private void ExportMaterial(Material materialNode, BabylonScene babylonScene) { var name = materialNode._Mtl.Name; var id = materialNode.GetGuid().ToString(); RaiseMessage(name, true); if (materialNode.NumSubMaterials > 0) { var babylonMultimaterial = new BabylonMultiMaterial(); babylonMultimaterial.name = name; babylonMultimaterial.id = id; var guids = new List<string>(); for (var index = 0; index < materialNode.NumSubMaterials; index++) { var subMat = materialNode.GetSubMaterial(index) as Material; if (subMat != null) { guids.Add(subMat.GetGuid().ToString()); if (!referencedMaterials.Contains(subMat)) { referencedMaterials.Add(subMat); ExportMaterial(subMat, babylonScene); } } else { guids.Add(Guid.Empty.ToString()); } } babylonMultimaterial.materials = guids.ToArray(); babylonScene.MultiMaterialsList.Add(babylonMultimaterial); return; } var babylonMaterial = new BabylonMaterial(); babylonMaterial.name = name; babylonMaterial.id = id; babylonMaterial.ambient = materialNode.GetAmbient(0).ToArray(); babylonMaterial.diffuse = materialNode.GetDiffuse(0).ToArray(); babylonMaterial.specular = materialNode.GetSpecular(0).Scale(materialNode.GetShinyStrength(0)); babylonMaterial.specularPower = materialNode.GetShininess(0) * 256; babylonMaterial.emissive = materialNode.SelfIlluminationColorOn ? materialNode.GetSelfIllumColor(0).ToArray() : materialNode.GetDiffuse(0).Scale(materialNode.GetSelfIllumination(0)); babylonMaterial.alpha = 1.0f - materialNode.GetTransparency(0); var stdMat = materialNode._Mtl.GetParamBlock(0).Owner as IStdMat2; if (stdMat != null) { // Textures babylonMaterial.ambientTexture = ExportTexture(stdMat, 0, babylonScene); // Ambient babylonMaterial.diffuseTexture = ExportTexture(stdMat, 1, babylonScene); // Diffuse babylonMaterial.specularTexture = ExportTexture(stdMat, 2, babylonScene); // Specular babylonMaterial.emissiveTexture = ExportTexture(stdMat, 5, babylonScene); // Emissive babylonMaterial.opacityTexture = ExportTexture(stdMat, 6, babylonScene); // Opacity babylonMaterial.bumpTexture = ExportTexture(stdMat, 8, babylonScene); // Bump babylonMaterial.reflectionTexture = ExportTexture(stdMat, 9, babylonScene); // Reflection // Constraints if (babylonMaterial.diffuseTexture != null) { babylonMaterial.emissive = new [] { 1.0f, 1.0f, 1.0f }; } if (babylonMaterial.emissiveTexture != null) { babylonMaterial.emissive = new float[]{0, 0, 0}; } if (babylonMaterial.opacityTexture != null && babylonMaterial.diffuseTexture != null && babylonMaterial.diffuseTexture.name == babylonMaterial.opacityTexture.name && babylonMaterial.diffuseTexture.hasAlpha && !babylonMaterial.opacityTexture.getAlphaFromRGB) { // This is a alpha testing purpose babylonMaterial.opacityTexture = null; babylonMaterial.diffuseTexture.hasAlpha = true; RaiseWarning("Opacity texture was removed because alpha from diffuse texture can be use instead", true); RaiseWarning("If you do not want this behavior, just set Alpha Source = None on your diffuse texture", true); } } babylonScene.MaterialsList.Add(babylonMaterial); }
private BabylonMaterial DumpMaterial(Material material, Renderer renderer) { if (!materialsDictionary.ContainsKey(material.name)) { var bMat = new BabylonMaterial { name = material.name, id = Guid.NewGuid().ToString(), diffuse = new float[4], specular = new float[4] }; bMat.diffuse[0] = 1.0f; bMat.diffuse[1] = 1.0f; bMat.diffuse[2] = 1.0f; bMat.diffuse[3] = 1.0f; if (material.HasProperty("_Color")) { bMat.diffuse = material.color.ToFloat(); } if (material.HasProperty("_SpecColor")) { var specColor = material.GetColor("_SpecColor"); bMat.specular = specColor.ToFloat(); } if (material.HasProperty("_Shininess")) { var specShininess = material.GetFloat("_Shininess"); bMat.specularPower = specShininess * 128; } if (material.HasProperty("_Emission")) { var emissiveColor = material.GetColor("_Emission"); bMat.emissive = emissiveColor.ToFloat(); } if (material.mainTexture) { var mainTexturePath = AssetDatabase.GetAssetPath(material.mainTexture); bMat.diffuseTexture = new BabylonTexture { uScale = material.mainTextureScale.x, vScale = material.mainTextureScale.y, uOffset = material.mainTextureOffset.x, vOffset = material.mainTextureOffset.y }; var mainTexture2D = material.mainTexture as Texture2D; CopyTexture(mainTexturePath, mainTexture2D, bMat.diffuseTexture); var alphaCuttOff = 0f; if (material.HasProperty("_Cutoff")) { alphaCuttOff = material.GetFloat("_Cutoff"); } if ((mainTexture2D && mainTexture2D.alphaIsTransparency) || alphaCuttOff > 0) { bMat.diffuseTexture.hasAlpha = true; bMat.backFaceCulling = false; } bMat.diffuse[0] = 1.0f; bMat.diffuse[1] = 1.0f; bMat.diffuse[2] = 1.0f; bMat.diffuse[3] = 1.0f; } bMat.bumpTexture = DumpTextureFromMaterial(material, "_BumpMap"); bMat.emissiveTexture = DumpTextureFromMaterial(material, "_Illum"); bMat.ambientTexture = DumpTextureFromMaterial(material, "_LightMap"); bMat.reflectionTexture = DumpTextureFromMaterial(material, "_Cube"); //if (bMat.ambientTexture == null && renderer.lightmapIndex >= 0 && renderer.lightmapIndex != 255 && LightmapSettings.lightmaps.Length > renderer.lightmapIndex) //{ // var lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapFar; // bMat.ambientTexture = DumpTexture(lightmap); // bMat.ambientTexture.coordinatesIndex = 1; // bMat.ambientTexture.uScale = renderer.lightmapTilingOffset.x; // bMat.ambientTexture.vScale = renderer.lightmapTilingOffset.y; // bMat.ambientTexture.uOffset = renderer.lightmapTilingOffset.z; // bMat.ambientTexture.vOffset = renderer.lightmapTilingOffset.w; //} materialsDictionary.Add(bMat.name, bMat); return bMat; } return materialsDictionary[material.name]; }
private void ExportMaterial(IMtl materialNode, BabylonScene babylonScene) { var name = materialNode.Name; var id = materialNode.GetGuid().ToString(); RaiseMessage(name, 1); if (materialNode.NumSubMtls > 0) { var babylonMultimaterial = new BabylonMultiMaterial {name = name, id = id}; var guids = new List<string>(); for (var index = 0; index < materialNode.NumSubMtls; index++) { var subMat = materialNode.GetSubMtl(index); if (subMat != null) { guids.Add(subMat.GetGuid().ToString()); if (!referencedMaterials.Contains(subMat)) { referencedMaterials.Add(subMat); ExportMaterial(subMat, babylonScene); } } else { guids.Add(Guid.Empty.ToString()); } } babylonMultimaterial.materials = guids.ToArray(); babylonScene.MultiMaterialsList.Add(babylonMultimaterial); return; } var babylonMaterial = new BabylonMaterial { name = name, id = id, ambient = materialNode.GetAmbient(0, false).ToArray(), diffuse = materialNode.GetDiffuse(0, false).ToArray(), specular = materialNode.GetSpecular(0, false).Scale(materialNode.GetShinStr(0, false)), specularPower = materialNode.GetShininess(0, false)*256, emissive = materialNode.GetSelfIllumColorOn(0, false) ? materialNode.GetSelfIllumColor(0, false).ToArray() : materialNode.GetDiffuse(0, false).Scale(materialNode.GetSelfIllum(0, false)), alpha = 1.0f - materialNode.GetXParency(0, false) }; var stdMat = materialNode.GetParamBlock(0).Owner as IStdMat2; if (stdMat != null) { babylonMaterial.backFaceCulling = !stdMat.TwoSided; babylonMaterial.wireframe = stdMat.Wire; // Textures BabylonFresnelParameters fresnelParameters; babylonMaterial.ambientTexture = ExportTexture(stdMat, 0, out fresnelParameters, babylonScene); // Ambient babylonMaterial.diffuseTexture = ExportTexture(stdMat, 1, out fresnelParameters, babylonScene); // Diffuse if (fresnelParameters != null) { babylonMaterial.diffuseFresnelParameters = fresnelParameters; } babylonMaterial.specularTexture = ExportTexture(stdMat, 2, out fresnelParameters, babylonScene); // Specular babylonMaterial.emissiveTexture = ExportTexture(stdMat, 5, out fresnelParameters, babylonScene); // Emissive if (fresnelParameters != null) { babylonMaterial.emissiveFresnelParameters = fresnelParameters; if (babylonMaterial.emissive[0] == 0 && babylonMaterial.emissive[1] == 0 && babylonMaterial.emissive[2] == 0) { babylonMaterial.emissive = new float[]{1, 1, 1}; } } babylonMaterial.opacityTexture = ExportTexture(stdMat, 6, out fresnelParameters, babylonScene, false, true); // Opacity if (fresnelParameters != null) { babylonMaterial.opacityFresnelParameters = fresnelParameters; } babylonMaterial.bumpTexture = ExportTexture(stdMat, 8, out fresnelParameters, babylonScene); // Bump babylonMaterial.reflectionTexture = ExportTexture(stdMat, 9, out fresnelParameters, babylonScene, true); // Reflection if (fresnelParameters != null) { if (babylonMaterial.reflectionTexture == null) { RaiseWarning("Fallout cannot be used with reflection channel without a texture", 2); } else { babylonMaterial.reflectionFresnelParameters = fresnelParameters; } } // Constraints if (babylonMaterial.diffuseTexture != null) { babylonMaterial.diffuse = new [] { 1.0f, 1.0f, 1.0f }; } if (babylonMaterial.emissiveTexture != null) { babylonMaterial.emissive = new float[]{0, 0, 0}; } if (babylonMaterial.opacityTexture != null && babylonMaterial.diffuseTexture != null && babylonMaterial.diffuseTexture.name == babylonMaterial.opacityTexture.name && babylonMaterial.diffuseTexture.hasAlpha && !babylonMaterial.opacityTexture.getAlphaFromRGB) { // This is a alpha testing purpose babylonMaterial.opacityTexture = null; babylonMaterial.diffuseTexture.hasAlpha = true; RaiseWarning("Opacity texture was removed because alpha from diffuse texture can be use instead", 2); RaiseWarning("If you do not want this behavior, just set Alpha Source = None on your diffuse texture", 2); } } babylonScene.MaterialsList.Add(babylonMaterial); }