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			285 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
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			285 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  fbx_material.h                                                       */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef FBX_MATERIAL_H
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| #define FBX_MATERIAL_H
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| 
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| #include "tools/import_utils.h"
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| 
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| #include "core/object/ref_counted.h"
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| #include "core/string/ustring.h"
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| 
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| struct FBXMaterial : public RefCounted {
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| 	String material_name = String();
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| 	bool warning_non_pbr_material = false;
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| 	FBXDocParser::Material *material = nullptr;
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| 
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| 	/* Godot materials
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| 	 *** Texture Maps:
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| 	 * Albedo - color, texture
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| 	 * Metallic - specular, metallic, texture
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| 	 * Roughness - roughness, texture
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| 	 * Emission - color, texture
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| 	 * Normal Map - scale, texture
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| 	 * Ambient Occlusion - texture
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| 	 * Refraction - scale, texture
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| 	 *** Has Settings for:
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| 	 * UV1 - SCALE, OFFSET
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| 	 * UV2 - SCALE, OFFSET
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| 	 *** Flags for
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| 	 * Transparent
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| 	 * Cull Mode
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| 	 */
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| 
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| 	enum class MapMode {
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| 		AlbedoM = 0,
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| 		MetallicM,
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| 		SpecularM,
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| 		EmissionM,
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| 		RoughnessM,
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| 		NormalM,
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| 		AmbientOcclusionM,
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| 		RefractionM,
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| 		ReflectionM,
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| 	};
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| 
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| 	/* Returns the string representation of the TextureParam enum */
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| 	static String get_texture_param_name(StandardMaterial3D::TextureParam param) {
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| 		switch (param) {
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| 			case StandardMaterial3D::TEXTURE_ALBEDO:
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| 				return "TEXTURE_ALBEDO";
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| 			case StandardMaterial3D::TEXTURE_METALLIC:
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| 				return "TEXTURE_METALLIC";
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| 			case StandardMaterial3D::TEXTURE_ROUGHNESS:
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| 				return "TEXTURE_ROUGHNESS";
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| 			case StandardMaterial3D::TEXTURE_EMISSION:
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| 				return "TEXTURE_EMISSION";
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| 			case StandardMaterial3D::TEXTURE_NORMAL:
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| 				return "TEXTURE_NORMAL";
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| 			case StandardMaterial3D::TEXTURE_RIM:
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| 				return "TEXTURE_RIM";
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| 			case StandardMaterial3D::TEXTURE_CLEARCOAT:
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| 				return "TEXTURE_CLEARCOAT";
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| 			case StandardMaterial3D::TEXTURE_FLOWMAP:
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| 				return "TEXTURE_FLOWMAP";
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| 			case StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION:
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| 				return "TEXTURE_AMBIENT_OCCLUSION";
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| 				//			case StandardMaterial3D::TEXTURE_DEPTH: // TODO: work out how to make this function again!
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| 				//				return "TEXTURE_DEPTH";
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| 			case StandardMaterial3D::TEXTURE_SUBSURFACE_SCATTERING:
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| 				return "TEXTURE_SUBSURFACE_SCATTERING";
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| 				//			case StandardMaterial3D::TEXTURE_TRANSMISSION: // TODO: work out how to make this function again!
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| 				//				return "TEXTURE_TRANSMISSION";
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| 			case StandardMaterial3D::TEXTURE_REFRACTION:
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| 				return "TEXTURE_REFRACTION";
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| 			case StandardMaterial3D::TEXTURE_DETAIL_MASK:
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| 				return "TEXTURE_DETAIL_MASK";
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| 			case StandardMaterial3D::TEXTURE_DETAIL_ALBEDO:
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| 				return "TEXTURE_DETAIL_ALBEDO";
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| 			case StandardMaterial3D::TEXTURE_DETAIL_NORMAL:
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| 				return "TEXTURE_DETAIL_NORMAL";
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| 			case StandardMaterial3D::TEXTURE_MAX:
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| 				return "TEXTURE_MAX";
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| 			default:
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| 				return "broken horribly";
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| 		}
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| 	};
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| 
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| 	// TODO make this static?
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| 	const std::map<std::string, bool> fbx_transparency_flags = {
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| 		/* Transparent */
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| 		{ "TransparentColor", true },
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| 		{ "Maya|opacity", true }
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| 	};
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| 
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| 	// TODO make this static?
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| 	const std::map<std::string, StandardMaterial3D::TextureParam> fbx_texture_map = {
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| 		/* Diffuse */
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| 		{ "Maya|base", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "DiffuseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "Maya|DiffuseTexture", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "Maya|baseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "Maya|baseColor|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "3dsMax|Parameters|base_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "Maya|TEX_color_map|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		{ "Maya|TEX_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
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| 		/* Emission */
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| 		{ "EmissiveColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		{ "EmissiveFactor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		{ "Maya|emissionColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		{ "Maya|emissionColor|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		{ "3dsMax|Parameters|emission_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		{ "Maya|TEX_emissive_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		{ "Maya|TEX_emissive_map|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
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| 		/* Metallic */
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| 		{ "Maya|metalness", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		{ "Maya|metalness|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		{ "3dsMax|Parameters|metalness_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		{ "Maya|TEX_metallic_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		{ "Maya|TEX_metallic_map|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 
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| 		/* Roughness */
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| 		// Arnold Roughness Map
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| 		{ "Maya|specularRoughness", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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| 
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| 		{ "3dsMax|Parameters|roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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| 		{ "Maya|TEX_roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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| 		{ "Maya|TEX_roughness_map|file", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
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| 
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| 		/* Normal */
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| 		{ "NormalMap", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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| 		//{ "Bump", Material::TextureParam::TEXTURE_NORMAL },
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| 		//{ "3dsMax|Parameters|bump_map", Material::TextureParam::TEXTURE_NORMAL },
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| 		{ "Maya|NormalTexture", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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| 		//{ "Maya|normalCamera", Material::TextureParam::TEXTURE_NORMAL },
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| 		//{ "Maya|normalCamera|file", Material::TextureParam::TEXTURE_NORMAL },
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| 		{ "Maya|TEX_normal_map", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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| 		{ "Maya|TEX_normal_map|file", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
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| 		/* AO */
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| 		{ "Maya|TEX_ao_map", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
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| 		{ "Maya|TEX_ao_map|file", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
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| 
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| 		// TODO: specular workflow conversion
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| 		//		{ "SpecularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		//		{ "Maya|specularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		//		{ "Maya|SpecularTexture", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		//		{ "Maya|SpecularTexture|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
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| 		//		{ "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
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| 		//		{ "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
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| 
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| 		//{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
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| 		//{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
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| 
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| 		// TODO: diffuse roughness
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| 		//{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
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| 		//{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
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| 
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| 	};
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| 
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| 	// TODO make this static?
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| 	enum PropertyDesc {
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| 		PROPERTY_DESC_NOT_FOUND,
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| 		PROPERTY_DESC_ALBEDO_COLOR,
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| 		PROPERTY_DESC_TRANSPARENT,
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| 		PROPERTY_DESC_METALLIC,
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| 		PROPERTY_DESC_ROUGHNESS,
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| 		PROPERTY_DESC_SPECULAR,
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| 		PROPERTY_DESC_SPECULAR_COLOR,
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| 		PROPERTY_DESC_SHINYNESS,
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| 		PROPERTY_DESC_COAT,
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| 		PROPERTY_DESC_COAT_ROUGHNESS,
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| 		PROPERTY_DESC_EMISSIVE,
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| 		PROPERTY_DESC_EMISSIVE_COLOR,
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| 		PROPERTY_DESC_IGNORE
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| 	};
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| 
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| 	const std::map<std::string, PropertyDesc> fbx_properties_desc = {
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| 		/* Albedo */
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| 		{ "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR },
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| 		{ "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR },
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| 
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| 		/* Specular */
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| 		{ "Maya|specular", PROPERTY_DESC_SPECULAR },
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| 		{ "Maya|specularColor", PROPERTY_DESC_SPECULAR_COLOR },
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| 
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| 		/* Specular roughness - arnold roughness map */
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| 		{ "Maya|specularRoughness", PROPERTY_DESC_ROUGHNESS },
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| 
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| 		/* Transparent */
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| 		{ "Opacity", PROPERTY_DESC_TRANSPARENT },
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| 		{ "TransparencyFactor", PROPERTY_DESC_TRANSPARENT },
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| 		{ "Maya|opacity", PROPERTY_DESC_TRANSPARENT },
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| 
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| 		{ "Maya|metalness", PROPERTY_DESC_METALLIC },
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| 		{ "Maya|metallic", PROPERTY_DESC_METALLIC },
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| 
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| 		/* Roughness */
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| 		{ "Maya|roughness", PROPERTY_DESC_ROUGHNESS },
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| 
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| 		/* Coat */
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| 		//{ "Maya|coat", PROPERTY_DESC_COAT },
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| 
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| 		/* Coat roughness */
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| 		//{ "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS },
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| 
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| 		/* Emissive */
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| 		{ "Maya|emission", PROPERTY_DESC_EMISSIVE },
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| 		{ "Maya|emissive", PROPERTY_DESC_EMISSIVE },
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| 
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| 		/* Emissive color */
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| 		{ "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR },
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| 		{ "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR },
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| 
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| 		/* Ignore */
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| 		{ "Shininess", PROPERTY_DESC_IGNORE },
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| 		{ "Reflectivity", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|diffuseRoughness", PROPERTY_DESC_IGNORE },
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| 		{ "Maya", PROPERTY_DESC_IGNORE },
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| 		{ "Diffuse", PROPERTY_DESC_ALBEDO_COLOR },
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| 		{ "Maya|TypeId", PROPERTY_DESC_IGNORE },
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| 		{ "Ambient", PROPERTY_DESC_IGNORE },
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| 		{ "AmbientColor", PROPERTY_DESC_IGNORE },
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| 		{ "ShininessExponent", PROPERTY_DESC_IGNORE },
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| 		{ "Specular", PROPERTY_DESC_IGNORE },
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| 		{ "SpecularColor", PROPERTY_DESC_IGNORE },
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| 		{ "SpecularFactor", PROPERTY_DESC_IGNORE },
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| 		//{ "BumpFactor", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|exitToBackground", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|indirectDiffuse", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|indirectSpecular", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|internalReflections", PROPERTY_DESC_IGNORE },
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| 		{ "DiffuseFactor", PROPERTY_DESC_IGNORE },
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| 		{ "AmbientFactor", PROPERTY_DESC_IGNORE },
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| 		{ "ReflectionColor", PROPERTY_DESC_IGNORE },
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| 		{ "Emissive", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|coatColor", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|coatNormal", PROPERTY_DESC_IGNORE },
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| 		{ "Maya|coatIOR", PROPERTY_DESC_IGNORE },
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| 	};
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| 
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| 	/* storing the texture properties like color */
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| 	template <class T>
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| 	struct TexturePropertyMapping : RefCounted {
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| 		StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
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| 		const T property = T();
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| 	};
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| 
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| 	static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths);
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| 
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| 	static String find_texture_path_by_filename(const String p_filename, const String p_current_directory);
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| 
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| 	String get_material_name() const;
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| 
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| 	void set_imported_material(FBXDocParser::Material *p_material);
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| 
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| 	Ref<StandardMaterial3D> import_material(ImportState &state);
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| };
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| 
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| #endif // FBX_MATERIAL_H
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