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o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/FbxMaterialImporter.cpp

160 lines
8.1 KiB
C++

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