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336 lines
14 KiB
C++
336 lines
14 KiB
C++
//
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// FBXReader_Material.cpp
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// interface/src/fbx
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//
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// Created by Sam Gateau on 8/27/2015.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "FBXReader.h"
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#include <iostream>
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#include <memory>
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#include <QBuffer>
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#include <QDataStream>
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#include <QIODevice>
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#include <QStringList>
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#include <QTextStream>
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#include <QtDebug>
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#include <QtEndian>
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#include <QFileInfo>
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#include <QJsonDocument>
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#include <QJsonObject>
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#include "ModelFormatLogging.h"
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void FBXMaterial::getTextureNames(QSet<QString>& textureList) const {
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if (!normalTexture.isNull()) {
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textureList.insert(normalTexture.name);
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}
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if (!albedoTexture.isNull()) {
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textureList.insert(albedoTexture.name);
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}
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if (!opacityTexture.isNull()) {
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textureList.insert(opacityTexture.name);
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}
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if (!glossTexture.isNull()) {
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textureList.insert(glossTexture.name);
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}
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if (!roughnessTexture.isNull()) {
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textureList.insert(roughnessTexture.name);
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}
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if (!specularTexture.isNull()) {
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textureList.insert(specularTexture.name);
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}
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if (!metallicTexture.isNull()) {
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textureList.insert(metallicTexture.name);
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}
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if (!emissiveTexture.isNull()) {
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textureList.insert(emissiveTexture.name);
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}
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if (!occlusionTexture.isNull()) {
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textureList.insert(occlusionTexture.name);
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}
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if (!scatteringTexture.isNull()) {
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textureList.insert(scatteringTexture.name);
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}
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if (!lightmapTexture.isNull()) {
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textureList.insert(lightmapTexture.name);
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}
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}
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void FBXMaterial::setMaxNumPixelsPerTexture(int maxNumPixels) {
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normalTexture.maxNumPixels = maxNumPixels;
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albedoTexture.maxNumPixels = maxNumPixels;
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opacityTexture.maxNumPixels = maxNumPixels;
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glossTexture.maxNumPixels = maxNumPixels;
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roughnessTexture.maxNumPixels = maxNumPixels;
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specularTexture.maxNumPixels = maxNumPixels;
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metallicTexture.maxNumPixels = maxNumPixels;
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emissiveTexture.maxNumPixels = maxNumPixels;
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occlusionTexture.maxNumPixels = maxNumPixels;
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scatteringTexture.maxNumPixels = maxNumPixels;
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lightmapTexture.maxNumPixels = maxNumPixels;
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}
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bool FBXMaterial::needTangentSpace() const {
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return !normalTexture.isNull();
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}
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FBXTexture FBXReader::getTexture(const QString& textureID) {
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FBXTexture texture;
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const QByteArray& filepath = _textureFilepaths.value(textureID);
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texture.content = _textureContent.value(filepath);
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if (texture.content.isEmpty()) { // the content is not inlined
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texture.filename = _textureFilenames.value(textureID);
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} else { // use supplied filepath for inlined content
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texture.filename = filepath;
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}
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texture.name = _textureNames.value(textureID);
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texture.transform.setIdentity();
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texture.texcoordSet = 0;
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if (_textureParams.contains(textureID)) {
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auto p = _textureParams.value(textureID);
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texture.transform.setTranslation(p.translation);
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texture.transform.setRotation(glm::quat(glm::radians(p.rotation)));
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auto scaling = p.scaling;
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// Protect from bad scaling which should never happen
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if (scaling.x == 0.0f) {
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scaling.x = 1.0f;
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}
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if (scaling.y == 0.0f) {
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scaling.y = 1.0f;
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}
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if (scaling.z == 0.0f) {
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scaling.z = 1.0f;
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}
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texture.transform.setScale(scaling);
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if ((p.UVSet != "map1") && (p.UVSet != "UVSet0")) {
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texture.texcoordSet = 1;
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}
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texture.texcoordSetName = p.UVSet;
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}
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return texture;
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}
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void FBXReader::consolidateFBXMaterials(const QVariantHash& mapping) {
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QString materialMapString = mapping.value("materialMap").toString();
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QJsonDocument materialMapDocument = QJsonDocument::fromJson(materialMapString.toUtf8());
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QJsonObject materialMap = materialMapDocument.object();
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for (QHash<QString, FBXMaterial>::iterator it = _fbxMaterials.begin(); it != _fbxMaterials.end(); it++) {
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FBXMaterial& material = (*it);
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// Maya is the exporting the shading model and we are trying to use it
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bool isMaterialLambert = (material.shadingModel.toLower() == "lambert");
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// the pure material associated with this part
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bool detectDifferentUVs = false;
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FBXTexture diffuseTexture;
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FBXTexture diffuseFactorTexture;
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QString diffuseTextureID = diffuseTextures.value(material.materialID);
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QString diffuseFactorTextureID = diffuseFactorTextures.value(material.materialID);
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// If both factor and color textures are specified, the texture bound to DiffuseColor wins
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if (!diffuseFactorTextureID.isNull() || !diffuseTextureID.isNull()) {
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if (!diffuseFactorTextureID.isNull() && diffuseTextureID.isNull()) {
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diffuseTextureID = diffuseFactorTextureID;
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// If the diffuseTextureID comes from the Texture bound to DiffuseFactor, we know it s exported from maya
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// And the DiffuseFactor is forced to 0.5 by Maya which is bad
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// So we need to force it to 1.0
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material.diffuseFactor = 1.0;
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}
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diffuseTexture = getTexture(diffuseTextureID);
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// FBX files generated by 3DSMax have an intermediate texture parent, apparently
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foreach(const QString& childTextureID, _connectionChildMap.values(diffuseTextureID)) {
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if (_textureFilenames.contains(childTextureID)) {
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diffuseTexture = getTexture(diffuseTextureID);
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}
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}
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material.albedoTexture = diffuseTexture;
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detectDifferentUVs = (diffuseTexture.texcoordSet != 0) || (!diffuseTexture.transform.isIdentity());
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}
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FBXTexture transparentTexture;
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QString transparentTextureID = transparentTextures.value(material.materialID);
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// If PBS Material, systematically bind the albedo texture as transparency texture and check for the alpha channel
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if (material.isPBSMaterial) {
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transparentTextureID = diffuseTextureID;
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}
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if (!transparentTextureID.isNull()) {
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transparentTexture = getTexture(transparentTextureID);
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material.opacityTexture = transparentTexture;
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detectDifferentUVs |= (transparentTexture.texcoordSet != 0) || (!transparentTexture.transform.isIdentity());
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}
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FBXTexture normalTexture;
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QString bumpTextureID = bumpTextures.value(material.materialID);
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QString normalTextureID = normalTextures.value(material.materialID);
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if (!normalTextureID.isNull()) {
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normalTexture = getTexture(normalTextureID);
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normalTexture.isBumpmap = false;
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material.normalTexture = normalTexture;
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detectDifferentUVs |= (normalTexture.texcoordSet != 0) || (!normalTexture.transform.isIdentity());
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} else if (!bumpTextureID.isNull()) {
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normalTexture = getTexture(bumpTextureID);
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normalTexture.isBumpmap = true;
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material.normalTexture = normalTexture;
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detectDifferentUVs |= (normalTexture.texcoordSet != 0) || (!normalTexture.transform.isIdentity());
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}
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FBXTexture specularTexture;
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QString specularTextureID = specularTextures.value(material.materialID);
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if (!specularTextureID.isNull()) {
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specularTexture = getTexture(specularTextureID);
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detectDifferentUVs |= (specularTexture.texcoordSet != 0) || (!specularTexture.transform.isIdentity());
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material.specularTexture = specularTexture;
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}
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FBXTexture metallicTexture;
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QString metallicTextureID = metallicTextures.value(material.materialID);
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if (!metallicTextureID.isNull()) {
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metallicTexture = getTexture(metallicTextureID);
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detectDifferentUVs |= (metallicTexture.texcoordSet != 0) || (!metallicTexture.transform.isIdentity());
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material.metallicTexture = metallicTexture;
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}
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FBXTexture roughnessTexture;
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QString roughnessTextureID = roughnessTextures.value(material.materialID);
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if (!roughnessTextureID.isNull()) {
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roughnessTexture = getTexture(roughnessTextureID);
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material.roughnessTexture = roughnessTexture;
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detectDifferentUVs |= (roughnessTexture.texcoordSet != 0) || (!roughnessTexture.transform.isIdentity());
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}
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FBXTexture shininessTexture;
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QString shininessTextureID = shininessTextures.value(material.materialID);
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if (!shininessTextureID.isNull()) {
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shininessTexture = getTexture(shininessTextureID);
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material.glossTexture = shininessTexture;
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detectDifferentUVs |= (shininessTexture.texcoordSet != 0) || (!shininessTexture.transform.isIdentity());
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}
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FBXTexture emissiveTexture;
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QString emissiveTextureID = emissiveTextures.value(material.materialID);
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if (!emissiveTextureID.isNull()) {
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emissiveTexture = getTexture(emissiveTextureID);
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detectDifferentUVs |= (emissiveTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
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material.emissiveTexture = emissiveTexture;
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if (isMaterialLambert) {
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// If the emissiveTextureID comes from the Texture bound to Emissive when material is lambert, we know it s exported from maya
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// And the EMissiveColor is forced to 0.5 by Maya which is bad
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// So we need to force it to 1.0
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material.emissiveColor = vec3(1.0);
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}
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}
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FBXTexture occlusionTexture;
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QString occlusionTextureID = occlusionTextures.value(material.materialID);
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if (occlusionTextureID.isNull()) {
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// 2nd chance
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// For blender we use the ambient factor texture as AOMap ONLY if the ambientFactor value is > 0.0
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if (material.ambientFactor > 0.0f) {
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occlusionTextureID = ambientFactorTextures.value(material.materialID);
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}
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}
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if (!occlusionTextureID.isNull()) {
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occlusionTexture = getTexture(occlusionTextureID);
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detectDifferentUVs |= (occlusionTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
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material.occlusionTexture = occlusionTexture;
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}
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glm::vec2 lightmapParams(0.f, 1.f);
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lightmapParams.x = _lightmapOffset;
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lightmapParams.y = _lightmapLevel;
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FBXTexture ambientTexture;
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QString ambientTextureID = ambientTextures.value(material.materialID);
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if (ambientTextureID.isNull()) {
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// 2nd chance
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// For blender we use the ambient factor texture as Lightmap ONLY if the ambientFactor value is set to 0
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if (material.ambientFactor == 0.0f) {
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ambientTextureID = ambientFactorTextures.value(material.materialID);
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}
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}
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if (_loadLightmaps && !ambientTextureID.isNull()) {
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ambientTexture = getTexture(ambientTextureID);
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detectDifferentUVs |= (ambientTexture.texcoordSet != 0) || (!ambientTexture.transform.isIdentity());
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material.lightmapTexture = ambientTexture;
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material.lightmapParams = lightmapParams;
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}
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// Finally create the true material representation
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material._material = std::make_shared<model::Material>();
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// Emissive color is the mix of emissiveColor with emissiveFactor
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auto emissive = material.emissiveColor * (isMaterialLambert ? 1.0f : material.emissiveFactor); // In lambert there is not emissiveFactor
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material._material->setEmissive(emissive);
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// Final diffuse color is the mix of diffuseColor with diffuseFactor
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auto diffuse = material.diffuseColor * material.diffuseFactor;
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material._material->setAlbedo(diffuse);
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if (material.isPBSMaterial) {
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material._material->setRoughness(material.roughness);
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material._material->setMetallic(material.metallic);
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} else {
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material._material->setRoughness(model::Material::shininessToRoughness(material.shininess));
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float metallic = std::max(material.specularColor.x, std::max(material.specularColor.y, material.specularColor.z));
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material._material->setMetallic(metallic);
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if (isMaterialLambert) {
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if (!material._material->getKey().isAlbedo()) {
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// switch emissive to material albedo as we tag the material to unlit
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material._material->setUnlit(true);
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material._material->setAlbedo(emissive);
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if (!material.emissiveTexture.isNull()) {
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material.albedoTexture = material.emissiveTexture;
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}
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}
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}
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}
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qCDebug(modelformat) << " fbx material Name:" << material.name;
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if (materialMap.contains(material.name)) {
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QJsonObject materialOptions = materialMap.value(material.name).toObject();
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qCDebug(modelformat) << "Mapping fbx material:" << material.name << " with HifiMaterial: " << materialOptions;
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if (materialOptions.contains("scattering")) {
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float scattering = (float) materialOptions.value("scattering").toDouble();
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material._material->setScattering(scattering);
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}
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if (materialOptions.contains("scatteringMap")) {
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QByteArray scatteringMap = materialOptions.value("scatteringMap").toVariant().toByteArray();
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material.scatteringTexture = FBXTexture();
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material.scatteringTexture.name = material.name + ".scatteringMap";
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material.scatteringTexture.filename = scatteringMap;
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}
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}
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if (material.opacity <= 0.0f) {
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material._material->setOpacity(1.0f);
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} else {
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material._material->setOpacity(material.opacity);
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}
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}
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}
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