/*************************************************************************/ /* 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/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 }, { "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 : 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