This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/io/collada/EffectExporter.cpp
Campbell Barton 2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00

311 lines
8.7 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.
*/
/** \file
* \ingroup collada
*/
#include <map>
#include <set>
#include "COLLADAFWColorOrTexture.h"
#include "COLLADASWEffectProfile.h"
#include "DocumentExporter.h"
#include "EffectExporter.h"
#include "MaterialExporter.h"
#include "collada_internal.h"
#include "collada_utils.h"
#include "DNA_mesh_types.h"
#include "DNA_world_types.h"
#include "BKE_collection.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
static std::string getActiveUVLayerName(Object *ob)
{
Mesh *me = (Mesh *)ob->data;
int num_layers = CustomData_number_of_layers(&me->ldata, CD_MLOOPUV);
if (num_layers) {
return std::string(bc_CustomData_get_active_layer_name(&me->ldata, CD_MLOOPUV));
}
return "";
}
EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw,
BCExportSettings &export_settings,
KeyImageMap &key_image_map)
: COLLADASW::LibraryEffects(sw), export_settings(export_settings), key_image_map(key_image_map)
{
}
bool EffectsExporter::hasEffects(Scene *sce)
{
FOREACH_SCENE_OBJECT_BEGIN (sce, ob) {
int a;
for (a = 0; a < ob->totcol; a++) {
Material *ma = BKE_object_material_get(ob, a + 1);
/* no material, but check all of the slots */
if (!ma) {
continue;
}
return true;
}
}
FOREACH_SCENE_OBJECT_END;
return false;
}
void EffectsExporter::exportEffects(bContext *C, Scene *sce)
{
if (hasEffects(sce)) {
this->mContext = C;
this->scene = sce;
openLibrary();
MaterialFunctor mf;
mf.forEachMaterialInExportSet<EffectsExporter>(
sce, *this, this->export_settings.get_export_set());
closeLibrary();
}
}
void EffectsExporter::set_shader_type(COLLADASW::EffectProfile &ep, Material *ma)
{
/* XXX check if BLINN and PHONG can be supported as well */
ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
}
void EffectsExporter::set_transparency(COLLADASW::EffectProfile &ep, Material *ma)
{
double alpha = bc_get_alpha(ma);
if (alpha < 1) {
/* workaround use <transparent> to avoid wrong handling of <transparency> by other tools */
COLLADASW::ColorOrTexture cot = bc_get_cot(0, 0, 0, alpha);
ep.setTransparent(cot, false, "alpha");
ep.setOpaque(COLLADASW::EffectProfile::A_ONE);
}
}
void EffectsExporter::set_diffuse_color(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot = bc_get_base_color(ma);
ep.setDiffuse(cot, false, "diffuse");
}
void EffectsExporter::set_ambient(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot = bc_get_ambient(ma);
ep.setAmbient(cot, false, "ambient");
}
void EffectsExporter::set_specular(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot = bc_get_specular(ma);
ep.setSpecular(cot, false, "specular");
}
void EffectsExporter::set_reflective(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot = bc_get_reflective(ma);
ep.setReflective(cot, false, "reflective");
}
void EffectsExporter::set_reflectivity(COLLADASW::EffectProfile &ep, Material *ma)
{
double reflectivity = bc_get_reflectivity(ma);
if (reflectivity > 0.0) {
ep.setReflectivity(reflectivity, false, "specular");
}
}
void EffectsExporter::set_emission(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot = bc_get_emission(ma);
ep.setEmission(cot, false, "emission");
}
void EffectsExporter::set_ior(COLLADASW::EffectProfile &ep, Material *ma)
{
double alpha = bc_get_ior(ma);
ep.setIndexOfRefraction(alpha, false, "ior");
}
void EffectsExporter::set_shininess(COLLADASW::EffectProfile &ep, Material *ma)
{
double shininess = bc_get_shininess(ma);
ep.setShininess(shininess, false, "shininess");
}
void EffectsExporter::get_images(Material *ma, KeyImageMap &material_image_map)
{
if (!ma->use_nodes) {
return;
}
MaterialNode material = MaterialNode(mContext, ma, key_image_map);
Image *image = material.get_diffuse_image();
if (image == nullptr) {
return;
}
std::string uid(id_name(image));
std::string key = translate_id(uid);
if (material_image_map.find(key) == material_image_map.end()) {
material_image_map[key] = image;
key_image_map[key] = image;
}
}
void EffectsExporter::create_image_samplers(COLLADASW::EffectProfile &ep,
KeyImageMap &material_image_map,
std::string &active_uv)
{
KeyImageMap::iterator iter;
for (iter = material_image_map.begin(); iter != material_image_map.end(); iter++) {
Image *image = iter->second;
std::string uid(id_name(image));
std::string key = translate_id(uid);
COLLADASW::Sampler *sampler = new COLLADASW::Sampler(
COLLADASW::Sampler::SAMPLER_TYPE_2D,
key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
sampler->setImageId(key);
ep.setDiffuse(createTexture(image, active_uv, sampler), false, "diffuse");
}
}
void EffectsExporter::operator()(Material *ma, Object *ob)
{
KeyImageMap material_image_map;
openEffect(get_effect_id(ma));
COLLADASW::EffectProfile ep(mSW);
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
ep.openProfile();
set_shader_type(ep, ma); /* creates a Lambert Shader for now */
COLLADASW::ColorOrTexture cot;
set_diffuse_color(ep, ma);
set_emission(ep, ma);
set_ior(ep, ma);
set_reflectivity(ep, ma);
set_transparency(ep, ma);
/* TODO: */
// set_shininess(ep, ma); shininess not supported for lambert
// set_ambient(ep, ma);
// set_specular(ep, ma);
get_images(ma, material_image_map);
std::string active_uv(getActiveUVLayerName(ob));
create_image_samplers(ep, material_image_map, active_uv);
#if 0
unsigned int a, b;
for (a = 0, b = 0; a < tex_indices.size(); a++) {
MTex *t = ma->mtex[tex_indices[a]];
Image *ima = t->tex->ima;
/* Image not set for texture */
if (!ima) {
continue;
}
std::string key(id_name(ima));
key = translate_id(key);
/* create only one <sampler>/<surface> pair for each unique image */
if (im_samp_map.find(key) == im_samp_map.end()) {
/* <newparam> <sampler> <source> */
COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
sampler.setImageId(key);
/* copy values to arrays since they will live longer */
samplers[a] = sampler;
/* store pointers so they can be used later when we create <texture>s */
samp_surf[b] = &samplers[a];
//samp_surf[b][1] = &surfaces[a];
im_samp_map[key] = b;
b++;
}
}
for (a = 0; a < tex_indices.size(); a++) {
MTex *t = ma->mtex[tex_indices[a]];
Image *ima = t->tex->ima;
if (!ima) {
continue;
}
std::string key(id_name(ima));
key = translate_id(key);
int i = im_samp_map[key];
std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)
samp_surf[i]; /* possibly uninitialized memory ... */
writeTextures(ep, key, sampler, t, ima, uvname);
}
#endif
/* performs the actual writing */
ep.addProfileElements();
ep.addExtraTechniques(mSW);
ep.closeProfile();
closeEffect();
}
COLLADASW::ColorOrTexture EffectsExporter::createTexture(Image *ima,
std::string &uv_layer_name,
COLLADASW::Sampler *sampler
/*COLLADASW::Surface *surface*/)
{
COLLADASW::Texture texture(translate_id(id_name(ima)));
texture.setTexcoord(uv_layer_name);
// texture.setSurface(*surface);
texture.setSampler(*sampler);
COLLADASW::ColorOrTexture cot(texture);
return cot;
}
COLLADASW::ColorOrTexture EffectsExporter::getcol(float r, float g, float b, float a)
{
COLLADASW::Color color(r, g, b, a);
COLLADASW::ColorOrTexture cot(color);
return cot;
}