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blender-archive/source/blender/io/collada/Materials.cpp
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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "Materials.h"
#include "BKE_node_tree_update.h"
MaterialNode::MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map)
: mContext(C), material(ma), effect(nullptr), key_image_map(&key_image_map)
{
bNodeTree *new_ntree = prepare_material_nodetree();
setShaderType();
if (new_ntree) {
shader_node = add_node(SH_NODE_BSDF_PRINCIPLED, 0, 300, "");
output_node = add_node(SH_NODE_OUTPUT_MATERIAL, 300, 300, "");
add_link(shader_node, 0, output_node, 0);
}
}
MaterialNode::MaterialNode(bContext *C,
COLLADAFW::EffectCommon *ef,
Material *ma,
UidImageMap &uid_image_map)
: mContext(C), material(ma), effect(ef), uid_image_map(&uid_image_map)
{
prepare_material_nodetree();
setShaderType();
std::map<std::string, bNode *> nmap;
#if 0
nmap["main"] = add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300);
nmap["emission"] = add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission");
nmap["add"] = add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400);
nmap["transparent"] = add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200);
nmap["mix"] = add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency");
nmap["out"] = add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300);
nmap["out"]->flag &= ~NODE_SELECT;
add_link(ntree, nmap["emission"], 0, nmap["add"], 0);
add_link(ntree, nmap["main"], 0, nmap["add"], 1);
add_link(ntree, nmap["add"], 0, nmap["mix"], 1);
add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);
add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
/* experimental, probably not used. */
make_group(C, ntree, nmap);
#else
shader_node = add_node(SH_NODE_BSDF_PRINCIPLED, 0, 300, "");
output_node = add_node(SH_NODE_OUTPUT_MATERIAL, 300, 300, "");
add_link(shader_node, 0, output_node, 0);
#endif
}
void MaterialNode::setShaderType()
{
#if 0
COLLADAFW::EffectCommon::ShaderType shader = ef->getShaderType();
/* Currently we only support PBR based shaders */
/* TODO: simulate the effects with PBR */
/* blinn */
if (shader == COLLADAFW::EffectCommon::SHADER_BLINN) {
ma->spec_shader = MA_SPEC_BLINN;
ma->spec = ef->getShininess().getFloatValue();
}
/* phong */
else if (shader == COLLADAFW::EffectCommon::SHADER_PHONG) {
ma->spec_shader = MA_SPEC_PHONG;
ma->har = ef->getShininess().getFloatValue();
}
/* lambert */
else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
ma->diff_shader = MA_DIFF_LAMBERT;
}
/* default - lambert */
else {
ma->diff_shader = MA_DIFF_LAMBERT;
fprintf(stderr, "Current shader type is not supported, default to lambert.\n");
}
#endif
}
bNodeTree *MaterialNode::prepare_material_nodetree()
{
if (material->nodetree) {
ntree = material->nodetree;
return nullptr;
}
material->nodetree = ntreeAddTree(nullptr, "Shader Nodetree", "ShaderNodeTree");
material->use_nodes = true;
ntree = material->nodetree;
return ntree;
}
void MaterialNode::update_material_nodetree()
{
BKE_ntree_update_main_tree(CTX_data_main(mContext), ntree, nullptr);
}
bNode *MaterialNode::add_node(int node_type, int locx, int locy, std::string label)
{
bNode *node = nodeAddStaticNode(mContext, ntree, node_type);
if (node) {
if (label.length() > 0) {
strcpy(node->label, label.c_str());
}
node->locx = locx;
node->locy = locy;
node->flag |= NODE_SELECT;
}
node_map[label] = node;
return node;
}
void MaterialNode::add_link(bNode *from_node, int from_index, bNode *to_node, int to_index)
{
bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
nodeAddLink(ntree, from_node, from_socket, to_node, to_socket);
}
void MaterialNode::add_link(bNode *from_node,
const char *from_label,
bNode *to_node,
const char *to_label)
{
bNodeSocket *from_socket = nodeFindSocket(from_node, SOCK_OUT, from_label);
bNodeSocket *to_socket = nodeFindSocket(to_node, SOCK_IN, to_label);
if (from_socket && to_socket) {
nodeAddLink(ntree, from_node, from_socket, to_node, to_socket);
}
}
void MaterialNode::set_reflectivity(COLLADAFW::FloatOrParam &val)
{
float reflectivity = val.getFloatValue();
if (reflectivity >= 0) {
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Metallic");
((bNodeSocketValueFloat *)socket->default_value)->value = reflectivity;
material->metallic = reflectivity;
}
}
#if 0
/* needs rework to be done for 2.81 */
void MaterialNode::set_shininess(COLLADAFW::FloatOrParam &val)
{
float roughness = val.getFloatValue();
if (roughness >= 0) {
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Roughness");
((bNodeSocketValueFloat *)socket->default_value)->value = roughness;
}
}
#endif
void MaterialNode::set_ior(COLLADAFW::FloatOrParam &val)
{
float ior = val.getFloatValue();
if (ior < 0) {
fprintf(stderr,
"IOR of negative value is not allowed for materials (using Blender default value "
"instead)");
return;
}
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "IOR");
((bNodeSocketValueFloat *)socket->default_value)->value = ior;
}
void MaterialNode::set_alpha(COLLADAFW::EffectCommon::OpaqueMode mode,
COLLADAFW::ColorOrTexture &cot,
COLLADAFW::FloatOrParam &val)
{
/* Handling the alpha value according to the Collada 1.4 reference guide
* see page 7-5 Determining Transparency (Opacity)
*/
if (effect == nullptr) {
return;
}
if (cot.isColor() || !cot.isValid()) {
/* transparent_cot is either a color or not defined */
float transparent_alpha;
if (cot.isValid()) {
COLLADAFW::Color col = cot.getColor();
transparent_alpha = col.getAlpha();
}
else {
/* no transparent color defined */
transparent_alpha = 1;
}
float transparency_alpha = val.getFloatValue();
if (transparency_alpha < 0) {
/* transparency is not defined */
transparency_alpha = 1; /* set to opaque */
}
float alpha = transparent_alpha * transparency_alpha;
if (mode == COLLADAFW::EffectCommon::RGB_ZERO) {
alpha = 1 - alpha;
}
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Alpha");
((bNodeSocketValueFloat *)socket->default_value)->value = alpha;
material->a = alpha;
}
else if (cot.isTexture()) {
int locy = -300 * (node_map.size() - 2);
add_texture_node(cot, -300, locy, "Alpha");
}
}
void MaterialNode::set_diffuse(COLLADAFW::ColorOrTexture &cot)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isTexture()) {
bNode *texture_node = add_texture_node(cot, -300, locy, "Base Color");
if (texture_node != nullptr) {
add_link(texture_node, 0, shader_node, 0);
}
}
else {
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Base Color");
float *fcol = (float *)socket->default_value;
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
fcol[0] = material->r = col.getRed();
fcol[1] = material->g = col.getGreen();
fcol[2] = material->b = col.getBlue();
fcol[3] = material->a = col.getAlpha();
}
else {
/* no diffuse term = same as black */
fcol[0] = material->r = 0.0f;
fcol[1] = material->g = 0.0f;
fcol[2] = material->b = 0.0f;
fcol[3] = material->a = 1.0f;
}
}
}
Image *MaterialNode::get_diffuse_image()
{
bNode *shader = ntreeFindType(ntree, SH_NODE_BSDF_PRINCIPLED);
if (shader == nullptr) {
return nullptr;
}
bNodeSocket *in_socket = nodeFindSocket(shader, SOCK_IN, "Base Color");
if (in_socket == nullptr) {
return nullptr;
}
bNodeLink *link = in_socket->link;
if (link == nullptr) {
return nullptr;
}
bNode *texture = link->fromnode;
if (texture == nullptr) {
return nullptr;
}
if (texture->type != SH_NODE_TEX_IMAGE) {
return nullptr;
}
Image *image = (Image *)texture->id;
return image;
}
static bNodeSocket *set_color(bNode *node, COLLADAFW::Color col)
{
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
float *fcol = (float *)socket->default_value;
fcol[0] = col.getRed();
fcol[1] = col.getGreen();
fcol[2] = col.getBlue();
return socket;
}
void MaterialNode::set_ambient(COLLADAFW::ColorOrTexture &cot)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNode *node = add_node(SH_NODE_RGB, -300, locy, "Ambient");
set_color(node, col);
/* TODO: Connect node */
}
/* texture */
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, "Ambient");
/* TODO: Connect node */
}
}
void MaterialNode::set_reflective(COLLADAFW::ColorOrTexture &cot)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNode *node = add_node(SH_NODE_RGB, -300, locy, "Reflective");
set_color(node, col);
/* TODO: Connect node */
}
/* texture */
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, "Reflective");
/* TODO: Connect node */
}
}
void MaterialNode::set_emission(COLLADAFW::ColorOrTexture &cot)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Emission");
float *fcol = (float *)socket->default_value;
fcol[0] = col.getRed();
fcol[1] = col.getGreen();
fcol[2] = col.getBlue();
fcol[3] = col.getAlpha();
}
// texture
else if (cot.isTexture()) {
bNode *texture_node = add_texture_node(cot, -300, locy, "Emission");
if (texture_node != nullptr) {
add_link(texture_node, "Color", shader_node, "Emission");
}
}
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Emission Strength");
if (socket) {
*(float *)socket->default_value = 1.0f;
}
}
void MaterialNode::set_opacity(COLLADAFW::ColorOrTexture &cot)
{
if (effect == nullptr) {
return;
}
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = effect->getTransparent().getColor();
float alpha = effect->getTransparency().getFloatValue();
if (col.isValid()) {
alpha *= col.getAlpha(); /* Assuming A_ONE opaque mode */
}
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Alpha");
((bNodeSocketValueFloat *)socket->default_value)->value = alpha;
}
/* texture */
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, "Alpha");
/* TODO: Connect node */
}
}
void MaterialNode::set_specular(COLLADAFW::ColorOrTexture &cot)
{
bool has_specularity = true;
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
if (col.getRed() == 0 && col.getGreen() == 0 && col.getBlue() == 0) {
has_specularity = false;
}
else {
bNode *node = add_node(SH_NODE_RGB, -300, locy, "Specular");
set_color(node, col);
/* TODO: Connect node */
}
}
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, "Specular");
/* TODO: Connect node */
}
else {
/* no specular term) */
has_specularity = false;
}
if (!has_specularity) {
/* If specularity is black or not defined reset the Specular value to 0
* TODO: This is a solution only for a corner case. We must find a better
* way to handle specularity in general. Also note that currently we
* do not export specularity values, see EffectExporter::operator() */
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Specular");
((bNodeSocketValueFloat *)socket->default_value)->value = 0.0f;
}
}
bNode *MaterialNode::add_texture_node(COLLADAFW::ColorOrTexture &cot,
int locx,
int locy,
std::string label)
{
if (effect == nullptr) {
return nullptr;
}
UidImageMap &image_map = *uid_image_map;
COLLADAFW::Texture ctex = cot.getTexture();
COLLADAFW::SamplerPointerArray &samp_array = effect->getSamplerPointerArray();
COLLADAFW::Sampler *sampler = samp_array[ctex.getSamplerId()];
const COLLADAFW::UniqueId &ima_uid = sampler->getSourceImage();
if (image_map.find(ima_uid) == image_map.end()) {
fprintf(stderr, "Couldn't find an image by UID.\n");
return nullptr;
}
Image *ima = image_map[ima_uid];
bNode *texture_node = add_node(SH_NODE_TEX_IMAGE, locx, locy, label);
texture_node->id = &ima->id;
return texture_node;
}