Files
OpenSceneGraph/src/osgPlugins/fbx/fbxMaterialToOsgStateSet.cpp
2012-03-21 17:36:20 +00:00

241 lines
9.2 KiB
C++

#include "fbxMaterialToOsgStateSet.h"
#include <sstream>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgDB/FileNameUtils>
static osg::Texture::WrapMode convertWrap(KFbxFileTexture::EWrapMode wrap)
{
return wrap == KFbxFileTexture::eREPEAT ?
osg::Texture2D::REPEAT : osg::Texture2D::CLAMP_TO_EDGE;
}
StateSetContent
FbxMaterialToOsgStateSet::convert(const KFbxSurfaceMaterial* pFbxMat)
{
FbxMaterialMap::const_iterator it = _fbxMaterialMap.find(pFbxMat);
if (it != _fbxMaterialMap.end())
return it->second;
osg::ref_ptr<osg::Material> pOsgMat = new osg::Material;
pOsgMat->setName(pFbxMat->GetName());
StateSetContent result;
result.material = pOsgMat;
fbxString shadingModel = pFbxMat->ShadingModel.Get();
const KFbxSurfaceLambert* pFbxLambert = KFbxCast<KFbxSurfaceLambert>(pFbxMat);
// diffuse map...
const KFbxProperty lProperty = pFbxMat->FindProperty(KFbxSurfaceMaterial::sDiffuse);
if (lProperty.IsValid())
{
int lNbTex = lProperty.GetSrcObjectCount(KFbxFileTexture::ClassId);
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
KFbxFileTexture* lTexture = KFbxCast<KFbxFileTexture>(lProperty.GetSrcObject(KFbxFileTexture::ClassId, lTextureIndex));
if (lTexture)
{
result.diffuseTexture = fbxTextureToOsgTexture(lTexture);
result.diffuseChannel = lTexture->UVSet.Get();
result.diffuseScaleU = lTexture->GetScaleU();
result.diffuseScaleV = lTexture->GetScaleV();
}
//For now only allow 1 texture
break;
}
}
// opacity map...
const KFbxProperty lOpacityProperty = pFbxMat->FindProperty(KFbxSurfaceMaterial::sTransparentColor);
if (lOpacityProperty.IsValid())
{
int lNbTex = lOpacityProperty.GetSrcObjectCount(KFbxFileTexture::ClassId);
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
KFbxFileTexture* lTexture = KFbxCast<KFbxFileTexture>(lOpacityProperty.GetSrcObject(KFbxFileTexture::ClassId, lTextureIndex));
if (lTexture)
{
// TODO: if texture image does NOT have an alpha channel, should it be added?
result.opacityTexture = fbxTextureToOsgTexture(lTexture);
result.opacityChannel = lTexture->UVSet.Get();
result.opacityScaleU = lTexture->GetScaleU();
result.opacityScaleV = lTexture->GetScaleV();
}
//For now only allow 1 texture
break;
}
}
// reflection map...
const KFbxProperty lReflectionProperty = pFbxMat->FindProperty(KFbxSurfaceMaterial::sReflection);
if (lReflectionProperty.IsValid())
{
int lNbTex = lReflectionProperty.GetSrcObjectCount(KFbxFileTexture::ClassId);
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
KFbxFileTexture* lTexture = KFbxCast<KFbxFileTexture>(lReflectionProperty.GetSrcObject(KFbxFileTexture::ClassId, lTextureIndex));
if (lTexture)
{
// support only spherical reflection maps...
if (KFbxFileTexture::eUMT_ENVIRONMENT == lTexture->CurrentMappingType.Get())
{
result.reflectionTexture = fbxTextureToOsgTexture(lTexture);
result.reflectionChannel = lTexture->UVSet.Get();
}
}
//For now only allow 1 texture
break;
}
}
// emissive map...
const KFbxProperty lEmissiveProperty = pFbxMat->FindProperty(KFbxSurfaceMaterial::sEmissive);
if (lEmissiveProperty.IsValid())
{
int lNbTex = lEmissiveProperty.GetSrcObjectCount(KFbxFileTexture::ClassId);
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
KFbxFileTexture* lTexture = KFbxCast<KFbxFileTexture>(lEmissiveProperty.GetSrcObject(KFbxFileTexture::ClassId, lTextureIndex));
if (lTexture)
{
result.emissiveTexture = fbxTextureToOsgTexture(lTexture);
result.emissiveChannel = lTexture->UVSet.Get();
result.emissiveScaleU = lTexture->GetScaleU();
result.emissiveScaleV = lTexture->GetScaleV();
}
//For now only allow 1 texture
break;
}
}
if (pFbxLambert)
{
fbxDouble3 color = pFbxLambert->Diffuse.Get();
double factor = pFbxLambert->DiffuseFactor.Get();
pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(
static_cast<float>(color[0] * factor),
static_cast<float>(color[1] * factor),
static_cast<float>(color[2] * factor),
static_cast<float>(1.0 - pFbxLambert->TransparencyFactor.Get())));
color = pFbxLambert->Ambient.Get();
factor = pFbxLambert->AmbientFactor.Get();
pOsgMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(
static_cast<float>(color[0] * factor),
static_cast<float>(color[1] * factor),
static_cast<float>(color[2] * factor),
1.0f));
color = pFbxLambert->Emissive.Get();
factor = pFbxLambert->EmissiveFactor.Get();
pOsgMat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(
static_cast<float>(color[0] * factor),
static_cast<float>(color[1] * factor),
static_cast<float>(color[2] * factor),
1.0f));
// get maps factors...
result.diffuseFactor = pFbxLambert->DiffuseFactor.Get();
if (const KFbxSurfacePhong* pFbxPhong = KFbxCast<KFbxSurfacePhong>(pFbxLambert))
{
color = pFbxPhong->Specular.Get();
factor = pFbxPhong->SpecularFactor.Get();
pOsgMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(
static_cast<float>(color[0] * factor),
static_cast<float>(color[1] * factor),
static_cast<float>(color[2] * factor),
1.0f));
pOsgMat->setShininess(osg::Material::FRONT_AND_BACK,
static_cast<float>(pFbxPhong->Shininess.Get()));
// get maps factors...
result.reflectionFactor = pFbxPhong->ReflectionFactor.Get();
// get more factors here...
}
}
if (_lightmapTextures)
{
// if using an emission map then adjust material properties accordingly...
if (result.emissiveTexture)
{
osg::Vec4 diffuse = pOsgMat->getDiffuse(osg::Material::FRONT_AND_BACK);
pOsgMat->setEmission(osg::Material::FRONT_AND_BACK, diffuse);
pOsgMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,diffuse.a()));
pOsgMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,diffuse.a()));
}
}
_fbxMaterialMap.insert(FbxMaterialMap::value_type(pFbxMat, result));
return result;
}
osg::ref_ptr<osg::Texture2D>
FbxMaterialToOsgStateSet::fbxTextureToOsgTexture(const KFbxFileTexture* fbx)
{
ImageMap::iterator it = _imageMap.find(fbx->GetFileName());
if (it != _imageMap.end())
return it->second;
osg::ref_ptr<osg::Image> pImage = NULL;
// Warning: fbx->GetRelativeFileName() is relative TO EXECUTION DIR
// fbx->GetFileName() is as stored initially in the FBX
if ((pImage = osgDB::readImageFile(osgDB::concatPaths(_dir, fbx->GetFileName()), _options)) || // First try "export dir/name"
(pImage = osgDB::readImageFile(fbx->GetFileName(), _options)) || // Then try "name" (if absolute)
(pImage = osgDB::readImageFile(osgDB::concatPaths(_dir, fbx->GetRelativeFileName()), _options))) // Else try "current dir/name"
{
osg::ref_ptr<osg::Texture2D> pOsgTex = new osg::Texture2D;
pOsgTex->setImage(pImage.get());
pOsgTex->setWrap(osg::Texture2D::WRAP_S, convertWrap(fbx->GetWrapModeU()));
pOsgTex->setWrap(osg::Texture2D::WRAP_T, convertWrap(fbx->GetWrapModeV()));
_imageMap.insert(std::make_pair(fbx->GetFileName(), pOsgTex.get()));
return pOsgTex;
}
else
{
return NULL;
}
}
void FbxMaterialToOsgStateSet::checkInvertTransparency()
{
int zeroAlpha = 0, oneAlpha = 0;
for (FbxMaterialMap::const_iterator it = _fbxMaterialMap.begin(); it != _fbxMaterialMap.end(); ++it)
{
const osg::Material* pMaterial = it->second.material.get();
float alpha = pMaterial->getDiffuse(osg::Material::FRONT).a();
if (alpha > 0.999f)
{
++oneAlpha;
}
else if (alpha < 0.001f)
{
++zeroAlpha;
}
}
if (zeroAlpha > oneAlpha)
{
//Transparency values seem to be back to front so invert them.
for (FbxMaterialMap::const_iterator it = _fbxMaterialMap.begin(); it != _fbxMaterialMap.end(); ++it)
{
osg::Material* pMaterial = it->second.material.get();
osg::Vec4 diffuse = pMaterial->getDiffuse(osg::Material::FRONT);
diffuse.a() = 1.0f - diffuse.a();
pMaterial->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse);
}
}
}