/*************************************************************************/ /* fbx_material.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #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 &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 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 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 *val = dynamic_cast *>(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 FBXMaterial::import_material(ImportState &state) { ERR_FAIL_COND_V(material == nullptr, nullptr); const String p_fbx_current_directory = state.path; Ref spatial_material; spatial_material.instantiate(); // 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 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; 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 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.instantiate(); // 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 image_texture; image_texture.instantiate(); 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->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; 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.instantiate(); } const FBXDocParser::TypedProperty *real_value = dynamic_cast *>(prop); const FBXDocParser::TypedProperty *vector_value = dynamic_cast *>(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_zero_approx(real_value->Value())) { 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_zero_approx(real_value->Value())) { 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; }