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
56 lines
1.6 KiB
C++
56 lines
1.6 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 <sstream>
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#include <string>
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#include "COLLADASWInstanceMaterial.h"
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#include "BKE_customdata.h"
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#include "BKE_material.h"
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#include "DNA_mesh_types.h"
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#include "InstanceWriter.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial &bind_material,
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Object *ob,
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bool active_uv_only)
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{
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for (int a = 0; a < ob->totcol; a++) {
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Material *ma = BKE_object_material_get(ob, a + 1);
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COLLADASW::InstanceMaterialList &iml = bind_material.getInstanceMaterialList();
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if (ma) {
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std::string matid(get_material_id(ma));
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matid = translate_id(matid);
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std::ostringstream ostr;
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ostr << matid;
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COLLADASW::InstanceMaterial im(ostr.str(),
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COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
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// create <bind_vertex_input> for each uv map
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Mesh *me = (Mesh *)ob->data;
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int num_layers = CustomData_number_of_layers(&me->ldata, CD_MLOOPUV);
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int map_index = 0;
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int active_uv_index = CustomData_get_active_layer_index(&me->ldata, CD_MLOOPUV);
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for (int b = 0; b < num_layers; b++) {
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if (!active_uv_only || b == active_uv_index) {
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char *name = bc_CustomData_get_layer_name(&me->ldata, CD_MLOOPUV, b);
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im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", map_index++));
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}
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}
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iml.push_back(im);
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}
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}
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}
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