449 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			449 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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 *                 Nathan Letwory
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/collada/EffectExporter.cpp
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 *  \ingroup collada
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 */
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#include <map>
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#include <set>
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#include "COLLADASWEffectProfile.h"
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#include "EffectExporter.h"
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#include "DocumentExporter.h"
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#include "MaterialExporter.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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extern "C" {
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	#include "DNA_mesh_types.h"
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	#include "DNA_texture_types.h"
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	#include "DNA_world_types.h"
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	#include "BKE_customdata.h"
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	#include "BKE_mesh.h"
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	#include "BKE_material.h"
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}
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// OB_MESH is assumed
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static std::string getActiveUVLayerName(Object *ob)
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{
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	Mesh *me = (Mesh *)ob->data;
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	int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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	if (num_layers)
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		return std::string(bc_CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
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	return "";
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}
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EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryEffects(sw), export_settings(export_settings) {
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}
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bool EffectsExporter::hasEffects(Scene *sce)
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{
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	Base *base = (Base *)sce->base.first;
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	while (base) {
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		Object *ob = base->object;
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		int a;
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		for (a = 0; a < ob->totcol; a++) {
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			Material *ma = give_current_material(ob, a + 1);
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			// no material, but check all of the slots
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			if (!ma) continue;
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			return true;
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		}
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		base = base->next;
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	}
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	return false;
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}
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void EffectsExporter::exportEffects(Scene *sce)
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{
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	if (hasEffects(sce)) {
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		this->scene = sce;
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		openLibrary();
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		MaterialFunctor mf;
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		mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);
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		closeLibrary();
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	}
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}
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void EffectsExporter::writeBlinn(COLLADASW::EffectProfile &ep, Material *ma)
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{
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	COLLADASW::ColorOrTexture cot;
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	ep.setShaderType(COLLADASW::EffectProfile::BLINN);
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	// shininess
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	ep.setShininess(ma->har, false, "shininess");
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	// specular
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	cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
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	ep.setSpecular(cot, false, "specular");
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}
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void EffectsExporter::writeLambert(COLLADASW::EffectProfile &ep, Material *ma)
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{
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	COLLADASW::ColorOrTexture cot;
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	ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
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}
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void EffectsExporter::writePhong(COLLADASW::EffectProfile &ep, Material *ma)
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{
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	COLLADASW::ColorOrTexture cot;
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	ep.setShaderType(COLLADASW::EffectProfile::PHONG);
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	// shininess
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	ep.setShininess(ma->har, false, "shininess");
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	// specular
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	cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
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	ep.setSpecular(cot, false, "specular");
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}
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void EffectsExporter::writeTextures(COLLADASW::EffectProfile &ep,
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									std::string &key,
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									COLLADASW::Sampler *sampler, 
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									MTex *t, Image *ima,
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									std::string &uvname ) {
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	// Image not set for texture
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	if (!ima) return;
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	// color
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	if (t->mapto & (MAP_COL | MAP_COLSPEC)) {
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		ep.setDiffuse(createTexture(ima, uvname, sampler), false, "diffuse");
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	}
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	// ambient
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	if (t->mapto & MAP_AMB) {
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		ep.setAmbient(createTexture(ima, uvname, sampler), false, "ambient");
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	}
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	// specular
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	if (t->mapto & MAP_SPEC) {
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		ep.setSpecular(createTexture(ima, uvname, sampler), false, "specular");
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	}
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	// emission
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	if (t->mapto & MAP_EMIT) {
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		ep.setEmission(createTexture(ima, uvname, sampler), false, "emission");
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	}
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	// reflective
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	if (t->mapto & MAP_REF) {
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		ep.setReflective(createTexture(ima, uvname, sampler));
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	}
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	// alpha
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	if (t->mapto & MAP_ALPHA) {
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		ep.setTransparent(createTexture(ima, uvname, sampler));
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	}
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	// extension:
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	// Normal map --> Must be stored with <extra> tag as different technique, 
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	// since COLLADA doesn't support normal maps, even in current COLLADA 1.5.
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	if (t->mapto & MAP_NORM) {
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		COLLADASW::Texture texture(key);
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		texture.setTexcoord(uvname);
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		texture.setSampler(*sampler);
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		// technique FCOLLADA, with the <bump> tag, is most likely the best understood,
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		// most widespread de-facto standard.
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		texture.setProfileName("FCOLLADA");
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		texture.setChildElementName("bump");
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		ep.addExtraTechniqueColorOrTexture(COLLADASW::ColorOrTexture(texture));
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	}
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}
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void EffectsExporter::operator()(Material *ma, Object *ob)
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{
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	// create a list of indices to textures of type TEX_IMAGE
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	std::vector<int> tex_indices;
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	if (this->export_settings->include_material_textures)
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		createTextureIndices(ma, tex_indices);
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	openEffect(translate_id(id_name(ma)) + "-effect");
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	COLLADASW::EffectProfile ep(mSW);
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	ep.setProfileType(COLLADASW::EffectProfile::COMMON);
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	ep.openProfile();
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	// set shader type - one of three blinn, phong or lambert
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	if (ma->spec > 0.0f) {
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		if (ma->spec_shader == MA_SPEC_BLINN) {
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			writeBlinn(ep, ma);
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		}
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		else {
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			// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
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			// for now set phong in case spec shader is not blinn
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			writePhong(ep, ma);
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		}
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	}
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	else {
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		if (ma->diff_shader == MA_DIFF_LAMBERT) {
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			writeLambert(ep, ma);
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		}
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		else {
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			// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
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			writePhong(ep, ma);
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		}
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	}
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	// index of refraction
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	if (ma->mode & MA_RAYTRANSP) {
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		ep.setIndexOfRefraction(ma->ang, false, "index_of_refraction");
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	}
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	else {
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		ep.setIndexOfRefraction(1.0f, false, "index_of_refraction");
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	}
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	COLLADASW::ColorOrTexture cot;
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	// transparency
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	if (ma->mode & MA_TRANSP) {
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		// Tod: because we are in A_ONE mode transparency is calculated like this:
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		ep.setTransparency(ma->alpha, false, "transparency");
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		// cot = getcol(1.0f, 1.0f, 1.0f, 1.0f);
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		// ep.setTransparent(cot);
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	}
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	// emission
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	cot = getcol(ma->emit, ma->emit, ma->emit, 1.0f);
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	ep.setEmission(cot, false, "emission");
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	// diffuse multiplied by diffuse intensity
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	cot = getcol(ma->r * ma->ref, ma->g * ma->ref, ma->b * ma->ref, 1.0f);
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	ep.setDiffuse(cot, false, "diffuse");
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	// ambient
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	/* ma->ambX is calculated only on render, so lets do it here manually and not rely on ma->ambX. */
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	if (this->scene->world)
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		cot = getcol(this->scene->world->ambr * ma->amb, this->scene->world->ambg * ma->amb, this->scene->world->ambb * ma->amb, 1.0f);
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	else
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		cot = getcol(ma->amb, ma->amb, ma->amb, 1.0f);
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	ep.setAmbient(cot, false, "ambient");
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	// reflective, reflectivity
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	if (ma->mode & MA_RAYMIRROR) {
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		cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f);
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		ep.setReflective(cot);
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		ep.setReflectivity(ma->ray_mirror);
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	}
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	// else {
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	//  cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
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	//  ep.setReflective(cot);
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	//  ep.setReflectivity(ma->spec);
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	// }
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	// specular
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	if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
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		cot = getcol(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
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		ep.setSpecular(cot, false, "specular");
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	}
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	// XXX make this more readable if possible
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	// create <sampler> and <surface> for each image
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	COLLADASW::Sampler samplers[MAX_MTEX];
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	//COLLADASW::Surface surfaces[MAX_MTEX];
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	//void *samp_surf[MAX_MTEX][2];
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	void *samp_surf[MAX_MTEX][1];
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	// image to index to samp_surf map
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	// samp_surf[index] stores 2 pointers, sampler and surface
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	std::map<std::string, int> im_samp_map;
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	unsigned int a, b;
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	for (a = 0, b = 0; a < tex_indices.size(); a++) {
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		MTex *t = ma->mtex[tex_indices[a]];
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		Image *ima = t->tex->ima;
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		// Image not set for texture
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		if (!ima) continue;
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		std::string key(id_name(ima));
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		key = translate_id(key);
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		// create only one <sampler>/<surface> pair for each unique image
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		if (im_samp_map.find(key) == im_samp_map.end()) {
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			// //<newparam> <surface> <init_from>
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			// COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
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			//                         key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
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			// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
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			// sio.setImageReference(key);
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			// surface.setInitOption(sio);
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			// COLLADASW::NewParamSurface surface(mSW);
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			// surface->setParamType(COLLADASW::CSW_SURFACE_TYPE_2D);
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			//<newparam> <sampler> <source>
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			COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
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			                           key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
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			                           key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
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			sampler.setImageId(key);
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			// copy values to arrays since they will live longer
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			samplers[a] = sampler;
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			//surfaces[a] = surface;
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			// store pointers so they can be used later when we create <texture>s
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			samp_surf[b][0] = &samplers[a];
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			//samp_surf[b][1] = &surfaces[a];
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			im_samp_map[key] = b;
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			b++;
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		}
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	}
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	std::set<Image *> uv_textures;
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	if (ob->type == OB_MESH && ob->totcol && this->export_settings->include_uv_textures) {
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		bool active_uv_only = this->export_settings->active_uv_only;
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		Mesh *me     = (Mesh *) ob->data;
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		int active_uv_layer = CustomData_get_active_layer_index(&me->pdata, CD_MTEXPOLY);
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		BKE_mesh_tessface_ensure(me);
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		for (int i = 0; i < me->pdata.totlayer; i++) {
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			if (!active_uv_only || active_uv_layer == i)
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			{
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				if (me->pdata.layers[i].type == CD_MTEXPOLY) {
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					MTexPoly *txface = (MTexPoly *)me->pdata.layers[i].data;
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					MPoly *mpoly = me->mpoly;
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					for (int j = 0; j < me->totpoly; j++, mpoly++, txface++) {
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						Material *mat = give_current_material(ob, mpoly->mat_nr + 1);
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						if (mat != ma) 
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							continue;
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						Image *ima = txface->tpage;
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						if (ima == NULL)
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							continue;
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						bool not_in_list = uv_textures.find(ima)==uv_textures.end();
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						if (not_in_list) {
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							std::string name = id_name(ima);
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							std::string key(name);
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							key = translate_id(key);
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							// create only one <sampler>/<surface> pair for each unique image
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							if (im_samp_map.find(key) == im_samp_map.end()) {
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								//<newparam> <sampler> <source>
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								COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
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														   key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
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														   key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
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								sampler.setImageId(key);
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								samplers[a] = sampler;
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								samp_surf[b][0] = &samplers[a];
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								im_samp_map[key] = b;
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								b++;
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								a++;
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								uv_textures.insert(ima);
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							}
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						}
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					}
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				}
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			}
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		}
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	}
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	// used as fallback when MTex->uvname is "" (this is pretty common)
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	// it is indeed the correct value to use in that case
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	std::string active_uv(getActiveUVLayerName(ob));
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	// write textures
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	// XXX very slow
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	for (a = 0; a < tex_indices.size(); a++) {
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		MTex *t = ma->mtex[tex_indices[a]];
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		Image *ima = t->tex->ima;
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		std::string key(id_name(ima));
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		key = translate_id(key);
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		int i = im_samp_map[key];
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		std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
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		COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i][0];
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		writeTextures(ep, key, sampler, t, ima, uvname);
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	}
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	std::set<Image *>::iterator uv_t_iter;
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	for (uv_t_iter = uv_textures.begin(); uv_t_iter != uv_textures.end(); uv_t_iter++ ) {
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		Image *ima = *uv_t_iter;
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		std::string key(id_name(ima));
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		key = translate_id(key);
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		int i = im_samp_map[key];
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		COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i][0];
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		ep.setDiffuse(createTexture(ima, active_uv, sampler), false, "diffuse");
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	}
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	// performs the actual writing
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	ep.addProfileElements();
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	bool twoSided = false;
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	if (ob->type == OB_MESH && ob->data) {
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		Mesh *me = (Mesh *)ob->data;
 | 
						|
		if (me->flag & ME_TWOSIDED)
 | 
						|
			twoSided = true;
 | 
						|
	}
 | 
						|
	if (twoSided)
 | 
						|
		ep.addExtraTechniqueParameter("GOOGLEEARTH", "double_sided", 1);
 | 
						|
	ep.addExtraTechniques(mSW);
 | 
						|
 | 
						|
	ep.closeProfile();
 | 
						|
	if (twoSided)
 | 
						|
		mSW->appendTextBlock("<extra><technique profile=\"MAX3D\"><double_sided>1</double_sided></technique></extra>");
 | 
						|
	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;
 | 
						|
}
 | 
						|
 | 
						|
//returns the array of mtex indices which have image 
 | 
						|
//need this for exporting textures
 | 
						|
void EffectsExporter::createTextureIndices(Material *ma, std::vector<int> &indices)
 | 
						|
{
 | 
						|
	indices.clear();
 | 
						|
 | 
						|
	for (int a = 0; a < MAX_MTEX; a++) {
 | 
						|
		if (ma->mtex[a] &&
 | 
						|
		    ma->mtex[a]->tex &&
 | 
						|
		    ma->mtex[a]->tex->type == TEX_IMAGE &&
 | 
						|
		    ma->mtex[a]->texco == TEXCO_UV)
 | 
						|
		{
 | 
						|
			indices.push_back(a);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |