Files
OpenSceneGraph/src/osgPlugins/fbx/fbxMaterialToOsgStateSet.cpp
Robert Osfield dd996a3289 Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods,
forcing users to use osgDB::readRef*File() methods.  The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache.  This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero.  Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.

To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage.  The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:

    bool addChild(Node* child); // old method which can only be used with a Node*

    tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method

These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.



git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
2015-10-22 13:42:19 +00:00

276 lines
11 KiB
C++

#include "fbxMaterialToOsgStateSet.h"
#include <sstream>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgDB/FileNameUtils>
static osg::Texture::WrapMode convertWrap(FbxFileTexture::EWrapMode wrap)
{
return wrap == FbxFileTexture::eRepeat ?
osg::Texture2D::REPEAT : osg::Texture2D::CLAMP_TO_EDGE;
}
StateSetContent
FbxMaterialToOsgStateSet::convert(const FbxSurfaceMaterial* 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 FbxSurfaceLambert* pFbxLambert = FbxCast<FbxSurfaceLambert>(pFbxMat);
// diffuse map...
const FbxProperty lProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sDiffuse);
if (lProperty.IsValid())
{
int lNbTex = lProperty.GetSrcObjectCount<FbxFileTexture>();
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lProperty.GetSrcObject<FbxFileTexture>(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;
}
}
double transparencyColorFactor = 1.0;
bool useTransparencyColorFactor = false;
// opacity map...
const FbxProperty lOpacityProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sTransparentColor);
if (lOpacityProperty.IsValid())
{
FbxDouble3 transparentColor = lOpacityProperty.Get<FbxDouble3>();
// If transparent color is defined set the transparentFactor to gray scale value of transparentColor
if (transparentColor[0] < 1.0 || transparentColor[1] < 1.0 || transparentColor[2] < 1.0) {
transparencyColorFactor = transparentColor[0]*0.30 + transparentColor[1]*0.59 + transparentColor[2]*0.11;
useTransparencyColorFactor = true;
}
int lNbTex = lOpacityProperty.GetSrcObjectCount<FbxFileTexture>();
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lOpacityProperty.GetSrcObject<FbxFileTexture>(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 FbxProperty lReflectionProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sReflection);
if (lReflectionProperty.IsValid())
{
int lNbTex = lReflectionProperty.GetSrcObjectCount<FbxFileTexture>();
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lReflectionProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
if (lTexture)
{
// support only spherical reflection maps...
if (FbxFileTexture::eUMT_ENVIRONMENT == lTexture->CurrentMappingType.Get())
{
result.reflectionTexture = fbxTextureToOsgTexture(lTexture);
result.reflectionChannel = lTexture->UVSet.Get();
}
}
//For now only allow 1 texture
break;
}
}
// emissive map...
const FbxProperty lEmissiveProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sEmissive);
if (lEmissiveProperty.IsValid())
{
int lNbTex = lEmissiveProperty.GetSrcObjectCount<FbxFileTexture>();
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lEmissiveProperty.GetSrcObject<FbxFileTexture>(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;
}
}
// ambient map...
const FbxProperty lAmbientProperty = pFbxMat->FindProperty(FbxSurfaceMaterial::sAmbient);
if (lAmbientProperty.IsValid())
{
int lNbTex = lAmbientProperty.GetSrcObjectCount<FbxFileTexture>();
for (int lTextureIndex = 0; lTextureIndex < lNbTex; lTextureIndex++)
{
FbxFileTexture* lTexture = FbxCast<FbxFileTexture>(lAmbientProperty.GetSrcObject<FbxFileTexture>(lTextureIndex));
if (lTexture)
{
result.ambientTexture = fbxTextureToOsgTexture(lTexture);
result.ambientChannel = lTexture->UVSet.Get();
result.ambientScaleU = lTexture->GetScaleU();
result.ambientScaleV = lTexture->GetScaleV();
}
//For now only allow 1 texture
break;
}
}
if (pFbxLambert)
{
FbxDouble3 color = pFbxLambert->Diffuse.Get();
double factor = pFbxLambert->DiffuseFactor.Get();
double transparencyFactor = useTransparencyColorFactor ? transparencyColorFactor : pFbxLambert->TransparencyFactor.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 - transparencyFactor)));
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 FbxSurfacePhong* pFbxPhong = FbxCast<FbxSurfacePhong>(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));
// Since Maya and 3D studio Max stores their glossiness values in exponential format (2^(log2(x))
// We need to linearize to values between 0-100 and then scale to values between 0-128.
// Glossiness values above 100 will result in shininess larger than 128.0 and will be clamped
double shininess = (64.0 * log (pFbxPhong->Shininess.Get())) / (5.0 * log(2.0));
pOsgMat->setShininess(osg::Material::FRONT_AND_BACK,
static_cast<float>(shininess));
// 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 FbxFileTexture* 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::readRefImageFile(osgDB::concatPaths(_dir, fbx->GetFileName()), _options)) || // First try "export dir/name"
(pImage = osgDB::readRefImageFile(fbx->GetFileName(), _options)) || // Then try "name" (if absolute)
(pImage = osgDB::readRefImageFile(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);
}
}
}