Refactoring mesh code, it has become clear that local cleanups and simplifications are limited by the need to keep a C public API for mesh functions. This change makes code more obvious and makes further refactoring much easier. - Add a new `BKE_mesh.hh` header for a C++ only mesh API - Introduce a new `blender::bke::mesh` namespace, documented here: https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces - Move some functions to the new namespace, cleaning up their arguments - Move code to `Array` and `float3` where necessary to use the new API - Define existing inline mesh data access functions to the new header - Keep some C API functions where necessary because of RNA - Move all C++ files to use the new header, which includes the old one In the future it may make sense to split up `BKE_mesh.hh` more, but for now keeping the same name as the existing header keeps things simple. Pull Request: blender/blender#105416
299 lines
8.1 KiB
C++
299 lines
8.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#include <map>
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#include <set>
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#include "COLLADAFWColorOrTexture.h"
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#include "COLLADASWEffectProfile.h"
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#include "DocumentExporter.h"
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#include "EffectExporter.h"
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#include "MaterialExporter.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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#include "DNA_mesh_types.h"
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#include "DNA_world_types.h"
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#include "BKE_collection.h"
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#include "BKE_customdata.h"
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#include "BKE_material.h"
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#include "BKE_mesh.hh"
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static std::string getActiveUVLayerName(Object *ob)
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{
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Mesh *me = (Mesh *)ob->data;
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int num_layers = CustomData_number_of_layers(&me->ldata, CD_PROP_FLOAT2);
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if (num_layers) {
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return std::string(bc_CustomData_get_active_layer_name(&me->ldata, CD_PROP_FLOAT2));
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}
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return "";
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}
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EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings,
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KeyImageMap &key_image_map)
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: COLLADASW::LibraryEffects(sw), export_settings(export_settings), key_image_map(key_image_map)
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{
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}
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bool EffectsExporter::hasEffects(Scene *sce)
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{
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bool result = false;
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FOREACH_SCENE_OBJECT_BEGIN (sce, ob) {
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int a;
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for (a = 0; a < ob->totcol; a++) {
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Material *ma = BKE_object_material_get(ob, a + 1);
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/* no material, but check all of the slots */
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if (!ma) {
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continue;
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}
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result = true;
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break;
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}
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}
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FOREACH_SCENE_OBJECT_END;
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return result;
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}
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void EffectsExporter::exportEffects(bContext *C, Scene *sce)
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{
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if (hasEffects(sce)) {
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this->mContext = C;
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this->scene = sce;
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openLibrary();
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MaterialFunctor mf;
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mf.forEachMaterialInExportSet<EffectsExporter>(
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sce, *this, this->export_settings.get_export_set());
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closeLibrary();
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}
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}
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void EffectsExporter::set_shader_type(COLLADASW::EffectProfile &ep, Material *ma)
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{
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/* XXX check if BLINN and PHONG can be supported as well */
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ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
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}
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void EffectsExporter::set_transparency(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double alpha = bc_get_alpha(ma);
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if (alpha < 1) {
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/* workaround use <transparent> to avoid wrong handling of <transparency> by other tools */
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COLLADASW::ColorOrTexture cot = bc_get_cot(0, 0, 0, alpha);
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ep.setTransparent(cot, false, "alpha");
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ep.setOpaque(COLLADASW::EffectProfile::A_ONE);
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}
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}
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void EffectsExporter::set_diffuse_color(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_base_color(ma);
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ep.setDiffuse(cot, false, "diffuse");
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}
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void EffectsExporter::set_ambient(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_ambient(ma);
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ep.setAmbient(cot, false, "ambient");
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}
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void EffectsExporter::set_specular(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_specular(ma);
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ep.setSpecular(cot, false, "specular");
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}
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void EffectsExporter::set_reflective(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_reflective(ma);
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ep.setReflective(cot, false, "reflective");
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}
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void EffectsExporter::set_reflectivity(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double reflectivity = bc_get_reflectivity(ma);
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if (reflectivity > 0.0) {
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ep.setReflectivity(reflectivity, false, "specular");
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}
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}
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void EffectsExporter::set_emission(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_emission(ma);
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ep.setEmission(cot, false, "emission");
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}
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void EffectsExporter::set_ior(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double alpha = bc_get_ior(ma);
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ep.setIndexOfRefraction(alpha, false, "ior");
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}
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void EffectsExporter::set_shininess(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double shininess = bc_get_shininess(ma);
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ep.setShininess(shininess, false, "shininess");
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}
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void EffectsExporter::get_images(Material *ma, KeyImageMap &material_image_map)
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{
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if (!ma->use_nodes) {
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return;
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}
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MaterialNode material = MaterialNode(mContext, ma, key_image_map);
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Image *image = material.get_diffuse_image();
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if (image == nullptr) {
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return;
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}
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std::string uid(id_name(image));
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std::string key = translate_id(uid);
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if (material_image_map.find(key) == material_image_map.end()) {
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material_image_map[key] = image;
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key_image_map[key] = image;
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}
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}
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void EffectsExporter::create_image_samplers(COLLADASW::EffectProfile &ep,
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KeyImageMap &material_image_map,
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std::string &active_uv)
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{
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KeyImageMap::iterator iter;
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for (iter = material_image_map.begin(); iter != material_image_map.end(); iter++) {
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Image *image = iter->second;
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std::string uid(id_name(image));
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std::string key = translate_id(uid);
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COLLADASW::Sampler *sampler = new COLLADASW::Sampler(
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COLLADASW::Sampler::SAMPLER_TYPE_2D,
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key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
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key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
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sampler->setImageId(key);
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ep.setDiffuse(createTexture(image, active_uv, sampler), false, "diffuse");
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}
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}
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void EffectsExporter::operator()(Material *ma, Object *ob)
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{
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KeyImageMap material_image_map;
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openEffect(get_effect_id(ma));
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COLLADASW::EffectProfile ep(mSW);
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ep.setProfileType(COLLADASW::EffectProfile::COMMON);
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ep.openProfile();
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set_shader_type(ep, ma); /* creates a Lambert Shader for now */
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COLLADASW::ColorOrTexture cot;
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set_diffuse_color(ep, ma);
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set_emission(ep, ma);
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set_ior(ep, ma);
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set_reflectivity(ep, ma);
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set_transparency(ep, ma);
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/* TODO: */
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// set_shininess(ep, ma); shininess not supported for lambert
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// set_ambient(ep, ma);
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// set_specular(ep, ma);
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get_images(ma, material_image_map);
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std::string active_uv(getActiveUVLayerName(ob));
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create_image_samplers(ep, material_image_map, active_uv);
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#if 0
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uint a, b;
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for (a = 0, b = 0; a < tex_indices.size(); a++) {
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MTex *t = ma->mtex[tex_indices[a]];
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Image *ima = t->tex->ima;
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/* Image not set for texture */
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if (!ima) {
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continue;
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}
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std::string key(id_name(ima));
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key = translate_id(key);
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/* create only one <sampler>/<surface> pair for each unique image */
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if (im_samp_map.find(key) == im_samp_map.end()) {
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/* <newparam> <sampler> <source> */
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COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
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key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
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key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
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sampler.setImageId(key);
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/* copy values to arrays since they will live longer */
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samplers[a] = sampler;
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/* store pointers so they can be used later when we create <texture>s */
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samp_surf[b] = &samplers[a];
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//samp_surf[b][1] = &surfaces[a];
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im_samp_map[key] = b;
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b++;
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}
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}
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for (a = 0; a < tex_indices.size(); a++) {
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MTex *t = ma->mtex[tex_indices[a]];
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Image *ima = t->tex->ima;
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if (!ima) {
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continue;
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}
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std::string key(id_name(ima));
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key = translate_id(key);
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int i = im_samp_map[key];
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std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
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COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)
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samp_surf[i]; /* possibly uninitialized memory ... */
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writeTextures(ep, key, sampler, t, ima, uvname);
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}
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#endif
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/* performs the actual writing */
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ep.addProfileElements();
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ep.addExtraTechniques(mSW);
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ep.closeProfile();
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closeEffect();
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}
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COLLADASW::ColorOrTexture EffectsExporter::createTexture(Image *ima,
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std::string &uv_layer_name,
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COLLADASW::Sampler *sampler
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/*COLLADASW::Surface *surface*/)
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{
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COLLADASW::Texture texture(translate_id(id_name(ima)));
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texture.setTexcoord(uv_layer_name);
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// texture.setSurface(*surface);
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texture.setSampler(*sampler);
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COLLADASW::ColorOrTexture cot(texture);
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return cot;
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}
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COLLADASW::ColorOrTexture EffectsExporter::getcol(float r, float g, float b, float a)
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{
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COLLADASW::Color color(r, g, b, a);
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COLLADASW::ColorOrTexture cot(color);
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return cot;
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}
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