FBX2glTF/src/fbx/materials/3dsMaxPhysicalMaterial.cpp

126 lines
4.8 KiB
C++

/**
* Copyright (c) 2014-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#include "RoughnessMetallicMaterials.hpp"
std::unique_ptr<FbxRoughMetMaterialInfo> Fbx3dsMaxPhysicalMaterialResolver::resolve() const {
const FbxProperty topProp = fbxMaterial->FindProperty("3dsMax");
if (topProp.GetPropertyDataType() != FbxCompoundDT) {
return nullptr;
}
const FbxProperty props = fbxMaterial->FindProperty("Parameters");
FbxString shadingModel = fbxMaterial->ShadingModel.Get();
if (!shadingModel.IsEmpty() && shadingModel != "unknown") {
::fmt::printf("Warning: Material %s has surprising shading model: %s\n",
fbxMaterial->GetName(), shadingModel);
}
auto getTex = [&](std::string propName) -> const FbxFileTexture * {
const FbxFileTexture *ptr = nullptr;
const FbxProperty useProp = props.FindHierarchical((propName + "_map_on").c_str());
if (useProp.IsValid() && useProp.Get<bool>()) {
const FbxProperty texProp = useProp.FindHierarchical((propName + "_map").c_str());
if (texProp.IsValid()) {
ptr = texProp.GetSrcObject<FbxFileTexture>();
if (ptr != nullptr && textureLocations.find(ptr) == textureLocations.end()) {
ptr = nullptr;
}
}
} else if (verboseOutput && useProp.IsValid()) {
fmt::printf("Note: property '%s' of 3dsMax Physical material '%s' exists, but is flagged as 'off'.\n",
propName, fbxMaterial->GetName());
}
return ptr;
};
int materialMode = getValue(props, "material_mode", 0);
fmt::printf("Note: 3dsMax Physical material has material_mode = %d.\n", materialMode);
// baseWeight && baseColor
FbxDouble baseWeight = getValue(props, "base_weight", 1.0);
const auto *baseWeightMap = getTex("base_weight");
FbxDouble4 baseCol = getValue(props, "base_color", FbxDouble4(0.5, 0.5, 0.5, 1.0));
const auto *baseTex = getTex("base_color");
double emissiveWeight = getValue(props, "emission", 0.0);
const auto *emissiveWeightMap = getTex("emission");
FbxDouble4 emissiveColor = getValue(props, "emit_color", FbxDouble4(1, 1, 1, 1));
const auto *emissiveColorMap = getTex("emit_color");
// TODO: emit_luminance, emit_kelvin?
// roughness & metalness: supported
double roughness = getValue(props, "roughness", 0.0);
const auto *roughnessMap = getTex("roughness");
double metalness = getValue(props, "metalness", 0.0);
const auto *metalnessMap = getTex("metalness");
// TODO: does invertRoughness affect roughness_map too?
bool invertRoughness = getValue(props, "inv_roughness", false);
if (invertRoughness) {
roughness = 1.0f - roughness;
}
// TODO: attempt to bake transparency > 0.0f into the alpha of baseColour?
double transparency = getValue(props, "transparency", 0.0);
const auto *transparencyMap = getTex("transparency");
// SSS: not supported
double scattering = getValue(props, "scattering", 0.0);
const auto *scatteringMap = getTex("scattering");
// reflectivity: not supported
double reflectivityWeight = getValue(props, "reflectivity", 1.);
const auto *reflectivityWeightMap = getTex("reflectivity");
FbxDouble4 reflectivityColor = getValue(props, "refl_color", FbxDouble4(1, 1, 1, 1));
const auto *reflectivityColorMap = getTex("refl_color");
// coatings: not supported
double coating = getValue(props, "coating", 0.0);
// diffuse roughness: not supported
double diffuseRoughness = getValue(props, "diff_roughness", 0.);
// explicit brdf curve control: not supported
bool isBrdfMode = getValue(props, "brdf_mode", false);
// anisotrophy: not supported
double anisotropy = getValue(props, "anisotropy", 1.0);
// TODO: how the heck do we combine these to generate a normal map?
const auto *bumpMap = getTex("bump");
const auto *displacementMap = getTex("displacement");
std::unique_ptr<FbxRoughMetMaterialInfo> res(
new FbxRoughMetMaterialInfo(
fbxMaterial->GetName(),
FbxRoughMetMaterialInfo::FBX_SHADER_METROUGH,
baseCol,
metalness,
roughness
)
);
res->texBaseColor = baseTex;
res->baseWeight = baseWeight;
res->texBaseWeight = baseWeightMap;
res->texMetallic = metalnessMap;
res->texRoughness = roughnessMap;
res->texNormal = bumpMap; // TODO LOL NO NONO
res->emissive = emissiveColor;
res->emissiveIntensity = emissiveWeight;
res->texEmissive = emissiveColorMap;
res->texEmissiveWeight = emissiveWeightMap;
return res;
}