diff options
Diffstat (limited to 'modules/fbx/data/fbx_material.cpp')
-rw-r--r-- | modules/fbx/data/fbx_material.cpp | 464 |
1 files changed, 464 insertions, 0 deletions
diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp new file mode 100644 index 0000000000..3da9e4e1ff --- /dev/null +++ b/modules/fbx/data/fbx_material.cpp @@ -0,0 +1,464 @@ +/*************************************************************************/ +/* fbx_material.cpp */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#include "fbx_material.h" +#include "scene/resources/material.h" +#include "scene/resources/texture.h" +#include "tools/validation_tools.h" + +String FBXMaterial::get_material_name() const { + return material_name; +} + +void FBXMaterial::set_imported_material(FBXDocParser::Material *p_material) { + material = p_material; +} + +void FBXMaterial::add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths) { + if (search_directory.is_empty()) { + texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(p_filename)); + } else { + texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(search_directory + "/" + p_filename)); + texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file("../" + search_directory + "/" + p_filename)); + } +} + +String find_file(const String &p_base, const String &p_file_to_find) { + _Directory dir; + dir.open(p_base); + + dir.list_dir_begin(); + String n = dir.get_next(); + while (n != String()) { + if (n == "." || n == "..") { + n = dir.get_next(); + continue; + } + if (dir.current_is_dir()) { + // Don't use `path_to` or the returned path will be wrong. + const String f = find_file(p_base + "/" + n, p_file_to_find); + if (f != "") { + return f; + } + } else if (n == p_file_to_find) { + return p_base + "/" + n; + } + n = dir.get_next(); + } + dir.list_dir_end(); + + return String(); +} + +// fbx will not give us good path information and let's not regex them to fix them +// no relative paths are in fbx generally they have a rel field but it's populated incorrectly by the SDK. +String FBXMaterial::find_texture_path_by_filename(const String p_filename, const String p_current_directory) { + _Directory dir; + Vector<String> paths; + add_search_string(p_filename, p_current_directory, "", paths); + add_search_string(p_filename, p_current_directory, "texture", paths); + add_search_string(p_filename, p_current_directory, "textures", paths); + add_search_string(p_filename, p_current_directory, "Textures", paths); + add_search_string(p_filename, p_current_directory, "materials", paths); + add_search_string(p_filename, p_current_directory, "mats", paths); + add_search_string(p_filename, p_current_directory, "pictures", paths); + add_search_string(p_filename, p_current_directory, "images", paths); + + for (int i = 0; i < paths.size(); i++) { + if (dir.file_exists(paths[i])) { + return paths[i]; + } + } + + // We were not able to find the texture in the common locations, + // try to find it into the project globally. + // The common textures can be stored into one of those folders: + // res://asset + // res://texture + // res://material + // res://mat + // res://image + // res://picture + // + // Note the folders can also be called with custom names, like: + // res://my_assets + // since the keyword `asset` is into the directory name the textures will be + // searched there too. + + dir.open("res://"); + dir.list_dir_begin(); + String n = dir.get_next(); + while (n != String()) { + if (n == "." || n == "..") { + n = dir.get_next(); + continue; + } + if (dir.current_is_dir()) { + const String lower_n = n.to_lower(); + if ( + // Don't need to use plural. + lower_n.find("asset") >= 0 || + lower_n.find("texture") >= 0 || + lower_n.find("material") >= 0 || + lower_n.find("mat") >= 0 || + lower_n.find("image") >= 0 || + lower_n.find("picture") >= 0) { + // Don't use `path_to` or the returned path will be wrong. + const String f = find_file(String("res://") + n, p_filename); + if (f != "") { + return f; + } + } + } + n = dir.get_next(); + } + dir.list_dir_end(); + + return ""; +} + +template <class T> +T extract_from_prop(FBXDocParser::PropertyPtr prop, const T &p_default, const std::string &p_name, const String &p_type) { + ERR_FAIL_COND_V_MSG(prop == nullptr, p_default, "invalid property passed to extractor"); + const FBXDocParser::TypedProperty<T> *val = dynamic_cast<const FBXDocParser::TypedProperty<T> *>(prop); + + 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); + // Make sure to not lost any eventual opacity. + return val->Value(); +} + +Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) { + ERR_FAIL_COND_V(material == nullptr, nullptr); + + const String p_fbx_current_directory = state.path; + + Ref<StandardMaterial3D> spatial_material; + spatial_material.instance(); + + // read the material file + // is material two sided + // read material name + print_verbose("[material] material name: " + ImportUtils::FBXNodeToName(material->Name())); + + material_name = ImportUtils::FBXNodeToName(material->Name()); + + for (const std::pair<std::string, const FBXDocParser::Texture *> iter : material->Textures()) { + const uint64_t texture_id = iter.second->ID(); + const std::string &fbx_mapping_name = iter.first; + const FBXDocParser::Texture *fbx_texture_data = iter.second; + const String absolute_texture_path = iter.second->FileName().c_str(); + const String texture_name = absolute_texture_path.get_file(); + const String file_extension = absolute_texture_path.get_extension().to_upper(); + + const String debug_string = "texture id: " + itos(texture_id) + " texture name: " + String(iter.second->Name().c_str()) + " mapping name: " + String(fbx_mapping_name.c_str()); + // remember errors STILL need this string at the end for when you aren't in verbose debug mode :) they need context for when you're not verbose-ing. + print_verbose(debug_string); + + const String file_extension_uppercase = file_extension.to_upper(); + + if (fbx_transparency_flags.count(fbx_mapping_name) > 0) { + // just enable it later let's make this fine-tuned. + spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); + } + + ERR_CONTINUE_MSG(file_extension.is_empty(), "your texture has no file extension so we had to ignore it, let us know if you think this is wrong file an issue on github! " + debug_string); + ERR_CONTINUE_MSG(fbx_texture_map.count(fbx_mapping_name) <= 0, "This material has a texture with mapping name: " + String(fbx_mapping_name.c_str()) + " which is not yet supported by this importer. Consider opening an issue so we can support it."); + ERR_CONTINUE_MSG( + file_extension_uppercase != "PNG" && + file_extension_uppercase != "JPEG" && + file_extension_uppercase != "JPG" && + file_extension_uppercase != "TGA" && + file_extension_uppercase != "WEBP" && + file_extension_uppercase != "DDS", + "The FBX file contains a texture with an unrecognized extension: " + file_extension_uppercase); + + print_verbose("Getting FBX mapping mode for " + String(fbx_mapping_name.c_str())); + // get the texture map type + const StandardMaterial3D::TextureParam mapping_mode = fbx_texture_map.at(fbx_mapping_name); + print_verbose("Set FBX mapping mode to " + get_texture_param_name(mapping_mode)); + + Ref<Texture> texture; + print_verbose("texture mapping name: " + texture_name); + + if (state.cached_image_searches.has(texture_name)) { + texture = state.cached_image_searches[texture_name]; + } else { + String path = find_texture_path_by_filename(texture_name, p_fbx_current_directory); + if (!path.is_empty()) { + Ref<Texture2D> image_texture = ResourceLoader::load(path); + + ERR_CONTINUE(image_texture.is_null()); + + texture = image_texture; + state.cached_image_searches.insert(texture_name, texture); + print_verbose("Created texture from loaded image file."); + + } else if (fbx_texture_data != nullptr && fbx_texture_data->Media() != nullptr && fbx_texture_data->Media()->IsEmbedded()) { + // This is an embedded texture. Extract it. + Ref<Image> image; + //image.instance(); // oooo double instance bug? why make Image::_png_blah call + + const String extension = texture_name.get_extension().to_upper(); + if (extension == "PNG") { + // The stored file is a PNG. + image = Image::_png_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->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(fbx_texture_data->Media()->Content(), fbx_texture_data->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(fbx_texture_data->Media()->Content(), fbx_texture_data->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(fbx_texture_data->Media()->Content(), fbx_texture_data->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); + + texture = image_texture; + + // TODO: this is potentially making something with the same name have a match incorrectly USE FBX ID as Hash. #fuck it later. + state.cached_image_searches[texture_name] = texture; + print_verbose("Created texture from embedded image."); + } else { + ERR_CONTINUE_MSG(true, "The FBX texture, with name: `" + texture_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."); + } + } + + spatial_material->set_texture(mapping_mode, texture); + } + + if (spatial_material.is_valid()) { + spatial_material->set_name(material_name); + } + + /// ALL below is related to properties + for (FBXDocParser::LazyPropertyMap::value_type iter : material->Props()->GetLazyProperties()) { + const std::string name = iter.first; + + if (name.empty()) { + continue; + } + + PropertyDesc desc = PROPERTY_DESC_NOT_FOUND; + if (fbx_properties_desc.count(name) > 0) { + desc = fbx_properties_desc.at(name); + } + + // check if we can ignore this it will be done at the next phase + if (desc == PROPERTY_DESC_NOT_FOUND || desc == PROPERTY_DESC_IGNORE) { + // count the texture mapping references. Skip this one if it's found and we can't look up a property value. + if (fbx_texture_map.count(name) > 0) { + continue; // safe to ignore it's a texture mapping. + } + } + + if (desc == PROPERTY_DESC_IGNORE) { + //WARN_PRINT("[Ignored] The FBX material parameter: `" + String(name.c_str()) + "` is ignored."); + continue; + } else { + print_verbose("FBX Material parameter: " + String(name.c_str())); + + // Check for Diffuse material system / lambert materials / legacy basically + if (name == "Diffuse" && !warning_non_pbr_material) { + ValidationTracker::get_singleton()->add_validation_error(state.path, "Invalid material settings change to Ai Standard Surface shader, mat name: " + material_name.c_escape()); + warning_non_pbr_material = true; + } + } + + // DISABLE when adding support for all weird and wonderful material formats + if (desc == PROPERTY_DESC_NOT_FOUND) { + continue; + } + + 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."); + + const FBXDocParser::PropertyTable *tbl = material->Props(); + FBXDocParser::PropertyPtr prop = tbl->Get(name); + + ERR_CONTINUE_MSG(prop == nullptr, "This file may be corrupted because is not possible to extract the material parameter: " + String(name.c_str())); + + if (spatial_material.is_null()) { + // Done here so if no data no material is created. + spatial_material.instance(); + } + + const FBXDocParser::TypedProperty<real_t> *real_value = dynamic_cast<const FBXDocParser::TypedProperty<real_t> *>(prop); + const FBXDocParser::TypedProperty<Vector3> *vector_value = dynamic_cast<const FBXDocParser::TypedProperty<Vector3> *>(prop); + + if (!real_value && !vector_value) { + //WARN_PRINT("unsupported datatype in property: " + String(name.c_str())); + continue; + } + + if (vector_value && !real_value) { + if (vector_value->Value() == Vector3(0, 0, 0) && !real_value) { + continue; + } + } + + switch (desc) { + case PROPERTY_DESC_ALBEDO_COLOR: { + if (vector_value) { + const Vector3 &color = vector_value->Value(); + // Make sure to not lost any eventual opacity. + if (color != Vector3(0, 0, 0)) { + Color c = Color(); + c[0] = color[0]; + c[1] = color[1]; + c[2] = color[2]; + spatial_material->set_albedo(c); + } + + } else if (real_value) { + print_error("albedo is unsupported format?"); + } + } break; + case PROPERTY_DESC_TRANSPARENT: { + if (real_value) { + const real_t opacity = real_value->Value(); + if (opacity < (1.0 - CMP_EPSILON)) { + Color c = spatial_material->get_albedo(); + c.a = opacity; + spatial_material->set_albedo(c); + + spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); + spatial_material->set_depth_draw_mode(BaseMaterial3D::DEPTH_DRAW_OPAQUE_ONLY); + } + } else if (vector_value) { + print_error("unsupported transparent desc type vector!"); + } + } break; + case PROPERTY_DESC_SPECULAR: { + if (real_value) { + print_verbose("specular real value: " + rtos(real_value->Value())); + spatial_material->set_specular(MIN(1.0, real_value->Value())); + } + + if (vector_value) { + print_error("unsupported specular vector value: " + vector_value->Value()); + } + } break; + + case PROPERTY_DESC_SPECULAR_COLOR: { + if (vector_value) { + print_error("unsupported specular color: " + vector_value->Value()); + } + } break; + case PROPERTY_DESC_SHINYNESS: { + if (real_value) { + print_error("unsupported shinyness:" + rtos(real_value->Value())); + } + } break; + case PROPERTY_DESC_METALLIC: { + if (real_value) { + print_verbose("metallic real value: " + rtos(real_value->Value())); + spatial_material->set_metallic(MIN(1.0f, real_value->Value())); + } else { + print_error("unsupported value type for metallic"); + } + } break; + case PROPERTY_DESC_ROUGHNESS: { + if (real_value) { + print_verbose("roughness real value: " + rtos(real_value->Value())); + spatial_material->set_roughness(MIN(1.0f, real_value->Value())); + } else { + print_error("unsupported value type for roughness"); + } + } break; + case PROPERTY_DESC_COAT: { + if (real_value) { + print_verbose("clearcoat real value: " + rtos(real_value->Value())); + spatial_material->set_clearcoat(MIN(1.0f, real_value->Value())); + } else { + print_error("unsupported value type for clearcoat"); + } + } break; + case PROPERTY_DESC_COAT_ROUGHNESS: { + // meaning is that approx equal to zero is disabled not actually zero. ;) + if (real_value && Math::is_equal_approx(real_value->Value(), 0.0f)) { + print_verbose("clearcoat real value: " + rtos(real_value->Value())); + spatial_material->set_clearcoat_gloss(1.0 - real_value->Value()); + } else { + 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()); + } 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); + } + } 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: + break; + default: + break; + } + } + + return spatial_material; +} |