This fix sets the Base color in the principled BSDF Shader and in the Material->r,g,b,a values. So the transparency and color are the same when switching the "use nodes" option for the material
322 lines
8.9 KiB
C++
322 lines
8.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "Materials.h"
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MaterialNode::MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map) :
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mContext(C),
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material(ma),
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effect(nullptr),
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key_image_map(&key_image_map)
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{
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ntree = prepare_material_nodetree();
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setShaderType();
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}
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MaterialNode::MaterialNode(bContext *C, COLLADAFW::EffectCommon *ef, Material *ma, UidImageMap &uid_image_map) :
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mContext(C),
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material(ma),
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effect(ef),
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uid_image_map(&uid_image_map)
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{
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ntree = prepare_material_nodetree();
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setShaderType();
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std::map<std::string, bNode *> nmap;
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#if 0
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nmap["main"] = add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300);
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nmap["emission"] = add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission");
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nmap["add"] = add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400);
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nmap["transparent"] = add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200);
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nmap["mix"] = add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency");
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nmap["out"] = add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300);
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nmap["out"]->flag &= ~NODE_SELECT;
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add_link(ntree, nmap["emission"], 0, nmap["add"], 0);
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add_link(ntree, nmap["main"], 0, nmap["add"], 1);
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add_link(ntree, nmap["add"], 0, nmap["mix"], 1);
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add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);
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add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
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// experimental, probably not used.
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make_group(C, ntree, nmap);
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#else
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shader_node = add_node(SH_NODE_BSDF_PRINCIPLED, 0, 300, "");
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output_node = add_node(SH_NODE_OUTPUT_MATERIAL, 300, 300, "");
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add_link(shader_node, 0, output_node, 0);
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#endif
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}
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void MaterialNode::setShaderType()
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{
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#if 0
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COLLADAFW::EffectCommon::ShaderType shader = ef->getShaderType();
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// Currently we only support PBR based shaders
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// TODO: simulate the effects with PBR
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// blinn
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if (shader == COLLADAFW::EffectCommon::SHADER_BLINN) {
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ma->spec_shader = MA_SPEC_BLINN;
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ma->spec = ef->getShininess().getFloatValue();
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}
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// phong
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else if (shader == COLLADAFW::EffectCommon::SHADER_PHONG) {
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ma->spec_shader = MA_SPEC_PHONG;
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ma->har = ef->getShininess().getFloatValue();
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}
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// lambert
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else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
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ma->diff_shader = MA_DIFF_LAMBERT;
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}
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// default - lambert
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else {
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ma->diff_shader = MA_DIFF_LAMBERT;
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fprintf(stderr, "Current shader type is not supported, default to lambert.\n");
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}
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#endif
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}
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bNodeTree *MaterialNode::prepare_material_nodetree()
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{
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if (material->nodetree == NULL) {
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material->nodetree = ntreeAddTree(NULL, "Shader Nodetree", "ShaderNodeTree");
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material->use_nodes = true;
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}
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return material->nodetree;
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}
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bNode *MaterialNode::add_node(int node_type, int locx, int locy, std::string label)
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{
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bNode *node = nodeAddStaticNode(mContext, ntree, node_type);
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if (node) {
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if (label.length() > 0) {
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strcpy(node->label, label.c_str());
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}
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node->locx = locx;
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node->locy = locy;
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node->flag |= NODE_SELECT;
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}
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node_map[label] = node;
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return node;
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}
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void MaterialNode::add_link(bNode *from_node, int from_index, bNode *to_node, int to_index)
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{
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bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
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bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
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nodeAddLink(ntree, from_node, from_socket, to_node, to_socket);
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}
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void MaterialNode::set_reflectivity(float val)
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{
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material->metallic = val;
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bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&shader_node->inputs, BC_PBR_METALLIC);
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*(float *)socket->default_value = val;
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}
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void MaterialNode::set_ior(float val)
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{
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bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&shader_node->inputs, BC_PBR_IOR);
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*(float *)socket->default_value = val;
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}
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void MaterialNode::set_diffuse(COLLADAFW::ColorOrTexture &cot, std::string label)
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{
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int locy = -300 * (node_map.size()-2);
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if (cot.isColor()) {
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COLLADAFW::Color col = cot.getColor();
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bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&shader_node->inputs, BC_PBR_DIFFUSE);
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float *fcol = (float *)socket->default_value;
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fcol[0] = material->r = col.getRed();
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fcol[1] = material->g = col.getGreen();
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fcol[2] = material->b = col.getBlue();
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fcol[3] = material->a = col.getAlpha();
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}
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else if (cot.isTexture()) {
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bNode *texture_node = add_texture_node(cot, -300, locy, label);
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if (texture_node != NULL) {
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add_link(texture_node, 0, shader_node, 0);
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}
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}
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}
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Image *MaterialNode::get_diffuse_image()
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{
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bNode *shader = ntreeFindType(ntree, SH_NODE_BSDF_PRINCIPLED);
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if (shader == nullptr) {
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return nullptr;
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}
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bNodeSocket *in_socket = (bNodeSocket *)BLI_findlink(&shader->inputs, BC_PBR_DIFFUSE);
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if (in_socket == nullptr) {
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return nullptr;
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}
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bNodeLink *link = in_socket->link;
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if (link == nullptr) {
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return nullptr;
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}
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bNode *texture = link->fromnode;
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if (texture == nullptr) {
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return nullptr;
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}
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if (texture->type != SH_NODE_TEX_IMAGE) {
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return nullptr;
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}
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Image *image = (Image *)texture->id;
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return image;
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}
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static bNodeSocket *set_color(bNode *node, COLLADAFW::Color col)
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{
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bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&node->outputs, 0);
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float *fcol = (float *)socket->default_value;
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fcol[0] = col.getRed();
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fcol[1] = col.getGreen();
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fcol[2] = col.getBlue();
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return socket;
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}
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void MaterialNode::set_ambient(COLLADAFW::ColorOrTexture &cot, std::string label)
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{
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int locy = -300 * (node_map.size() - 2);
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if (cot.isColor()) {
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COLLADAFW::Color col = cot.getColor();
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bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
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set_color(node, col);
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// TODO: Connect node
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}
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// texture
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else if (cot.isTexture()) {
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add_texture_node(cot, -300, locy, label);
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// TODO: Connect node
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}
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}
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void MaterialNode::set_reflective(COLLADAFW::ColorOrTexture &cot, std::string label)
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{
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int locy = -300 * (node_map.size() - 2);
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if (cot.isColor()) {
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COLLADAFW::Color col = cot.getColor();
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bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
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set_color(node, col);
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// TODO: Connect node
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}
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// texture
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else if (cot.isTexture()) {
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add_texture_node(cot, -300, locy, label);
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// TODO: Connect node
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}
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}
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void MaterialNode::set_emission(COLLADAFW::ColorOrTexture &cot, std::string label)
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{
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int locy = -300 * (node_map.size() - 2);
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if (cot.isColor()) {
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COLLADAFW::Color col = cot.getColor();
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bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
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set_color(node, col);
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// TODO: Connect node
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}
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// texture
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else if (cot.isTexture()) {
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add_texture_node(cot, -300, locy, label);
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// TODO: Connect node
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}
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}
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void MaterialNode::set_opacity(COLLADAFW::ColorOrTexture &cot, std::string label)
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{
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if (effect == nullptr) {
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return;
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}
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int locy = -300 * (node_map.size() - 2);
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if (cot.isColor()) {
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COLLADAFW::Color col = effect->getTransparent().getColor();
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float alpha = effect->getTransparency().getFloatValue();
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if (col.isValid()) {
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alpha *= col.getAlpha(); // Assuming A_ONE opaque mode
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}
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if (col.isValid() || alpha < 1.0) {
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// not sure what to do here
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}
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bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
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set_color(node, col);
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// TODO: Connect node
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}
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// texture
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else if (cot.isTexture()) {
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add_texture_node(cot, -300, locy, label);
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// TODO: Connect node
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}
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}
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void MaterialNode::set_specular(COLLADAFW::ColorOrTexture &cot, std::string label)
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{
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int locy = -300 * (node_map.size() - 2);
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if (cot.isColor()) {
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COLLADAFW::Color col = cot.getColor();
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material->specr = col.getRed();
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material->specg = col.getGreen();
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material->specb = col.getBlue();
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bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
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set_color(node, col);
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// TODO: Connect node
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}
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// texture
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else if (cot.isTexture()) {
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add_texture_node(cot, -300, locy, label);
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// TODO: Connect node
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}
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}
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bNode *MaterialNode::add_texture_node(COLLADAFW::ColorOrTexture &cot, int locx, int locy, std::string label)
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{
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if (effect == nullptr) {
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return nullptr;
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}
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UidImageMap &image_map = *uid_image_map;
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COLLADAFW::Texture ctex = cot.getTexture();
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COLLADAFW::SamplerPointerArray& samp_array = effect->getSamplerPointerArray();
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COLLADAFW::Sampler *sampler = samp_array[ctex.getSamplerId()];
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const COLLADAFW::UniqueId& ima_uid = sampler->getSourceImage();
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if (image_map.find(ima_uid) == image_map.end()) {
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fprintf(stderr, "Couldn't find an image by UID.\n");
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return NULL;
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}
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Image *ima = image_map[ima_uid];
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bNode *texture_node = add_node(SH_NODE_TEX_IMAGE, locx, locy, label);
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texture_node->id = &ima->id;
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return texture_node;
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}
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