First cleaned-up, consistent physical material implementation.
There's still work to be done here, mainly: - Convert BUMP to NORMAL - Apply "roughness inversion" to roughness map But it now informs the user of unsupported properties their model uses, and generally works correctly!
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@ -10,11 +10,14 @@
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#include "RoughnessMetallicMaterials.hpp"
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std::unique_ptr<FbxRoughMetMaterialInfo> Fbx3dsMaxPhysicalMaterialResolver::resolve() const {
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const FbxProperty topProp = fbxMaterial->FindProperty("3dsMax");
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const FbxProperty topProp = fbxMaterial->FindProperty("3dsMax", false);
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if (topProp.GetPropertyDataType() != FbxCompoundDT) {
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return nullptr;
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}
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const FbxProperty props = fbxMaterial->FindProperty("Parameters");
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const FbxProperty props = topProp.Find("Parameters", false);
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if (!props.IsValid()) {
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return nullptr;
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}
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FbxString shadingModel = fbxMaterial->ShadingModel.Get();
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if (!shadingModel.IsEmpty() && shadingModel != "unknown") {
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@ -26,29 +29,21 @@ std::unique_ptr<FbxRoughMetMaterialInfo> Fbx3dsMaxPhysicalMaterialResolver::reso
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auto getTex = [&](std::string propName) -> const FbxFileTexture* {
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const FbxFileTexture* ptr = nullptr;
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const FbxProperty useProp = props.FindHierarchical((propName + "_map_on").c_str());
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if (useProp.IsValid() && useProp.Get<bool>()) {
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const FbxProperty texProp = useProp.FindHierarchical((propName + "_map").c_str());
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const FbxProperty texProp = props.Find((propName + "_map").c_str(), false);
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if (texProp.IsValid()) {
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const FbxProperty useProp = props.Find((propName + "_map_on").c_str(), false);
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if (useProp.IsValid() && !useProp.Get<FbxBool>()) {
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// skip this texture if the _on property exists *and* is explicitly false
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return nullptr;
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}
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ptr = texProp.GetSrcObject<FbxFileTexture>();
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if (ptr != nullptr && textureLocations.find(ptr) == textureLocations.end()) {
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ptr = nullptr;
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}
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}
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} else if (verboseOutput && useProp.IsValid()) {
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fmt::printf(
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"Note: property '%s' of 3dsMax Physical material '%s' exists, but is flagged as 'off'.\n",
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propName,
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fbxMaterial->GetName());
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}
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return ptr;
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};
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int materialMode = getValue(props, "material_mode", 0);
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fmt::printf("Note: 3dsMax Physical material has material_mode = %d.\n", materialMode);
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// baseWeight && baseColor
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FbxDouble baseWeight = getValue(props, "base_weight", 1.0);
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const auto* baseWeightMap = getTex("base_weight");
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FbxDouble4 baseCol = getValue(props, "base_color", FbxDouble4(0.5, 0.5, 0.5, 1.0));
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@ -58,49 +53,97 @@ std::unique_ptr<FbxRoughMetMaterialInfo> Fbx3dsMaxPhysicalMaterialResolver::reso
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const auto* emissiveWeightMap = getTex("emission");
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FbxDouble4 emissiveColor = getValue(props, "emit_color", FbxDouble4(1, 1, 1, 1));
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const auto* emissiveColorMap = getTex("emit_color");
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// TODO: emit_luminance, emit_kelvin?
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// roughness & metalness: supported
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double roughness = getValue(props, "roughness", 0.0);
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const auto* roughnessMap = getTex("roughness");
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double metalness = getValue(props, "metalness", 0.0);
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const auto* metalnessMap = getTex("metalness");
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// TODO: does invertRoughness affect roughness_map too?
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// TODO: we need this to affect roughness map, too.
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bool invertRoughness = getValue(props, "inv_roughness", false);
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if (invertRoughness) {
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roughness = 1.0f - roughness;
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}
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// TODO: attempt to bake transparency > 0.0f into the alpha of baseColour?
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// double transparency = getValue(props, "transparency", 0.0);
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// const auto* transparencyMap = getTex("transparency");
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// SSS: not supported
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// double scattering = getValue(props, "scattering", 0.0);
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// const auto* scatteringMap = getTex("scattering");
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// reflectivity: not supported
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// double reflectivityWeight = getValue(props, "reflectivity", 1.);
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// const auto* reflectivityWeightMap = getTex("reflectivity");
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// FbxDouble4 reflectivityColor = getValue(props, "refl_color", FbxDouble4(1, 1, 1, 1));
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// const auto* reflectivityColorMap = getTex("refl_color");
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// coatings: not supported
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// double coating = getValue(props, "coating", 0.0);
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// diffuse roughness: not supported
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// double diffuseRoughness = getValue(props, "diff_roughness", 0.);
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// explicit brdf curve control: not supported
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// bool isBrdfMode = getValue(props, "brdf_mode", false);
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// anisotrophy: not supported
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// double anisotropy = getValue(props, "anisotropy", 1.0);
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// TODO: how the heck do we combine these to generate a normal map?
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// TODO: turn this into a normal map through simple numerial differentiation
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const auto* bumpMap = getTex("bump");
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// const auto* displacementMap = getTex("displacement");
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std::string unsupported;
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const auto addUnsupported = [&](const std::string bit) {
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if (!unsupported.empty()) {
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unsupported += ", ";
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}
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unsupported += bit;
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};
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// TODO: bake transparency > 0.0f into the alpha of baseColor?
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double transparency = getValue(props, "transparency", 0.0);
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const auto* transparencyMap = getTex("transparency");
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if (transparency != 0.0 || transparencyMap != nullptr) {
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addUnsupported("transparency");
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}
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// TODO: if/when we bake transparency, we'll need this
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// double transparencyDepth = getValue(props, "trans_depth", 0.0);
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// if (transparencyDepth != 0.0) {
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// addUnsupported("transparency depth");
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// }
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// double transparencyColor = getValue(props, "trans_color", 0.0);
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// const auto* transparencyColorMap = getTex("trans_color");
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// if (transparencyColor != 0.0 || transparencyColorMap != nullptr) {
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// addUnsupported("transparency color");
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// }
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// double thinWalledTransparency = getValue(props, "thin_walled", false);
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// if (thinWalledTransparency) {
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// addUnsupported("thin-walled transparency");
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// }
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const auto* displacementMap = getTex("displacement");
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if (displacementMap != nullptr) {
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addUnsupported("displacement");
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}
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double reflectivityWeight = getValue(props, "reflectivity", 1.0);
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const auto* reflectivityWeightMap = getTex("reflectivity");
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FbxDouble4 reflectivityColor = getValue(props, "refl_color", FbxDouble4(1, 1, 1, 1));
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const auto* reflectivityColorMap = getTex("refl_color");
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if (reflectivityWeight != 1.0 || reflectivityWeightMap != nullptr ||
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reflectivityColor != FbxDouble4(1, 1, 1, 1) || reflectivityColorMap != nullptr) {
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addUnsupported("reflectivity");
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}
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double scattering = getValue(props, "scattering", 0.0);
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const auto* scatteringMap = getTex("scattering");
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if (scattering != 0.0 || scatteringMap != nullptr) {
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addUnsupported("sub-surface scattering");
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}
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double coating = getValue(props, "coating", 0.0);
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if (coating != 0.0) {
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addUnsupported("coating");
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}
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double diffuseRoughness = getValue(props, "diff_roughness", 0.0);
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if (diffuseRoughness != 0.0) {
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addUnsupported("diffuse roughness");
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}
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bool isBrdfMode = getValue(props, "brdf_mode", false);
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if (isBrdfMode) {
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addUnsupported("advanced reflectance custom curve");
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}
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double anisotropy = getValue(props, "anisotropy", 1.0);
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if (anisotropy != 1.0) {
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addUnsupported("anisotropy");
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}
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if (verboseOutput && !unsupported.empty()) {
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fmt::printf(
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"Warning: 3dsMax Physical Material %s uses features glTF cannot express:\n %s\n",
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fbxMaterial->GetName(),
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unsupported);
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}
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std::unique_ptr<FbxRoughMetMaterialInfo> res(new FbxRoughMetMaterialInfo(
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fbxMaterial->GetName(),
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@ -115,8 +158,6 @@ std::unique_ptr<FbxRoughMetMaterialInfo> Fbx3dsMaxPhysicalMaterialResolver::reso
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res->texMetallic = metalnessMap;
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res->texRoughness = roughnessMap;
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res->texNormal = bumpMap; // TODO LOL NO NONO
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res->emissive = emissiveColor;
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res->emissiveIntensity = emissiveWeight;
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res->texEmissive = emissiveColorMap;
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