Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
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.h"
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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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