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/*************************************************************************/
/* 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.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.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.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;
}
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