Esempio n. 1
0
        void    DumpMaterial(AxFService.AxFFile.Material _material, System.IO.DirectoryInfo _targetDirectory)
        {
            System.IO.DirectoryInfo fullTargetDirectory = new System.IO.DirectoryInfo(System.IO.Path.Combine(_targetDirectory.FullName, _material.Name));
            if (!fullTargetDirectory.Exists)
            {
                fullTargetDirectory.Create();
            }

            AxFService.AxFFile.Material.Texture[] textures = _material.Textures;
            TEXTURE_TYPE[] textureTypes  = new TEXTURE_TYPE[textures.Length];
            string[]       GUIDs         = new string[textures.Length];
            bool           allGUIDsValid = true;

            for (int textureIndex = 0; textureIndex < textures.Length; textureIndex++)
            {
                AxFService.AxFFile.Material.Texture texture = textures[textureIndex];

                TEXTURE_TYPE textureType = TEXTURE_TYPE.UNKNOWN;
                switch (texture.Name.ToLower())
                {
                case "diffusecolor":    textureType = TEXTURE_TYPE.DIFFUSE_COLOR; break;

                case "specularcolor":   textureType = TEXTURE_TYPE.SPECULAR_COLOR; break;

                case "normal":                  textureType = TEXTURE_TYPE.NORMAL; break;

                case "fresnel":                 textureType = TEXTURE_TYPE.FRESNEL; break;

                case "specularlobe":    textureType = TEXTURE_TYPE.SPECULAR_LOBE; break;

                case "anisorotation":   textureType = TEXTURE_TYPE.ANISOTROPY_ANGLE; break;

                case "height":                  textureType = TEXTURE_TYPE.HEIGHT; break;

                case "opacity":                 textureType = TEXTURE_TYPE.OPACITY; break;

                case "clearcoatcolor":  textureType = TEXTURE_TYPE.CLEARCOAT_COLOR; break;

                case "clearcoatnormal": textureType = TEXTURE_TYPE.CLEARCOAT_NORMAL; break;

                case "clearcoatior":    textureType = TEXTURE_TYPE.CLEARCOAT_IOR; break;

                // Car Paint
                case "brdfcolors":              textureType = TEXTURE_TYPE.BRDF_COLOR; break;

                case "btfflakes":               textureType = TEXTURE_TYPE.BTF_FLAKES; break;

                default:
                    throw new Exception("Unsupported texture type \"" + texture.Name + "\"!");
                }

                textureTypes[textureIndex] = textureType;

                bool sRGB        = ((int)textureType & (int)TEXTURE_TYPE.FLAG_sRGB) != 0;
                bool isNormalMap = ((int)textureType & (int)TEXTURE_TYPE.FLAG_NORMAL) != 0;
                bool isIOR       = ((int)textureType & (int)TEXTURE_TYPE.FLAG_IOR) != 0;
                bool isAngle     = ((int)textureType & (int)TEXTURE_TYPE.FLAG_ANGLE) != 0;
                bool isArray     = ((int)textureType & (int)TEXTURE_TYPE.FLAG_2DARRAY) != 0;
                bool scale       = ((int)textureType & (int)TEXTURE_TYPE.FLAG_SCALE_BY_MAX) != 0 && texture.MaxValue > 1;

                System.IO.FileInfo targetTextureFileName = new System.IO.FileInfo(System.IO.Path.Combine(fullTargetDirectory.FullName, texture.Name + ".png"));

//*

//				// Dump as DDS
//				texture.Images.DDSSaveFile( new System.IO.FileInfo( @"D:\Workspaces\Unity Labs\AxF\AxF Shader\Assets\AxF Materials\X-Rite_14-LTH_Red_GoatLeather_4405_2479\" + texture.Name + ".dds" ), texture.ComponentFormat );

                // Individual dump as RGBA8 files
//              ImageUtility.ImageFile	source = texture.Images[0][0][0];
//              ImageUtility.ImageFile	temp = new ImageUtility.ImageFile();
//              //temp.ConvertFrom( source, ImageUtility.PIXEL_FORMAT.BGRA8 );
//              temp.ToneMapFrom( source, ( float3 _HDR, ref float3 _LDR ) => { _LDR =_HDR; } );
//              temp.Save( new System.IO.FileInfo( @"D:\Workspaces\Unity Labs\AxF\AxF Shader\Assets\AxF Materials\X-Rite_14-LTH_Red_GoatLeather_4405_2479\" + texture.Name + ".png" ), ImageUtility.ImageFile.FILE_FORMAT.PNG );

                uint mipsCount = texture.Images[0].MipLevelsCount;
                for (uint mipIndex = 0; mipIndex < mipsCount; mipIndex++)
                {
                    // Individual dump as RGBA16 files
                    ImageUtility.ImageFile source = texture.Images[0][mipIndex][0];

                    float factor = 1.0f;
                    if (scale)
                    {
                        factor = 1.0f / texture.MaxValue;                               // Apply scale
                    }

//                  if ( textureType == TEXTURE_TYPE.BRDF_COLOR ) {
//                      Random	R = new Random();
//                      source.ReadWritePixels( ( uint _X, uint _Y, ref float4 _color ) => {
//                          _color.x = (0.5f+_X) / 63.0f;
//                          _color.y = (0.5f+_X) / 63.0f;
//                          _color.z = (0.5f+_X) / 63.0f;
//                          _color.w = (float) R.NextDouble();
//
//                          // Apply sRGB
//                          _color.x = Mathf.Pow( Math.Max( 0.0f, _color.x ), 1.0f / 2.2f );
//                          _color.y = Mathf.Pow( Math.Max( 0.0f, _color.y ), 1.0f / 2.2f );
//                          _color.z = Mathf.Pow( Math.Max( 0.0f, _color.z ), 1.0f / 2.2f );
//
//                      } );
//                  } else
                    if (sRGB)
                    {
                        source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => {
                            _color.x = Mathf.Pow(Math.Max(0.0f, factor * _color.x), 1.0f / 2.2f);
                            _color.y = Mathf.Pow(Math.Max(0.0f, factor * _color.y), 1.0f / 2.2f);
                            _color.z = Mathf.Pow(Math.Max(0.0f, factor * _color.z), 1.0f / 2.2f);
                            //						_color.w = 1.0f;
                        });
                    }

                    if (isNormalMap)
                    {
                        source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => {
                            _color.x = 0.5f * (1.0f + _color.x);
                            _color.y = 0.5f * (1.0f + _color.y);
                            _color.z = 0.5f * (1.0f + _color.z);
                        });
                    }

                    if (isIOR)
                    {
                        // Transform into F0
                        source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => {
                            if (float.IsNaN(_color.x))
                            {
                                _color.x = 1.2f;
                            }
                            if (float.IsNaN(_color.y))
                            {
                                _color.y = 1.2f;
                            }
                            if (float.IsNaN(_color.z))
                            {
                                _color.z = 1.2f;
                            }

                            _color.x = (_color.x - 1.0f) / (_color.x + 1.0f);                                   // We apply the square below, during the sRGB conversion
                            _color.y = (_color.y - 1.0f) / (_color.y + 1.0f);
                            _color.z = (_color.z - 1.0f) / (_color.z + 1.0f);
                            _color.x = Mathf.Pow(Mathf.Max(0.0f, _color.x), 2.0f / 2.2f);                                               // <= Notice the 2/2.2 here!
                            _color.y = Mathf.Pow(Mathf.Max(0.0f, _color.y), 2.0f / 2.2f);
                            _color.z = Mathf.Pow(Mathf.Max(0.0f, _color.z), 2.0f / 2.2f);
                        });
                        sRGB = true;                            // Also encoded as sRGB now
                    }

                    if (isAngle)
                    {
                        // Renormalize
                        source.ReadWritePixels((uint _X, uint _Y, ref float4 _color) => {
                            _color.x = 0.5f * (1.0f + _color.x * Mathf.INVPI);
                            _color.y = 0.5f * (1.0f + _color.y * Mathf.INVPI);
                            _color.z = 0.5f * (1.0f + _color.z * Mathf.INVPI);
                        });
                    }

                    ImageUtility.ImageFile temp = new ImageUtility.ImageFile();
//					if ( texture.Name.ToLower() == "diffusecolor" )
//						temp.ToneMapFrom( source, ( float3 _HDR, ref float3 _LDR ) => { _LDR =_HDR; } );	// 8-bits for diffuse otherwise unity doesn't like it... :'(
//					else
                    temp.ConvertFrom(source, ImageUtility.PIXEL_FORMAT.RGBA16);

                    System.IO.FileInfo targetMipTextureFileName = mipIndex > 0 ? new System.IO.FileInfo(System.IO.Path.Combine(fullTargetDirectory.FullName, texture.Name + "_mip" + mipIndex + ".png"))
                                                                                                                                                                : targetTextureFileName;

                    temp.Save(targetMipTextureFileName, ImageUtility.ImageFile.FILE_FORMAT.PNG);
//                  System.IO.FileInfo	targetMipTextureFileName = new System.IO.FileInfo( System.IO.Path.Combine( fullTargetDirectory.FullName, texture.Name + ".tif" ) );
//                  temp.Save( targetMipTextureFileName, ImageUtility.ImageFile.FILE_FORMAT.TIFF );

                    // Generate or read meta file
                    string GUID = GenerateMeta(targetMipTextureFileName, checkBoxGenerateMeta.Checked, checkBoxOverwriteExistingMeta.Checked, sRGB, isNormalMap, isIOR, isArray);
                    if (mipIndex == 0)
                    {
                        GUIDs[textureIndex] = GUID;
                        allGUIDsValid      &= GUID != null;
                    }
                }
//*/
            }

            if (!checkBoxGenerateMat.Checked)
            {
                return;
            }
            if (!allGUIDsValid)
            {
                throw new Exception("Not all texture GUIDs are valid! Can't generate material file!");
            }

            GenerateMaterial(_material, _targetDirectory, textureTypes, GUIDs);
        }