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blender-archive/source/blender/collada/Materials.cpp
Gaia Clary 5cc0bfa73a fix T61122 : Collada Importer: Added support for transparency for Materials.
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
2019-02-23 19:35:31 +01:00

322 lines
8.9 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "Materials.h"
MaterialNode::MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map) :
mContext(C),
material(ma),
effect(nullptr),
key_image_map(&key_image_map)
{
ntree = prepare_material_nodetree();
setShaderType();
}
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)
{
ntree = 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 == NULL) {
material->nodetree = ntreeAddTree(NULL, "Shader Nodetree", "ShaderNodeTree");
material->use_nodes = true;
}
return material->nodetree;
}
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::set_reflectivity(float val)
{
material->metallic = val;
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&shader_node->inputs, BC_PBR_METALLIC);
*(float *)socket->default_value = val;
}
void MaterialNode::set_ior(float val)
{
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&shader_node->inputs, BC_PBR_IOR);
*(float *)socket->default_value = val;
}
void MaterialNode::set_diffuse(COLLADAFW::ColorOrTexture &cot, std::string label)
{
int locy = -300 * (node_map.size()-2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNodeSocket *socket = (bNodeSocket *)BLI_findlink(&shader_node->inputs, BC_PBR_DIFFUSE);
float *fcol = (float *)socket->default_value;
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 if (cot.isTexture()) {
bNode *texture_node = add_texture_node(cot, -300, locy, label);
if (texture_node != NULL) {
add_link(texture_node, 0, shader_node, 0);
}
}
}
Image *MaterialNode::get_diffuse_image()
{
bNode *shader = ntreeFindType(ntree, SH_NODE_BSDF_PRINCIPLED);
if (shader == nullptr) {
return nullptr;
}
bNodeSocket *in_socket = (bNodeSocket *)BLI_findlink(&shader->inputs, BC_PBR_DIFFUSE);
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, std::string label)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
set_color(node, col);
// TODO: Connect node
}
// texture
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, label);
// TODO: Connect node
}
}
void MaterialNode::set_reflective(COLLADAFW::ColorOrTexture &cot, std::string label)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
set_color(node, col);
// TODO: Connect node
}
// texture
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, label);
// TODO: Connect node
}
}
void MaterialNode::set_emission(COLLADAFW::ColorOrTexture &cot, std::string label)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
set_color(node, col);
// TODO: Connect node
}
// texture
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, label);
// TODO: Connect node
}
}
void MaterialNode::set_opacity(COLLADAFW::ColorOrTexture &cot, std::string label)
{
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
}
if (col.isValid() || alpha < 1.0) {
// not sure what to do here
}
bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
set_color(node, col);
// TODO: Connect node
}
// texture
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, label);
// TODO: Connect node
}
}
void MaterialNode::set_specular(COLLADAFW::ColorOrTexture &cot, std::string label)
{
int locy = -300 * (node_map.size() - 2);
if (cot.isColor()) {
COLLADAFW::Color col = cot.getColor();
material->specr = col.getRed();
material->specg = col.getGreen();
material->specb = col.getBlue();
bNode *node = add_node(SH_NODE_RGB, -300, locy, label);
set_color(node, col);
// TODO: Connect node
}
// texture
else if (cot.isTexture()) {
add_texture_node(cot, -300, locy, label);
// TODO: Connect node
}
}
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 NULL;
}
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;
}