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blender-archive/source/blender/collada/Materials.h
Campbell Barton 65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00

79 lines
2.4 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.
*/
#ifndef __MATERIAL_H__
#define __MATERIAL_H__
#include <map>
#include <string>
extern "C" {
#include "BKE_context.h"
#include "BKE_node.h"
#include "BLI_listbase.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
}
#include "collada_utils.h"
#include "COLLADAFWEffectCommon.h"
typedef enum BC_pbr_inputs {
BC_PBR_DIFFUSE = 0,
BC_PBR_METALLIC = 4,
BC_PBR_IOR = 14,
} BC_pbr_inputs;
typedef std::map<std::string, bNode *> NodeMap;
class MaterialNode {
private:
bContext *mContext;
Material *material;
COLLADAFW::EffectCommon *effect;
UidImageMap *uid_image_map = nullptr;
KeyImageMap *key_image_map = nullptr;
NodeMap node_map;
bNodeTree *ntree;
bNode *shader_node;
bNode *output_node;
bNodeTree *prepare_material_nodetree();
bNode *add_node(int node_type, int locx, int locy, std::string label);
void add_link(bNode *from_node, int from_index, bNode *to_node, int to_index);
bNode *add_texture_node(COLLADAFW::ColorOrTexture &cot, int locx, int locy, std::string label);
void setShaderType();
public:
MaterialNode(bContext *C, COLLADAFW::EffectCommon *ef, Material *ma, UidImageMap &uid_image_map);
MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map);
void set_diffuse(COLLADAFW::ColorOrTexture &cot, std::string label);
Image *get_diffuse_image();
void set_specular(COLLADAFW::ColorOrTexture &cot, std::string label);
void set_ambient(COLLADAFW::ColorOrTexture &cot, std::string label);
void set_reflective(COLLADAFW::ColorOrTexture &cot, std::string label);
void set_emission(COLLADAFW::ColorOrTexture &cot, std::string label);
void set_opacity(COLLADAFW::ColorOrTexture &cot, std::string label);
void set_reflectivity(float val);
void set_ior(float val);
};
#endif