Merge pull request #7271 from samcake/orange

Trying to consolidate the FBX reader for Blender /maya
This commit is contained in:
Zach Pomerantz 2016-03-09 14:14:03 -05:00
commit 5f5f2d22a7
3 changed files with 71 additions and 36 deletions

View file

@ -867,11 +867,10 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
}
} else if (object.name == "Material") {
FBXMaterial material;
if (object.properties.at(1).toByteArray().contains("StingrayPBS")) {
material.isPBSMaterial = true;
}
material.name = (object.properties.at(1).toString());
foreach (const FBXNode& subobject, object.children) {
bool properties = false;
QByteArray propertyName;
int index;
if (subobject.name == "Properties60") {
@ -884,25 +883,36 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
propertyName = "P";
index = 4;
}
if (!material.isPBSMaterial && properties) {
foreach (const FBXNode& property, subobject.children) {
if (properties) {
std::vector<std::string> unknowns;
foreach(const FBXNode& property, subobject.children) {
if (property.name == propertyName) {
if (property.properties.at(0) == "DiffuseColor") {
material.diffuseColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "Diffuse") {
material.diffuseColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "DiffuseFactor") {
material.diffuseFactor = property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Diffuse") {
// NOTE: this is uneeded but keep it for now for debug
// material.diffuseColor = getVec3(property.properties, index);
// material.diffuseFactor = 1.0;
} else if (property.properties.at(0) == "SpecularColor") {
material.specularColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "Specular") {
material.specularColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "SpecularFactor") {
material.specularFactor = property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Specular") {
// NOTE: this is uneeded but keep it for now for debug
// material.specularColor = getVec3(property.properties, index);
// material.specularFactor = 1.0;
} else if (property.properties.at(0) == "Emissive") {
} else if (property.properties.at(0) == "EmissiveColor") {
material.emissiveColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "EmissiveFactor") {
material.emissiveFactor = property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Emissive") {
// NOTE: this is uneeded but keep it for now for debug
// material.emissiveColor = getVec3(property.properties, index);
// material.emissiveFactor = 1.0;
} else if (property.properties.at(0) == "Shininess") {
material.shininess = property.properties.at(index).value<double>();
@ -910,45 +920,50 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
} else if (property.properties.at(0) == "Opacity") {
material.opacity = property.properties.at(index).value<double>();
}
#if defined(DEBUG_FBXREADER)
else {
const QString propname = property.properties.at(0).toString();
if (propname == "EmissiveFactor") {
}
}
#endif
}
}
} else if (material.isPBSMaterial && properties) {
std::vector<std::string> unknowns;
foreach(const FBXNode& property, subobject.children) {
if (property.name == propertyName) {
if (property.properties.at(0) == "Maya|use_normal_map") {
// Sting Ray Material Properties!!!!
else if (property.properties.at(0) == "Maya|use_normal_map") {
material.isPBSMaterial = true;
material.useNormalMap = (bool)property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|base_color") {
material.isPBSMaterial = true;
material.diffuseColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "Maya|use_color_map") {
material.isPBSMaterial = true;
material.useAlbedoMap = (bool) property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|roughness") {
material.isPBSMaterial = true;
material.roughness = property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|use_roughness_map") {
material.isPBSMaterial = true;
material.useRoughnessMap = (bool)property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|metallic") {
material.isPBSMaterial = true;
material.metallic = property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|use_metallic_map") {
material.isPBSMaterial = true;
material.useMetallicMap = (bool)property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|emissive") {
material.isPBSMaterial = true;
material.emissiveColor = getVec3(property.properties, index);
} else if (property.properties.at(0) == "Maya|emissive_intensity") {
material.isPBSMaterial = true;
material.emissiveIntensity = property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|use_emissive_map") {
material.isPBSMaterial = true;
material.useEmissiveMap = (bool)property.properties.at(index).value<double>();
} else if (property.properties.at(0) == "Maya|use_ao_map") {
material.isPBSMaterial = true;
material.useOcclusionMap = (bool)property.properties.at(index).value<double>();
} else {
@ -1073,7 +1088,9 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
if (connection.properties.at(0) == "OP") {
int counter = 0;
QByteArray type = connection.properties.at(3).toByteArray().toLower();
if ((type.contains("diffuse") && !type.contains("tex_global_diffuse"))) {
if (type.contains("DiffuseFactor")) {
diffuseFactorTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if ((type.contains("diffuse") && !type.contains("tex_global_diffuse"))) {
diffuseTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("tex_color_map")) {
diffuseTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));

View file

@ -138,19 +138,22 @@ public:
opacity(opacity) {}
glm::vec3 diffuseColor{ 1.0f };
float diffuseFactor = 1.0f;
float diffuseFactor{ 1.0f };
glm::vec3 specularColor{ 0.02f };
float specularFactor = 1.0f;
float specularFactor{ 1.0f };
glm::vec3 emissiveColor{ 0.0f };
float shininess = 23.0f;
float opacity = 1.0f;
float emissiveFactor{ 0.0f };
float shininess{ 23.0f };
float opacity{ 1.0f };
float metallic{ 0.0f };
float roughness{ 1.0f };
float emissiveIntensity{ 1.0f };
QString materialID;
QString name;
model::MaterialPointer _material;
FBXTexture normalTexture;
@ -421,6 +424,7 @@ public:
QHash<QString, QString> diffuseTextures;
QHash<QString, QString> diffuseFactorTextures;
QHash<QString, QString> transparentTextures;
QHash<QString, QString> bumpTextures;
QHash<QString, QString> normalTextures;

View file

@ -75,12 +75,24 @@ void FBXReader::consolidateFBXMaterials() {
// the pure material associated with this part
bool detectDifferentUVs = false;
FBXTexture diffuseTexture;
FBXTexture diffuseFactorTexture;
QString diffuseTextureID = diffuseTextures.value(material.materialID);
if (!diffuseTextureID.isNull()) {
QString diffuseFactorTextureID = diffuseFactorTextures.value(material.materialID);
// If both factor and color textures are specified, the texture bound to DiffuseColor wins
if (!diffuseFactorTextureID.isNull() || !diffuseTextureID.isNull()) {
if (!diffuseFactorTextureID.isNull() && diffuseTextureID.isNull()) {
diffuseTextureID = diffuseFactorTextureID;
// If the diffuseTextureID comes from the Texture bound to DiffuseFactor, we know it s exported from maya
// And the DiffuseFactor is forced to 0.5 by Maya which is bad
// So we need to force it to 1.0
material.diffuseFactor = 1.0;
}
diffuseTexture = getTexture(diffuseTextureID);
// FBX files generated by 3DSMax have an intermediate texture parent, apparently
foreach (const QString& childTextureID, _connectionChildMap.values(diffuseTextureID)) {
foreach(const QString& childTextureID, _connectionChildMap.values(diffuseTextureID)) {
if (_textureFilenames.contains(childTextureID)) {
diffuseTexture = getTexture(diffuseTextureID);
}
@ -180,11 +192,13 @@ void FBXReader::consolidateFBXMaterials() {
// Finally create the true material representation
material._material = std::make_shared<model::Material>();
material._material->setEmissive(material.emissiveColor);
auto diffuse = material.diffuseColor;
// FIXME: Do not use the Diffuse Factor yet as some FBX models have it set to 0
// diffuse *= material.diffuseFactor;
// Emissive color is the mix of emissiveColor with emissiveFactor
auto emissive = material.emissiveColor * material.emissiveFactor;
material._material->setEmissive(emissive);
// Final diffuse color is the mix of diffuseColor with diffuseFactor
auto diffuse = material.diffuseColor * material.diffuseFactor;
material._material->setAlbedo(diffuse);
if (material.isPBSMaterial) {