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blender-archive/source/blender/io/collada/EffectExporter.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

73 lines
2.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <string>
#include <vector>
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWSampler.h"
#include "COLLADASWStreamWriter.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "ExportSettings.h"
#include "collada_utils.h"
class EffectsExporter : COLLADASW::LibraryEffects {
public:
EffectsExporter(COLLADASW::StreamWriter *sw,
BCExportSettings &export_settings,
KeyImageMap &key_image_map);
void exportEffects(bContext *C, Scene *sce);
void operator()(Material *ma, Object *ob);
COLLADASW::ColorOrTexture createTexture(Image *ima,
std::string &uv_layer_name,
COLLADASW::Sampler *sampler
/*COLLADASW::Surface *surface*/);
COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a);
private:
void set_shader_type(COLLADASW::EffectProfile &ep, Material *ma);
void set_diffuse_color(COLLADASW::EffectProfile &ep, Material *ma);
void set_emission(COLLADASW::EffectProfile &ep, Material *ma);
void set_ior(COLLADASW::EffectProfile &ep, Material *ma);
void set_shininess(COLLADASW::EffectProfile &ep, Material *ma);
void set_reflectivity(COLLADASW::EffectProfile &ep, Material *ma);
void set_transparency(COLLADASW::EffectProfile &ep, Material *ma);
void set_ambient(COLLADASW::EffectProfile &ep, Material *ma);
void set_specular(COLLADASW::EffectProfile &ep, Material *ma);
void set_reflective(COLLADASW::EffectProfile &ep, Material *ma);
void get_images(Material *ma, KeyImageMap &material_image_map);
void create_image_samplers(COLLADASW::EffectProfile &ep,
KeyImageMap &material_image_map,
std::string &active_uv);
void writeTextures(COLLADASW::EffectProfile &ep,
std::string &key,
COLLADASW::Sampler *sampler,
MTex *t,
Image *ima,
std::string &uvname);
bool hasEffects(Scene *sce);
BCExportSettings &export_settings;
KeyImageMap &key_image_map;
Scene *scene;
bContext *mContext;
};