// // FBXSerializer_Material.cpp // interface/src/fbx // // Created by Sam Gateau on 8/27/2015. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "FBXSerializer.h" #include #include #include #include #include #include #include #include #include #include #include #include HFMTexture FBXSerializer::getTexture(const QString& textureID, const QString& materialID) { HFMTexture texture; const hifi::ByteArray& filepath = _textureFilepaths.value(textureID); texture.content = _textureContent.value(filepath); if (texture.content.isEmpty()) { // the content is not inlined texture.filename = _textureFilenames.value(textureID); } else { // use supplied filepath for inlined content texture.filename = filepath; } texture.id = textureID; texture.name = _textureNames.value(textureID); texture.transform.setIdentity(); texture.texcoordSet = 0; if (_textureParams.contains(textureID)) { auto p = _textureParams.value(textureID); texture.transform.postTranslate(p.translation); texture.transform.postRotate(glm::quat(glm::radians(p.rotation))); auto scaling = p.scaling; // Protect from bad scaling which should never happen if (scaling.x == 0.0f) { scaling.x = 1.0f; } if (scaling.y == 0.0f) { scaling.y = 1.0f; } if (scaling.z == 0.0f) { scaling.z = 1.0f; } texture.transform.postScale(scaling); if ((p.UVSet != "map1") && (p.UVSet != "UVSet0")) { texture.texcoordSet = 1; } texture.texcoordSetName = p.UVSet; } auto materialParamItr = _materialParams.find(materialID); if (materialParamItr != _materialParams.end()) { auto& materialParam = materialParamItr.value(); texture.transform.postTranslate(materialParam.translation); texture.transform.postScale(materialParam.scaling); } return texture; } void FBXSerializer::consolidateHFMMaterials() { for (QHash::iterator it = _hfmMaterials.begin(); it != _hfmMaterials.end(); it++) { HFMMaterial& material = (*it); // Maya is the exporting the shading model and we are trying to use it bool isMaterialLambert = (material.shadingModel.toLower() == "lambert"); // the pure material associated with this part bool detectDifferentUVs = false; HFMTexture diffuseTexture; HFMTexture diffuseFactorTexture; QString diffuseTextureID = diffuseTextures.value(material.materialID); 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, material.materialID); // FBX files generated by 3DSMax have an intermediate texture parent, apparently foreach(const QString& childTextureID, _connectionChildMap.values(diffuseTextureID)) { if (_textureFilenames.contains(childTextureID)) { diffuseTexture = getTexture(diffuseTextureID, material.materialID); } } material.albedoTexture = diffuseTexture; detectDifferentUVs = (diffuseTexture.texcoordSet != 0) || (!diffuseTexture.transform.isIdentity()); } HFMTexture transparentTexture; QString transparentTextureID = transparentTextures.value(material.materialID); // If PBS Material, systematically bind the albedo texture as transparency texture and check for the alpha channel if (material.isPBSMaterial) { transparentTextureID = diffuseTextureID; } if (!transparentTextureID.isNull()) { transparentTexture = getTexture(transparentTextureID, material.materialID); material.opacityTexture = transparentTexture; detectDifferentUVs |= (transparentTexture.texcoordSet != 0) || (!transparentTexture.transform.isIdentity()); } HFMTexture normalTexture; QString bumpTextureID = bumpTextures.value(material.materialID); QString normalTextureID = normalTextures.value(material.materialID); if (!normalTextureID.isNull()) { normalTexture = getTexture(normalTextureID, material.materialID); normalTexture.isBumpmap = false; material.normalTexture = normalTexture; detectDifferentUVs |= (normalTexture.texcoordSet != 0) || (!normalTexture.transform.isIdentity()); } else if (!bumpTextureID.isNull()) { normalTexture = getTexture(bumpTextureID, material.materialID); normalTexture.isBumpmap = true; material.normalTexture = normalTexture; detectDifferentUVs |= (normalTexture.texcoordSet != 0) || (!normalTexture.transform.isIdentity()); } HFMTexture specularTexture; QString specularTextureID = specularTextures.value(material.materialID); if (!specularTextureID.isNull()) { specularTexture = getTexture(specularTextureID, material.materialID); detectDifferentUVs |= (specularTexture.texcoordSet != 0) || (!specularTexture.transform.isIdentity()); material.specularTexture = specularTexture; } HFMTexture metallicTexture; QString metallicTextureID = metallicTextures.value(material.materialID); if (!metallicTextureID.isNull()) { metallicTexture = getTexture(metallicTextureID, material.materialID); detectDifferentUVs |= (metallicTexture.texcoordSet != 0) || (!metallicTexture.transform.isIdentity()); material.metallicTexture = metallicTexture; } HFMTexture roughnessTexture; QString roughnessTextureID = roughnessTextures.value(material.materialID); if (!roughnessTextureID.isNull()) { roughnessTexture = getTexture(roughnessTextureID, material.materialID); material.roughnessTexture = roughnessTexture; detectDifferentUVs |= (roughnessTexture.texcoordSet != 0) || (!roughnessTexture.transform.isIdentity()); } HFMTexture shininessTexture; QString shininessTextureID = shininessTextures.value(material.materialID); if (!shininessTextureID.isNull()) { shininessTexture = getTexture(shininessTextureID, material.materialID); material.glossTexture = shininessTexture; detectDifferentUVs |= (shininessTexture.texcoordSet != 0) || (!shininessTexture.transform.isIdentity()); } HFMTexture emissiveTexture; QString emissiveTextureID = emissiveTextures.value(material.materialID); if (!emissiveTextureID.isNull()) { emissiveTexture = getTexture(emissiveTextureID, material.materialID); detectDifferentUVs |= (emissiveTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity()); material.emissiveTexture = emissiveTexture; if (isMaterialLambert) { // If the emissiveTextureID comes from the Texture bound to Emissive when material is lambert, we know it s exported from maya // And the EMissiveColor is forced to 0.5 by Maya which is bad // So we need to force it to 1.0 material.emissiveColor = vec3(1.0); } } HFMTexture occlusionTexture; QString occlusionTextureID = occlusionTextures.value(material.materialID); if (occlusionTextureID.isNull()) { // 2nd chance // For blender we use the ambient factor texture as AOMap ONLY if the ambientFactor value is > 0.0 if (material.ambientFactor > 0.0f) { occlusionTextureID = ambientFactorTextures.value(material.materialID); } } if (!occlusionTextureID.isNull()) { occlusionTexture = getTexture(occlusionTextureID, material.materialID); detectDifferentUVs |= (occlusionTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity()); material.occlusionTexture = occlusionTexture; } glm::vec2 lightmapParams(0.f, 1.f); lightmapParams.x = _lightmapOffset; lightmapParams.y = _lightmapLevel; HFMTexture ambientTexture; QString ambientTextureID = ambientTextures.value(material.materialID); if (ambientTextureID.isNull()) { // 2nd chance // For blender we use the ambient factor texture as Lightmap ONLY if the ambientFactor value is set to 0 if (material.ambientFactor == 0.0f) { ambientTextureID = ambientFactorTextures.value(material.materialID); } } if (_loadLightmaps && !ambientTextureID.isNull()) { ambientTexture = getTexture(ambientTextureID, material.materialID); detectDifferentUVs |= (ambientTexture.texcoordSet != 0) || (!ambientTexture.transform.isIdentity()); material.lightmapTexture = ambientTexture; material.lightmapParams = lightmapParams; } // Finally create the true material representation material._material = std::make_shared(); // Emissive color is the mix of emissiveColor with emissiveFactor auto emissive = material.emissiveColor * (isMaterialLambert ? 1.0f : material.emissiveFactor); // In lambert there is not 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) { material._material->setRoughness(material.roughness); material._material->setMetallic(material.metallic); } else { material._material->setRoughness(graphics::Material::shininessToRoughness(material.shininess)); float metallic = std::max(material.specularColor.x, std::max(material.specularColor.y, material.specularColor.z)); material._material->setMetallic(metallic); if (isMaterialLambert) { if (!material._material->getKey().isAlbedo()) { // switch emissive to material albedo as we tag the material to unlit material._material->setUnlit(true); material._material->setAlbedo(emissive); if (!material.emissiveTexture.isNull()) { material.albedoTexture = material.emissiveTexture; } } } } qCDebug(modelformat) << " fbx material Name:" << material.name; if (material.opacity <= 0.0f) { material._material->setOpacity(1.0f); } else { material._material->setOpacity(material.opacity); } } }