Torque3D/Engine/source/ts/assimp/assimpAppMaterial.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#define TORQUE_PBR_MATERIALS
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#include "platform/platform.h"
#include "ts/loader/appSequence.h"
#include "ts/assimp/assimpAppMaterial.h"
#include "ts/assimp/assimpAppMesh.h"
#include "materials/materialManager.h"
#include "ts/tsMaterialList.h"
#include "core/stream/fileStream.h"
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// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
U32 AssimpAppMaterial::sDefaultMatNumber = 0;
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String AppMaterial::cleanString(const String& str)
{
String cleanStr(str);
// Replace invalid characters with underscores
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const String badChars(" -,.+=*/[]%$~;:");
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for (String::SizeType i = 0; i < badChars.length(); i++)
cleanStr.replace(badChars[i], '_');
// Prefix with an underscore if string starts with a number
if ((cleanStr[0] >= '0') && (cleanStr[0] <= '9'))
cleanStr.insert(0, '_');
return cleanStr;
}
AssimpAppMaterial::AssimpAppMaterial(const char* matName)
{
name = ColladaUtils::getOptions().matNamePrefix;
name += matName;
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mAIMat = NULL;
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// Set some defaults
flags |= TSMaterialList::S_Wrap;
flags |= TSMaterialList::T_Wrap;
}
AssimpAppMaterial::AssimpAppMaterial(aiMaterial* mtl) :
mAIMat(mtl)
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{
aiString matName;
mtl->Get(AI_MATKEY_NAME, matName);
name = matName.C_Str();
if (name.isEmpty())
{
name = cleanString(TSShapeLoader::getShapePath().getFileName());
name += "_defMat";
name += String::ToString("%d", sDefaultMatNumber);
sDefaultMatNumber++;
}
name = ColladaUtils::getOptions().matNamePrefix + name;
Con::printf("[ASSIMP] Loading Material: %s", name.c_str());
#ifdef TORQUE_DEBUG
enumerateMaterialProperties(mtl);
#endif
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}
Material* AssimpAppMaterial::createMaterial(const Torque::Path& path) const
{
// The filename and material name are used as TorqueScript identifiers, so
// clean them up first
String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
String cleanName = cleanString(getName());
// Create the Material definition
const String oldScriptFile = Con::getVariable("$Con::File");
Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
Material *newMat = MATMGR->allocateAndRegister(cleanName, getName());
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Con::setVariable("$Con::File", oldScriptFile); // restore script path
initMaterial(path, newMat);
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return newMat;
}
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void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) const
{
String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
String cleanName = cleanString(getName());
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// Determine the blend mode and transparency for this material
Material::BlendOp blendOp = Material::None;
bool translucent = false;
float opacity = 1.0f;
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_OPACITY, opacity))
{
if (opacity != 1.0f)
{
translucent = true;
int blendInt;
blendOp = Material::LerpAlpha;
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_BLEND_FUNC, blendInt))
{
if (blendInt == aiBlendMode_Additive)
blendOp = Material::Add;
}
}
}
else
{ // No opacity key, see if it's defined as a gltf property
aiString opacityMode;
if (AI_SUCCESS == mAIMat->Get("$mat.gltf.alphaMode", 0, 0, opacityMode))
{
if (String::compare("MASK", opacityMode.C_Str()) == 0)
{
translucent = true;
blendOp = Material::None;
float cutoff;
if (AI_SUCCESS == mAIMat->Get("$mat.gltf.alphaCutoff", 0, 0, cutoff))
{
mat->mAlphaRef = (U32)(cutoff * 255); // alpha ref 0-255
mat->mAlphaTest = true;
}
}
else if (String::compare("BLEND", opacityMode.C_Str()) == 0)
{
translucent = true;
blendOp = Material::LerpAlpha;
mat->mAlphaTest = false;
}
else
{ // OPAQUE
translucent = false;
blendOp = Material::LerpAlpha; // Make default so it doesn't get written to materials.tscript
}
}
}
mat->mTranslucent = translucent;
mat->mTranslucentBlendOp = blendOp;
// Assign color values.
LinearColorF diffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
aiColor3D read_color(1.f, 1.f, 1.f);
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
diffuseColor.set(read_color.r, read_color.g, read_color.b, opacity);
mat->mDiffuse[0] = diffuseColor;
aiString texName;
String torquePath;
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), texName))
{
torquePath = texName.C_Str();
if (!torquePath.isEmpty())
mat->mDiffuseMapName[0] = cleanTextureName(torquePath, cleanFile, path, false);
}
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0), texName))
{
torquePath = texName.C_Str();
if (!torquePath.isEmpty())
mat->mNormalMapName[0] = cleanTextureName(torquePath, cleanFile, path, false);
}
#ifdef TORQUE_PBR_MATERIALS
float floatVal;
if (AI_SUCCESS == mAIMat->Get("$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0, floatVal))
{ // The shape has pbr material definitions
String aoName, rmName; // occlusion and roughness/metalness maps
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0), texName))
aoName = texName.C_Str();
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_UNKNOWN, 0), texName))
rmName = texName.C_Str();
if (aoName.isNotEmpty() || rmName.isNotEmpty())
{ // If we have either map, fill all three slots
if (rmName.isNotEmpty())
{
mat->mRoughMapName[0] = cleanTextureName(rmName, cleanFile, path, false); // Roughness
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mat->mRoughnessChan[0] = 1.0f;
mat->mInvertRoughness[0] = (floatVal == 1.0f);
mat->mMetalMapName[0] = cleanTextureName(rmName, cleanFile, path, false); // Metallic
mat->mMetalChan[0] = 2.0f;
}
if (aoName.isNotEmpty())
{
mat->mAOMapName[0] = cleanTextureName(aoName, cleanFile, path, false); // occlusion
mat->mAOChan[0] = 0.0f;
}
else
{
mat->mAOMapName[0] = cleanTextureName(rmName, cleanFile, path, false); // occlusion
mat->mAOChan[0] = 0.0f;
}
}
}
#else
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), texName))
{
torquePath = texName.C_Str();
if (!torquePath.isEmpty())
mat->mSpecularMapFilename[0] = cleanTextureName(torquePath, cleanFile, path, false);
}
/*LinearColorF specularColor(1.0f, 1.0f, 1.0f, 1.0f);
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_COLOR_SPECULAR, read_color))
specularColor.set(read_color.r, read_color.g, read_color.b, opacity);
mat->mMetalness[0] = specularColor;
// Specular Power
F32 specularPower = 1.0f;
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_SHININESS_STRENGTH, specularPower))
mat->mSpecularPower[0] = specularPower;
// Specular
F32 specularStrength = 0.0f;
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_SHININESS, specularStrength))
mat->mSpecularStrength[0] = specularStrength;*/
#endif
// Double-Sided
bool doubleSided = false;
S32 dbl_sided = 0;
if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TWOSIDED, dbl_sided))
doubleSided = (dbl_sided != 0);
mat->mDoubleSided = doubleSided;
}
String AssimpAppMaterial::cleanTextureName(String& texName, String& shapeName, const Torque::Path& path, bool nameOnly /*= false*/)
{
Torque::Path foundPath;
String cleanStr;
if (texName[0] == '*')
{ // It's an embedded texture reference. Make the cached name and return
cleanStr = shapeName;
cleanStr += "_cachedTex";
cleanStr += texName.substr(1);
return cleanStr;
}
// See if the file exists
bool fileFound = false;
String testPath = path.getPath();
testPath += '/';
testPath += texName;
testPath.replace('\\', '/');
fileFound = Torque::FS::IsFile(testPath);
cleanStr = texName;
cleanStr.replace('\\', '/');
if (fileFound)
{
if (cleanStr.equal(texName))
return cleanStr;
foundPath = testPath;
}
else
{
// See if the file is in a sub-directory of the shape
Vector<String> foundFiles;
Torque::Path inPath(cleanStr);
String mainDotCsDir = Platform::getMainDotCsDir();
mainDotCsDir += "/";
S32 results = Torque::FS::FindByPattern(Torque::Path(mainDotCsDir + path.getPath() + "/"), inPath.getFullFileName(), true, foundFiles);
if (results == 0 || foundFiles.size() == 0) // Not under shape directory, try the full tree
results = Torque::FS::FindByPattern(Torque::Path(mainDotCsDir), inPath.getFullFileName(), true, foundFiles);
if (results > 0 && foundFiles.size() > 0)
{
fileFound = true;
foundPath = foundFiles[0];
}
}
if (fileFound)
{
if (nameOnly)
cleanStr = foundPath.getFullFileName();
else
{ // Unless the file is in the same directory as the materials.tscript (covered above)
// we need to set the full path from the root directory. If we use "subdirectory/file.ext",
// the material manager won't find the image file, but it will be found the next time the
// material is loaded from file. If we use "./subdirectory/file.ext", the image will be found
// now, but not the next time it's loaded from file...
S32 rootLength = dStrlen(Platform::getMainDotCsDir());
cleanStr = foundPath.getFullPathWithoutRoot().substr(rootLength-1);
}
}
else if (nameOnly)
cleanStr += " (Not Found)";
return cleanStr;
}
#ifdef TORQUE_DEBUG
void AssimpAppMaterial::enumerateMaterialProperties(aiMaterial* mtl)
{
for (U32 i = 0; i < mtl->mNumProperties; ++i)
{
aiMaterialProperty* matProp = mtl->mProperties[i];
String outText;
if (matProp)
{
outText = String::ToString(" Key: %s, Index: %d, Semantic: ", matProp->mKey.C_Str(), matProp->mIndex);
switch (matProp->mSemantic)
{
case aiTextureType_NONE:
outText += "aiTextureType_NONE";
break;
case aiTextureType_DIFFUSE:
outText += "aiTextureType_DIFFUSE";
break;
case aiTextureType_SPECULAR:
outText += "aiTextureType_SPECULAR";
break;
case aiTextureType_AMBIENT:
outText += "aiTextureType_AMBIENT";
break;
case aiTextureType_EMISSIVE:
outText += "aiTextureType_EMISSIVE";
break;
case aiTextureType_HEIGHT:
outText += "aiTextureType_HEIGHT";
break;
case aiTextureType_NORMALS:
outText += "aiTextureType_NORMALS";
break;
case aiTextureType_SHININESS:
outText += "aiTextureType_SHININESS";
break;
case aiTextureType_OPACITY:
outText += "aiTextureType_OPACITY";
break;
case aiTextureType_DISPLACEMENT:
outText += "aiTextureType_DISPLACEMENT";
break;
case aiTextureType_LIGHTMAP:
outText += "aiTextureType_LIGHTMAP";
break;
case aiTextureType_REFLECTION:
outText += "aiTextureType_REFLECTION";
break;
default:
outText += "aiTextureType_UNKNOWN";
break;
}
aiString stringProp;
F32* floatProp;
double* doubleProp;
S32* intProp;
switch (matProp->mType)
{
case aiPTI_Float:
floatProp = (F32*)matProp->mData;
for (U32 j = 0; j < matProp->mDataLength / sizeof(F32); ++j)
outText += String::ToString(", %0.4f", floatProp[j]);
break;
case aiPTI_Double:
doubleProp = (double*)matProp->mData;
for (U32 j = 0; j < matProp->mDataLength / sizeof(double); ++j)
outText += String::ToString(", %0.4lf", doubleProp[j]);
break;
case aiPTI_String:
aiGetMaterialString(mtl, matProp->mKey.C_Str(), matProp->mSemantic, matProp->mIndex, &stringProp);
outText += String::ToString(", %s", stringProp.C_Str());
break;
case aiPTI_Integer:
intProp = (S32*)matProp->mData;
for (U32 j = 0; j < matProp->mDataLength / sizeof(S32); ++j)
outText += String::ToString(", %d", intProp[j]);
break;
case aiPTI_Buffer:
outText += ", aiPTI_Buffer format data";
break;
default:
outText += ", Unknown data type";
}
Con::printf("%s", outText.c_str());
}
}
}
#endif