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-/*************************************************************************/
-/* fbx_material.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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/ref_counted.h"
-#include "core/string/ustring.h"
-
-struct FBXMaterial : public RefCounted {
- 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 },
-
- { "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 */
- { "Shininess", PROPERTY_DESC_IGNORE },
- { "Reflectivity", PROPERTY_DESC_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 : RefCounted {
- 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