Torque3D/Engine/source/ts/assimp/assimpAppMaterial.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

405 lines
14 KiB
C++

//-----------------------------------------------------------------------------
// 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
#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"
// assimp include files.
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/types.h>
U32 AssimpAppMaterial::sDefaultMatNumber = 0;
String AppMaterial::cleanString(const String& str)
{
String cleanStr(str);
// Replace invalid characters with underscores
const String badChars(" -,.+=*/[]%$~;:");
for (String::SizeType i = 0; i < badChars.length(); i++)
cleanStr.replace(badChars[i], '_');
// Prefix with an underscore if string starts with a number
if ((cleanStr[0] >= '0') && (cleanStr[0] <= '9'))
cleanStr.insert(0, '_');
return cleanStr;
}
AssimpAppMaterial::AssimpAppMaterial(const char* matName)
{
name = ColladaUtils::getOptions().matNamePrefix;
name += matName;
mAIMat = NULL;
// Set some defaults
flags |= TSMaterialList::S_Wrap;
flags |= TSMaterialList::T_Wrap;
}
AssimpAppMaterial::AssimpAppMaterial(aiMaterial* mtl) :
mAIMat(mtl)
{
aiString matName;
mtl->Get(AI_MATKEY_NAME, matName);
name = matName.C_Str();
if (name.isEmpty())
{
name = cleanString(TSShapeLoader::getShapePath().getFileName());
name += "_defMat";
name += String::ToString("%d", sDefaultMatNumber);
sDefaultMatNumber++;
}
name = ColladaUtils::getOptions().matNamePrefix + name;
Con::printf("[ASSIMP] Loading Material: %s", name.c_str());
#ifdef TORQUE_DEBUG
enumerateMaterialProperties(mtl);
#endif
}
Material* AssimpAppMaterial::createMaterial(const Torque::Path& path) const
{
// The filename and material name are used as TorqueScript identifiers, so
// clean them up first
String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
String cleanName = cleanString(getName());
// Create the Material definition
const String oldScriptFile = Con::getVariable("$Con::File");
Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
Material *newMat = MATMGR->allocateAndRegister(cleanName, getName());
Con::setVariable("$Con::File", oldScriptFile); // restore script path
initMaterial(path, newMat);
return newMat;
}
void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) const
{
String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
String cleanName = cleanString(getName());
// 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
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