godot/modules/fbx/data/fbx_material.h
Gordon MacPherson de61cfe7c5 [fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version

Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.

Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688

Validation tools added for validating large projects

Provide package name, vendor and FBX vendor in the log.

Implemented metadata properties so we can read extra document
info required for bug reporting

**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.

Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
2020-12-10 19:30:17 +00:00

295 lines
12 KiB
C++

/*************************************************************************/
/* 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/reference.h"
#include "core/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(SpatialMaterial::TextureParam param) {
switch (param) {
case SpatialMaterial::TEXTURE_ALBEDO:
return "TEXTURE_ALBEDO";
case SpatialMaterial::TEXTURE_METALLIC:
return "TEXTURE_METALLIC";
case SpatialMaterial::TEXTURE_ROUGHNESS:
return "TEXTURE_ROUGHNESS";
case SpatialMaterial::TEXTURE_EMISSION:
return "TEXTURE_EMISSION";
case SpatialMaterial::TEXTURE_NORMAL:
return "TEXTURE_NORMAL";
case SpatialMaterial::TEXTURE_RIM:
return "TEXTURE_RIM";
case SpatialMaterial::TEXTURE_CLEARCOAT:
return "TEXTURE_CLEARCOAT";
case SpatialMaterial::TEXTURE_FLOWMAP:
return "TEXTURE_FLOWMAP";
case SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION:
return "TEXTURE_AMBIENT_OCCLUSION";
case SpatialMaterial::TEXTURE_DEPTH:
return "TEXTURE_DEPTH";
case SpatialMaterial::TEXTURE_SUBSURFACE_SCATTERING:
return "TEXTURE_SUBSURFACE_SCATTERING";
case SpatialMaterial::TEXTURE_TRANSMISSION:
return "TEXTURE_TRANSMISSION";
case SpatialMaterial::TEXTURE_REFRACTION:
return "TEXTURE_REFRACTION";
case SpatialMaterial::TEXTURE_DETAIL_MASK:
return "TEXTURE_DETAIL_MASK";
case SpatialMaterial::TEXTURE_DETAIL_ALBEDO:
return "TEXTURE_DETAIL_ALBEDO";
case SpatialMaterial::TEXTURE_DETAIL_NORMAL:
return "TEXTURE_DETAIL_NORMAL";
case SpatialMaterial::TEXTURE_MAX:
return "TEXTURE_MAX";
default:
return "broken horribly";
}
};
// TODO make this static?
const std::map<std::string, SpatialMaterial::Feature> fbx_feature_mapping_desc = {
/* Transparent */
{ "TransparentColor", SpatialMaterial::Feature::FEATURE_TRANSPARENT },
{ "Maya|opacity", SpatialMaterial::Feature::FEATURE_TRANSPARENT }
};
// TODO make this static?
const std::map<std::string, SpatialMaterial::TextureParam> fbx_texture_mapping_desc = {
/* Diffuse */
{ "Maya|base", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "DiffuseColor", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "Maya|DiffuseTexture", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "Maya|baseColor", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "Maya|baseColor|file", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "3dsMax|Parameters|base_color_map", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "Maya|TEX_color_map|file", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
{ "Maya|TEX_color_map", SpatialMaterial::TextureParam::TEXTURE_ALBEDO },
/* Emission */
{ "EmissiveColor", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
{ "EmissiveFactor", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
{ "Maya|emissionColor", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
{ "Maya|emissionColor|file", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
{ "3dsMax|Parameters|emission_map", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
{ "Maya|TEX_emissive_map", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
{ "Maya|TEX_emissive_map|file", SpatialMaterial::TextureParam::TEXTURE_EMISSION },
/* Metallic */
{ "Maya|metalness", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "Maya|metalness|file", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "3dsMax|Parameters|metalness_map", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "Maya|TEX_metallic_map", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "Maya|TEX_metallic_map|file", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "SpecularColor", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "Maya|specularColor", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "Maya|SpecularTexture", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
{ "Maya|SpecularTexture|file", SpatialMaterial::TextureParam::TEXTURE_METALLIC },
/* Roughness */
// Arnold Roughness Map
{ "Maya|specularRoughness", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS },
{ "3dsMax|Parameters|roughness_map", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS },
{ "Maya|TEX_roughness_map", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS },
{ "Maya|TEX_roughness_map|file", SpatialMaterial::TextureParam::TEXTURE_ROUGHNESS },
/* Normal */
{ "NormalMap", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
//{ "Bump", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
//{ "3dsMax|Parameters|bump_map", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
{ "Maya|NormalTexture", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
//{ "Maya|normalCamera", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
//{ "Maya|normalCamera|file", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
{ "Maya|TEX_normal_map", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
{ "Maya|TEX_normal_map|file", SpatialMaterial::TextureParam::TEXTURE_NORMAL },
/* AO */
{ "Maya|TEX_ao_map", SpatialMaterial::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
{ "Maya|TEX_ao_map|file", SpatialMaterial::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
//{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
//{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
//{ "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
//{ "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
//{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
//{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
};
// 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 },
};
struct TextureFileMapping {
SpatialMaterial::TextureParam map_mode = SpatialMaterial::TEXTURE_ALBEDO;
String name = String();
const FBXDocParser::Texture *texture = nullptr;
};
/* storing the texture properties like color */
template <class T>
struct TexturePropertyMapping : Reference {
SpatialMaterial::TextureParam map_mode = SpatialMaterial::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);
struct MaterialInfo {
Vector<TextureFileMapping> textures;
Vector<SpatialMaterial::Feature> features;
};
/// Extracts the material information.
MaterialInfo extract_material_info(const FBXDocParser::Material *material) const;
Ref<SpatialMaterial> import_material(ImportState &state);
};
#endif // FBX_MATERIAL_H