);
  154. }
  155. // Diffuse
  156. if(!diffTex.empty())
  157. {
  158. materialStr = replaceAllString(materialStr,
  159. "%diffuseColorInput%",
  160. R"(<input><type>sampler2D</type><name>uDiffuseColor</name><value>)" + m_texrpath + diffTex
  161. + R"(</value></input>)");
  162. materialStr = replaceAllString(materialStr, "%diffuseColorFunc%", readRgbFromTextureTemplate);
  163. materialStr = replaceAllString(materialStr, "%id%", "10");
  164. materialStr = replaceAllString(materialStr, "%map%", "uDiffuseColor");
  165. materialStr = replaceAllString(materialStr, "%diffuseColorArg%", "out10");
  166. }
  167. else
  168. {
  169. aiColor3D diffCol = {0.0, 0.0, 0.0};
  170. mtl.Get(AI_MATKEY_COLOR_DIFFUSE, diffCol);
  171. materialStr = replaceAllString(materialStr,
  172. "%diffuseColorInput%",
  173. R"(<input><type>vec3</type><name>uDiffuseColor</name><value>)" + std::to_string(diffCol[0]) + " "
  174. + std::to_string(diffCol[1])
  175. + " "
  176. + std::to_string(diffCol[2])
  177. + R"(</value></input>)");
  178. materialStr = replaceAllString(materialStr, "%diffuseColorFunc%", "");
  179. materialStr = replaceAllString(materialStr, "%diffuseColorArg%", "uDiffuseColor");
  180. }
  181. // Normal
  182. if(!normTex.empty())
  183. {
  184. materialStr = replaceAllString(materialStr,
  185. "%normalInput%",
  186. R"(<input><type>sampler2D</type><name>uNormal</name><value>)" + m_texrpath + normTex
  187. + R"(</value></input>)");
  188. materialStr = replaceAllString(materialStr,
  189. "%normalFunc%",
  190. R"(
  191. <operation>
  192. <id>20</id>
  193. <returnType>vec3</returnType>
  194. <function>readNormalFromTexture</function>
  195. <arguments>
  196. <argument>out0</argument>
  197. <argument>out1</argument>
  198. <argument>uNormal</argument>
  199. <argument>out2</argument>
  200. </arguments>
  201. </operation>)");
  202. materialStr = replaceAllString(materialStr, "%normalArg%", "out20");
  203. }
  204. else
  205. {
  206. materialStr = replaceAllString(materialStr, "%normalInput%", " ");
  207. materialStr = replaceAllString(materialStr, "%normalFunc%", " ");
  208. materialStr = replaceAllString(materialStr, "%normalArg%", "out0");
  209. }
  210. // Specular
  211. if(!specColTex.empty())
  212. {
  213. materialStr = replaceAllString(materialStr,
  214. "%specularColorInput%",
  215. R"(<input><type>sampler2D</type><name>uSpecularColor</name><value>)" + m_texrpath + specColTex
  216. + R"(</value></input>)");
  217. materialStr = replaceAllString(materialStr, "%specularColorFunc%", readRgbFromTextureTemplate);
  218. materialStr = replaceAllString(materialStr, "%id%", "50");
  219. materialStr = replaceAllString(materialStr, "%map%", "uSpecularColor");
  220. materialStr = replaceAllString(materialStr, "%specularColorArg%", "out50");
  221. }
  222. else
  223. {
  224. aiColor3D specCol = {0.0, 0.0, 0.0};
  225. mtl.Get(AI_MATKEY_COLOR_SPECULAR, specCol);
  226. materialStr = replaceAllString(materialStr,
  227. "%specularColorInput%",
  228. R"(<input><type>vec3</type><name>uSpecularColor</name><value>)" + std::to_string(specCol[0]) + " "
  229. + std::to_string(specCol[1])
  230. + " "
  231. + std::to_string(specCol[2])
  232. + R"(</value></input>)");
  233. materialStr = replaceAllString(materialStr, "%specularColorFunc%", "");
  234. materialStr = replaceAllString(materialStr, "%specularColorArg%", "uSpecularColor");
  235. }
  236. if(!shininessTex.empty())
  237. {
  238. materialStr = replaceAllString(materialStr,
  239. "%specularPowerInput%",
  240. R"(<input><type>sampler2D</type><name>uSpecularPower</name><value>)" + m_texrpath + shininessTex
  241. + R"(</value></input>)");
  242. materialStr = replaceAllString(materialStr, "%specularPowerValue%", m_texrpath + shininessTex);
  243. materialStr = replaceAllString(materialStr, "%specularPowerFunc%", readRFromTextureTemplate);
  244. materialStr = replaceAllString(materialStr, "%id%", "60");
  245. materialStr = replaceAllString(materialStr, "%map%", "uSpecularPower");
  246. materialStr = replaceAllString(materialStr, "%specularPowerArg%", "out60");
  247. }
  248. else
  249. {
  250. float shininess = 0.0;
  251. mtl.Get(AI_MATKEY_SHININESS, shininess);
  252. const float MAX_SHININESS = 511.0;
  253. shininess = std::min(MAX_SHININESS, shininess);
  254. if(shininess > MAX_SHININESS)
  255. {
  256. LOGW("Shininness exceeds %f", MAX_SHININESS);
  257. }
  258. shininess = shininess / MAX_SHININESS;
  259. materialStr = replaceAllString(materialStr,
  260. "%specularPowerInput%",
  261. R"(<input><type>float</type><name>uSpecularPower</name><value>)" + std::to_string(shininess)
  262. + R"(</value></input>)");
  263. materialStr = replaceAllString(materialStr, "%specularPowerFunc%", "");
  264. materialStr = replaceAllString(materialStr, "%specularPowerArg%", "uSpecularPower");
  265. }
  266. materialStr = replaceAllString(materialStr, "%maxSpecularPower%", " ");
  267. // Emission
  268. aiColor3D emissionCol = {0.0, 0.0, 0.0};
  269. mtl.Get(AI_MATKEY_COLOR_EMISSIVE, emissionCol);
  270. float emission = (emissionCol[0] + emissionCol[1] + emissionCol[2]) / 3.0;
  271. if(!emissiveTex.empty())
  272. {
  273. materialStr = replaceAllString(materialStr,
  274. "%emissionInput%",
  275. "<input><type>sampler2D</type><name>emissionTex</name><value>" + m_texrpath + emissiveTex
  276. + "</value></input>)\n"
  277. + "\t\t\t\t<input><type>float</type><name>emission</"
  278. "name><value>"
  279. + std::to_string(10.0)
  280. + "</value><const>1</const></input>");
  281. std::string func = readRFromTextureTemplate;
  282. func = replaceAllString(func, "%id%", "71");
  283. func = replaceAllString(func, "%map%", "emissionTex");
  284. func += R"(
  285. <operation>
  286. <id>70</id>
  287. <returnType>float</returnType>
  288. <function>mul</function>
  289. <arguments>
  290. <argument>out71</argument>
  291. <argument>emission</argument>
  292. </arguments>
  293. </operation>)";
  294. materialStr = replaceAllString(materialStr, "%emissionFunc%", func);
  295. materialStr = replaceAllString(materialStr, "%map%", "emissionTex");
  296. materialStr = replaceAllString(materialStr, "%emissionArg%", "out70");
  297. }
  298. else
  299. {
  300. materialStr = replaceAllString(materialStr,
  301. "%emissionInput%",
  302. R"(<input><type>float</type><name>emission</name><value>)" + std::to_string(emission)
  303. + R"(</value><const>1</const></input>)");
  304. materialStr = replaceAllString(materialStr, "%emissionFunc%", "");
  305. materialStr = replaceAllString(materialStr, "%emissionArg%", "emission");
  306. }
  307. // Metallic
  308. if(!metallicTex.empty())
  309. {
  310. materialStr = replaceAllString(materialStr,
  311. "%metallicInput%",
  312. "<input><type>sampler2D</type><name>metallicTex</name><value>" + m_texrpath + metallicTex
  313. + "</value></input>");
  314. std::string func = readRFromTextureTemplate;
  315. func = replaceAllString(func, "%id%", "80");
  316. func = replaceAllString(func, "%map%", "metallicTex");
  317. materialStr = replaceAllString(materialStr, "%metallicFunc%", func);
  318. materialStr = replaceAllString(materialStr, "%map%", "metallicTex");
  319. materialStr = replaceAllString(materialStr, "%metallicArg%", "out80");
  320. }
  321. else
  322. {
  323. float metallic = 0.0;
  324. if(mtl.mAnKiProperties.find("metallic") != mtl.mAnKiProperties.end())
  325. {
  326. metallic = std::stof(mtl.mAnKiProperties.at("metallic"));
  327. }
  328. materialStr = replaceAllString(materialStr,
  329. "%metallicInput%",
  330. R"(<input><type>float</type><name>metallic</name><value>)" + std::to_string(metallic)
  331. + R"(</value><const>1</const></input>)");
  332. materialStr = replaceAllString(materialStr, "%metallicFunc%", "");
  333. materialStr = replaceAllString(materialStr, "%metallicArg%", "metallic");
  334. }
  335. // Height to parallax
  336. if(!dispTex.empty())
  337. {
  338. materialStr = replaceAllString(materialStr,
  339. "%heightVertInput%",
  340. "<input><type>mat4</type><name>anki_mv"
  341. "</name><inShadow>0</inShadow></input>");
  342. materialStr = replaceAllString(materialStr,
  343. "%heightVertFunc%",
  344. R"(<operation>
  345. <id>2</id>
  346. <returnType>void</returnType>
  347. <function>writeParallax</function>
  348. <arguments>
  349. <argument>anki_n</argument>
  350. <argument>anki_mv</argument>
  351. </arguments>
  352. </operation>)");
  353. materialStr = replaceAllString(materialStr,
  354. "%heightInput%",
  355. "<input><type>sampler2D</type><name>heightMap</name>"
  356. "<value>"
  357. + m_texrpath
  358. + dispTex
  359. + "</value></input>\n"
  360. "\t\t\t\t<input><type>float</type><name>heightMapScale</name>"
  361. "<value>0.05</value><const>1</const></input>");
  362. // At this point everyone will have to use out4 as tex coords
  363. materialStr = replaceAllString(materialStr, "<argument>out2</argument>", "<argument>out4</argument>");
  364. materialStr = replaceAllString(materialStr,
  365. "%heightFunc%",
  366. R"(<operation>
  367. <id>4</id>
  368. <returnType>vec2</returnType>
  369. <function>computeTextureCoordParallax</function>
  370. <arguments>
  371. <argument>heightMap</argument>
  372. <argument>out2</argument>
  373. <argument>heightMapScale</argument>
  374. </arguments>
  375. </operation>)");
  376. }
  377. else
  378. {
  379. materialStr = replaceAllString(materialStr, "%heightVertInput%", " ");
  380. materialStr = replaceAllString(materialStr, "%heightVertFunc%", " ");
  381. materialStr = replaceAllString(materialStr, "%heightInput%", " ");
  382. materialStr = replaceAllString(materialStr, "%heightFunc%", " ");
  383. }
  384. // Continue
  385. materialStr = replaceAllString(materialStr, "%diffuseMap%", m_texrpath + diffTex);
  386. // Subsurface
  387. materialStr = replaceAllString(materialStr,
  388. "%subsurfaceInput%",
  389. "<input><type>float</type><name>subsurface</name>"
  390. "<const>1</const><value>0.0</value></input>");
  391. materialStr = replaceAllString(materialStr, "%subsurfaceArg%", "subsurface");
  392. // Replace texture extensions with .anki
  393. materialStr = replaceAllString(materialStr, ".tga", ".ankitex");
  394. materialStr = replaceAllString(materialStr, ".png", ".ankitex");
  395. materialStr = replaceAllString(materialStr, ".jpg", ".ankitex");
  396. materialStr = replaceAllString(materialStr, ".jpeg", ".ankitex");
  397. // Open and write file
  398. std::fstream file;
  399. file.open(m_outputDirectory + name + ".ankimtl", std::ios::out);
  400. file << materialStr;
  401. }