Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
62 lines
1.9 KiB
C++
62 lines
1.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <map>
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#include <string>
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#include "BKE_context.h"
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#include "BKE_node.h"
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#include "BLI_listbase.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "COLLADAFWEffectCommon.h"
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#include "collada_utils.h"
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typedef std::map<std::string, bNode *> NodeMap;
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class MaterialNode {
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private:
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bContext *mContext;
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Material *material;
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COLLADAFW::EffectCommon *effect;
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UidImageMap *uid_image_map = nullptr;
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KeyImageMap *key_image_map = nullptr;
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NodeMap node_map;
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bNodeTree *ntree;
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bNode *shader_node;
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bNode *output_node;
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/** Returns null if material already has a node tree. */
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bNodeTree *prepare_material_nodetree();
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bNode *add_node(int node_type, int locx, int locy, std::string label);
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void add_link(bNode *from_node, int from_index, bNode *to_node, int to_index);
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void add_link(bNode *from_node, const char *from_label, bNode *to_node, const char *to_label);
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bNode *add_texture_node(COLLADAFW::ColorOrTexture &cot, int locx, int locy, std::string label);
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void setShaderType();
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public:
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MaterialNode(bContext *C, COLLADAFW::EffectCommon *ef, Material *ma, UidImageMap &uid_image_map);
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MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map);
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Image *get_diffuse_image();
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void set_diffuse(COLLADAFW::ColorOrTexture &cot);
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void set_specular(COLLADAFW::ColorOrTexture &cot);
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void set_ambient(COLLADAFW::ColorOrTexture &cot);
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void set_reflective(COLLADAFW::ColorOrTexture &cot);
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void set_emission(COLLADAFW::ColorOrTexture &cot);
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void set_opacity(COLLADAFW::ColorOrTexture &cot);
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void set_reflectivity(COLLADAFW::FloatOrParam &val);
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void set_shininess(COLLADAFW::FloatOrParam &val);
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void set_ior(COLLADAFW::FloatOrParam &val);
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void set_alpha(COLLADAFW::EffectCommon::OpaqueMode mode,
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COLLADAFW::ColorOrTexture &cot,
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COLLADAFW::FloatOrParam &val);
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void update_material_nodetree();
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};
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