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160 lines
8.1 KiB
C++
160 lines
8.1 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxMaterialImporter.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
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#include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxMaterialWrapper.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/GraphData/SkinMeshData.h>
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#include <SceneAPI/SceneData/GraphData/MaterialData.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace FbxSceneBuilder
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{
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FbxMaterialImporter::FbxMaterialImporter()
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{
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BindToCall(&FbxMaterialImporter::ImportMaterials);
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}
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void FbxMaterialImporter::Reflect(ReflectContext* context)
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{
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<FbxMaterialImporter, SceneCore::LoadingComponent>()->Version(1);
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}
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}
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Events::ProcessingResult FbxMaterialImporter::ImportMaterials(SceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "Material");
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if (!context.m_sourceNode.GetMesh())
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{
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return Events::ProcessingResult::Ignored;
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}
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Events::ProcessingResultCombiner combinedMaterialImportResults;
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for (int materialIndex = 0; materialIndex < context.m_sourceNode.GetMaterialCount(); ++materialIndex)
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{
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AZ_TraceContext("Material Index", materialIndex);
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const std::shared_ptr<FbxSDKWrapper::FbxMaterialWrapper> fbxMaterial =
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context.m_sourceNode.GetMaterial(materialIndex);
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if (!fbxMaterial)
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{
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AZ_TracePrintf(Utilities::WarningWindow, "Invalid material data found, ignoring.");
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continue;
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}
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AZStd::string materialName = fbxMaterial->GetName().c_str();
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RenamedNodesMap::SanitizeNodeName(materialName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "Material");
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AZ_TraceContext("Material Name", materialName);
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AZStd::shared_ptr<SceneData::GraphData::MaterialData> materialData =
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BuildMaterial(context.m_sourceNode, materialIndex);
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AZ_Assert(materialData, "Failed to allocate scene material data.");
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if (!materialData)
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{
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combinedMaterialImportResults += Events::ProcessingResult::Failure;
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continue;
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}
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Events::ProcessingResult materialResult;
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Containers::SceneGraph::NodeIndex newIndex =
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context.m_scene.GetGraph().AddChild(context.m_currentGraphPosition, materialName.c_str());
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AZ_Assert(newIndex.IsValid(), "Failed to create SceneGraph node for attribute.");
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if(!newIndex.IsValid())
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{
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combinedMaterialImportResults += Events::ProcessingResult::Failure;
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continue;
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}
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SceneAttributeDataPopulatedContext dataPopulated(context, materialData, newIndex, materialName);
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materialResult = Events::Process(dataPopulated);
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if (materialResult != Events::ProcessingResult::Failure)
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{
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materialResult = AddAttributeDataNodeWithContexts(dataPopulated);
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}
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combinedMaterialImportResults += materialResult;
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}
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return combinedMaterialImportResults.GetResult();
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}
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AZStd::shared_ptr<SceneData::GraphData::MaterialData> FbxMaterialImporter::BuildMaterial(FbxSDKWrapper::FbxNodeWrapper& node, int materialIndex) const
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{
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AZ_Assert(materialIndex < node.GetMaterialCount(), "Invalid material index (%i)", materialIndex);
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const std::shared_ptr<FbxSDKWrapper::FbxMaterialWrapper> fbxMaterial = node.GetMaterial(materialIndex);
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if (!fbxMaterial)
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{
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return nullptr;
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}
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AZStd::shared_ptr<SceneData::GraphData::MaterialData> material = AZStd::make_shared<SceneData::GraphData::MaterialData>();
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material->SetMaterialName(fbxMaterial->GetName());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Diffuse,
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fbxMaterial->GetTextureFileName(FbxSDKWrapper::FbxMaterialWrapper::MaterialMapType::Diffuse).c_str());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Specular,
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fbxMaterial->GetTextureFileName(FbxSDKWrapper::FbxMaterialWrapper::MaterialMapType::Specular).c_str());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Bump,
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fbxMaterial->GetTextureFileName(FbxSDKWrapper::FbxMaterialWrapper::MaterialMapType::Bump).c_str());
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material->SetTexture(DataTypes::IMaterialData::TextureMapType::Normal,
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fbxMaterial->GetTextureFileName(FbxSDKWrapper::FbxMaterialWrapper::MaterialMapType::Normal).c_str());
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material->SetDiffuseColor(fbxMaterial->GetDiffuseColor());
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material->SetSpecularColor(fbxMaterial->GetSpecularColor());
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material->SetEmissiveColor(fbxMaterial->GetEmissiveColor());
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material->SetShininess(fbxMaterial->GetShininess());
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float opacity = fbxMaterial->GetOpacity();
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if (opacity == 0.0f)
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{
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opacity = 1.0f;
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AZ_TracePrintf(Utilities::WarningWindow, "Opacity has been changed from 0 to full. Some DCC tools ignore the opacity and "
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"write 0 to indicate opacity is not used. This causes meshes to turn invisible, which is often not the intention so "
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"the opacity has been set to full automatically. If the intention was for a fully transparent mesh, please update "
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"the opacity in Open 3D Engine's material editor.");
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}
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material->SetOpacity(opacity);
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// Due to the fact that fbxMaterial->GetUniqueId() will return a different ID
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// each time when the fbx is reprocessed, we need a more stable ID.
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// The current best candidate is probably the name of the material.
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// But this will also force the user to update the material component for overrides
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// if the fbx material name is changed outside from apps like dcc tools.
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// (Ideally, only changing the material properties in the dcc tool will force the user to update the material component)
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//
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// Using 32-bit CRC as it is mathematically stable and enough within the same fbx.
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uint64_t id = uint32_t(AZ::Crc32(fbxMaterial->GetName()));
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material->SetUniqueId(id);
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return material;
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}
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} // namespace FbxSceneBuilder
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} // namespace SceneAPI
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} // namespace AZ
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