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blender-archive/source/blender/io/collada/Materials.h
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

62 lines
1.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <map>
#include <string>
#include "BKE_context.h"
#include "BKE_node.h"
#include "BLI_listbase.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "COLLADAFWEffectCommon.h"
#include "collada_utils.h"
typedef std::map<std::string, bNode *> NodeMap;
class MaterialNode {
private:
bContext *mContext;
Material *material;
COLLADAFW::EffectCommon *effect;
UidImageMap *uid_image_map = nullptr;
KeyImageMap *key_image_map = nullptr;
NodeMap node_map;
bNodeTree *ntree;
bNode *shader_node;
bNode *output_node;
/** Returns null if material already has a node tree. */
bNodeTree *prepare_material_nodetree();
bNode *add_node(int node_type, int locx, int locy, std::string label);
void add_link(bNode *from_node, int from_index, bNode *to_node, int to_index);
void add_link(bNode *from_node, const char *from_label, bNode *to_node, const char *to_label);
bNode *add_texture_node(COLLADAFW::ColorOrTexture &cot, int locx, int locy, std::string label);
void setShaderType();
public:
MaterialNode(bContext *C, COLLADAFW::EffectCommon *ef, Material *ma, UidImageMap &uid_image_map);
MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map);
Image *get_diffuse_image();
void set_diffuse(COLLADAFW::ColorOrTexture &cot);
void set_specular(COLLADAFW::ColorOrTexture &cot);
void set_ambient(COLLADAFW::ColorOrTexture &cot);
void set_reflective(COLLADAFW::ColorOrTexture &cot);
void set_emission(COLLADAFW::ColorOrTexture &cot);
void set_opacity(COLLADAFW::ColorOrTexture &cot);
void set_reflectivity(COLLADAFW::FloatOrParam &val);
void set_shininess(COLLADAFW::FloatOrParam &val);
void set_ior(COLLADAFW::FloatOrParam &val);
void set_alpha(COLLADAFW::EffectCommon::OpaqueMode mode,
COLLADAFW::ColorOrTexture &cot,
COLLADAFW::FloatOrParam &val);
void update_material_nodetree();
};