Merge pull request #32019 from RevoluPowered/feature/implement-pbr-materials

FBX Importer - Maya material PBR path is read properly now
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Rémi Verschelde 2019-09-19 19:02:27 +02:00 committed by GitHub
commit 996e30ee94
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 132 additions and 24 deletions

View file

@ -699,6 +699,25 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(
mat->set_cull_mode(SpatialMaterial::CULL_BACK);
// Now process materials
aiTextureType base_color = aiTextureType_BASE_COLOR;
{
String filename, path;
AssimpImageData image_data;
if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
// anything transparent must be culled
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS);
mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode
}
mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture);
}
}
aiTextureType tex_diffuse = aiTextureType_DIFFUSE;
{
String filename, path;
@ -750,6 +769,60 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(
}
}
aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
}
}
aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture);
}
}
aiTextureType tex_metalness = aiTextureType_METALNESS;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture);
}
}
aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture);
}
}
aiTextureType tex_emissive = aiTextureType_EMISSIVE;
{
String filename = "";
@ -791,16 +864,17 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(
}
}
aiTextureType tex_roughness = aiTextureType_SHININESS;
aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture);
mat->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
mat->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
}
}

View file

@ -78,7 +78,7 @@ namespace Assimp {
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit )
FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones )
: defaultMaterialIndex()
, lights()
, cameras()
@ -90,8 +90,7 @@ namespace Assimp {
, mNodeNames()
, anim_fps()
, out(out)
, doc(doc)
, mCurrentUnit(FbxUnit::cm) {
, doc(doc) {
// animations need to be converted first since this will
// populate the node_anim_chain_bits map, which is needed
// to determine which nodes need to be generated.
@ -2002,6 +2001,21 @@ namespace Assimp {
TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
// Maya PBR
TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
// Maya stingray
TrySetTextureProperties(out_mat, textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
}
void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
@ -3589,9 +3603,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
}
// ------------------------------------------------------------------------------------------------
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit)
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
{
FBXConverter converter(out, doc, removeEmptyBones, unit);
FBXConverter converter(out, doc, removeEmptyBones);
}
} // !FBX

View file

@ -92,7 +92,7 @@ enum class FbxUnit {
* @param doc Parsed FBX document
* @param removeEmptyBones Will remove bones, which do not have any references to vertices.
*/
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones);
/** Dummy class to encapsulate the conversion process */
class FBXConverter {
@ -123,7 +123,7 @@ public:
};
public:
FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit);
FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones);
~FBXConverter();
private:

View file

@ -191,7 +191,7 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
}
// convert the FBX DOM to aiScene
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones, unit);
ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
// size relative to cm
float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();

View file

@ -196,34 +196,40 @@ enum aiTextureType
* (#aiMaterialProperty::mSemantic) for all material properties
* *not* related to textures.
*/
aiTextureType_NONE = 0x0,
aiTextureType_NONE = 0,
/** LEGACY API MATERIALS
* Legacy refers to materials which
* Were originally implemented in the specifications around 2000.
* These must never be removed, as most engines support them.
*/
/** The texture is combined with the result of the diffuse
* lighting equation.
*/
aiTextureType_DIFFUSE = 0x1,
aiTextureType_DIFFUSE = 1,
/** The texture is combined with the result of the specular
* lighting equation.
*/
aiTextureType_SPECULAR = 0x2,
aiTextureType_SPECULAR = 2,
/** The texture is combined with the result of the ambient
* lighting equation.
*/
aiTextureType_AMBIENT = 0x3,
aiTextureType_AMBIENT = 3,
/** The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
*/
aiTextureType_EMISSIVE = 0x4,
aiTextureType_EMISSIVE = 4,
/** The texture is a height map.
*
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_HEIGHT = 0x5,
aiTextureType_HEIGHT = 5,
/** The texture is a (tangent space) normal-map.
*
@ -231,7 +237,7 @@ enum aiTextureType
* normal maps. Assimp does (intentionally) not
* distinguish here.
*/
aiTextureType_NORMALS = 0x6,
aiTextureType_NORMALS = 6,
/** The texture defines the glossiness of the material.
*
@ -240,21 +246,21 @@ enum aiTextureType
* function defined to map the linear color values in the
* texture to a suitable exponent. Have fun.
*/
aiTextureType_SHININESS = 0x7,
aiTextureType_SHININESS = 7,
/** The texture defines per-pixel opacity.
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
aiTextureType_OPACITY = 0x8,
aiTextureType_OPACITY = 8,
/** Displacement texture
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
aiTextureType_DISPLACEMENT = 0x9,
aiTextureType_DISPLACEMENT = 9,
/** Lightmap texture (aka Ambient Occlusion)
*
@ -263,14 +269,28 @@ enum aiTextureType
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 0xA,
aiTextureType_LIGHTMAP = 10,
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost never for real-time applications.
*/
aiTextureType_REFLECTION = 0xB,
aiTextureType_REFLECTION = 11,
/** PBR Materials
* PBR definitions from maya and other modelling packages now use this standard.
* This was originally introduced around 2012.
* Support for this is in game engines like Godot, Unreal or Unity3D.
* Modelling packages which use this are very common now.
*/
aiTextureType_BASE_COLOR = 12,
aiTextureType_NORMAL_CAMERA = 13,
aiTextureType_EMISSION_COLOR = 14,
aiTextureType_METALNESS = 15,
aiTextureType_DIFFUSE_ROUGHNESS = 16,
aiTextureType_AMBIENT_OCCLUSION = 17,
/** Unknown texture
*
@ -278,7 +298,7 @@ enum aiTextureType
* above is considered to be 'unknown'. It is still imported,
* but is excluded from any further post-processing.
*/
aiTextureType_UNKNOWN = 0xC,
aiTextureType_UNKNOWN = 18,
#ifndef SWIG