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+/*************************************************************************/
+/* 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