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