Files
test/source/blender/collada/DocumentExporter.cpp
Chingiz Dyussenov 14fd54554c Added export material properties. The following shader types are
supported: phong and blinn all others are exported as <lambert>. Here is 
the list of supported shader options: emission, ambient, diffuse, 
specular, shininess, reflective, reflectivity, transparency, index of 
refraction. 
Turned off texture exporting - needs fixing.
2009-06-27 12:58:34 +00:00

796 lines
19 KiB
C++

#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
extern "C"
{
#include "BKE_DerivedMesh.h"
}
#include "BKE_scene.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BLI_arithb.h"
#include "DocumentExporter.h"
#include <COLLADASWAsset.h>
#include <COLLADASWLibraryVisualScenes.h>
#include <COLLADASWNode.h>
#include <COLLADASWLibraryGeometries.h>
#include <COLLADASWSource.h>
#include <COLLADASWInstanceGeometry.h>
#include <COLLADASWInputList.h>
#include <COLLADASWPrimitves.h>
#include <COLLADASWVertices.h>
#include <COLLADASWLibraryImages.h>
#include <COLLADASWLibraryEffects.h>
#include <COLLADASWImage.h>
#include <COLLADASWEffectProfile.h>
#include <COLLADASWColorOrTexture.h>
#include <COLLADASWParamTemplate.h>
#include <COLLADASWParamBase.h>
#include <COLLADASWSurfaceInitOption.h>
#include <COLLADASWSampler.h>
#include <COLLADASWScene.h>
#include <COLLADASWSurface.h>
#include <COLLADASWTechnique.h>
#include <COLLADASWTexture.h>
#include <COLLADASWLibraryMaterials.h>
#include <COLLADASWBindMaterial.h>
#include <vector>
#include <algorithm> // std::find
#include <math.h>
// TODO: this can handy in BLI_arith.b
// This function assumes that quat is normalized.
// The following document was used as reference:
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
void QuatToAxisAngle(float *q, float *axis, float *angle)
{
// quat to axis angle
*angle = 2 * acos(q[0]);
float divisor = sqrt(1 - q[0] * q[0]);
// test to avoid divide by zero, divisor is always positive
if (divisor < 0.001f ) {
axis[0] = 1.0f;
axis[1] = 0.0f;
axis[2] = 0.0f;
}
else {
axis[0] = q[1] / divisor;
axis[1] = q[2] / divisor;
axis[2] = q[3] / divisor;
}
}
/*
Utilities to avoid code duplication.
Definition can take some time to understand, but they should be useful.
*/
// f should have
// void operator()(Object* ob)
template<class Functor>
void forEachMeshObjectInScene(Scene *sce, Functor &f)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (ob->type == OB_MESH && ob->data) {
f(ob);
}
base= base->next;
}
}
// used in forEachMaterialInScene
template <class MaterialFunctor>
class ForEachMaterialFunctor
{
std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
MaterialFunctor *f;
public:
ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { }
void operator ()(Object *ob)
{
int a;
for(a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
if (find(mMat.begin(), mMat.end(), std::string(ma->id.name)) == mMat.end()) {
(*this->f)(ma);
mMat.push_back(ma->id.name);
}
}
}
};
// calls f for each unique material linked to each object in sce
// f should have
// void operator()(Material* ma)
template<class Functor>
void forEachMaterialInScene(Scene *sce, Functor &f)
{
ForEachMaterialFunctor<Functor> matfunc(&f);
forEachMeshObjectInScene(sce, matfunc);
}
class GeometryExporter : COLLADASW::LibraryGeometries
{
Scene *mScene;
public:
GeometryExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryGeometries(sw) {}
void exportGeom(Scene *sce)
{
openLibrary();
mScene = sce;
forEachMeshObjectInScene(sce, *this);
closeLibrary();
}
void operator()(Object *ob)
{
// XXX don't use DerivedMesh, Mesh instead?
DerivedMesh *dm = mesh_get_derived_final(mScene, ob, CD_MASK_BAREMESH);
MVert *mverts = dm->getVertArray(dm);
MFace *mfaces = dm->getFaceArray(dm);
int totfaces = dm->getNumFaces(dm);
int totverts = dm->getNumVerts(dm);
bool checkTexcoords = false;
std::string geom_name(ob->id.name);
//openMesh(geoId, geoName, meshId)
openMesh(geom_name, "", "");
//writes <source> for vertex coords
createVertsSource(geom_name, dm);
//writes <source> for normal coords
createNormalsSource(geom_name, dm);
//writes <source> for uv coords
//if mesh has uv coords
checkTexcoords = createTexcoordsSource(geom_name, dm, (Mesh*)ob->data);
//<vertices>
COLLADASW::Vertices verts(mSW);
verts.setId(getIdBySemantics(geom_name, COLLADASW::VERTEX));
COLLADASW::InputList &input_list = verts.getInputList();
COLLADASW::Input input(COLLADASW::POSITION,
getUrlBySemantics(geom_name, COLLADASW::POSITION));
input_list.push_back(input);
verts.add();
//polylist
COLLADASW::Polylist polylist(mSW);
//sets count attribute in <polylist>
polylist.setCount(totfaces);
COLLADASW::InputList &til = polylist.getInputList();
//creates list of attributes in <polylist> <input> for vertices
COLLADASW::Input input2(COLLADASW::VERTEX, getUrlBySemantics
(geom_name, COLLADASW::VERTEX), 0);
//creates list of attributes in <polylist> <input> for normals
COLLADASW::Input input3(COLLADASW::NORMAL, getUrlBySemantics
(geom_name, COLLADASW::NORMAL), 0);
til.push_back(input2);
til.push_back(input3);
//if mesh has uv coords writes <input> attributes for TEXCOORD
if (checkTexcoords == true)
{
COLLADASW::Input input4(COLLADASW::TEXCOORD,
getUrlBySemantics(geom_name, COLLADASW::TEXCOORD), 1, 0);
til.push_back(input4);
polylist.setMaterial("material-symbol");
}
//<vcount>
int i;
std::vector<unsigned long> VCountList;
for (i = 0; i < totfaces; i++) {
MFace *f = &mfaces[i];
if (f->v4 == 0) {
VCountList.push_back(3);
}
else {
VCountList.push_back(4);
}
}
polylist.setVCountList(VCountList);
//performs the actual writing
polylist.prepareToAppendValues();
int texindex = 0;
//<p>
for (i = 0; i < totfaces; i++) {
MFace *f = &mfaces[i];
//if mesh has uv coords writes uv and
//vertex indexes
if (checkTexcoords == true) {
// if triangle
if (f->v4 == 0) {
polylist.appendValues(f->v1);
polylist.appendValues(texindex++);
polylist.appendValues(f->v2);
polylist.appendValues(texindex++);
polylist.appendValues(f->v3);
polylist.appendValues(texindex++);
}
// quad
else {
polylist.appendValues(f->v1);
polylist.appendValues(texindex++);
polylist.appendValues(f->v2);
polylist.appendValues(texindex++);
polylist.appendValues(f->v3);
polylist.appendValues(texindex++);
//tris.appendValues(f->v3);
//tris.appendValues(texindex++);
polylist.appendValues(f->v4);
polylist.appendValues(texindex++);
//tris.appendValues(f->v1);
//tris.appendValues(texindex++);
}
}
//if mesh has no uv coords writes only
//vertex indexes
else {
// if triangle
if (f->v4 == 0) {
polylist.appendValues(f->v1, f->v2, f->v3);
}
// quad
else {
polylist.appendValues(f->v1, f->v2, f->v3, f->v4);
//tris.appendValues(f->v3, f->v4, f->v1);
}
}
}
polylist.closeElement();
polylist.finish();
closeMesh();
closeGeometry();
dm->release(dm);
}
//creates <source> for positions
void createVertsSource(std::string geom_name, DerivedMesh *dm)
{
int totverts = dm->getNumVerts(dm);
MVert *verts = dm->getVertArray(dm);
COLLADASW::FloatSourceF source(mSW);
source.setId(getIdBySemantics(geom_name, COLLADASW::POSITION));
source.setArrayId(getIdBySemantics(geom_name, COLLADASW::POSITION) +
ARRAY_ID_SUFFIX);
source.setAccessorCount(totverts);
source.setAccessorStride(3);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("X");
param.push_back("Y");
param.push_back("Z");
/*main function, it creates <source id = "">, <float_array id = ""
count = ""> */
source.prepareToAppendValues();
//appends data to <float_array>
int i = 0;
for (i = 0; i < totverts; i++) {
source.appendValues(verts[i].co[0], verts[i].co[1], verts[i].co[2]);
}
/*closes <float_array>, adds
<technique_common>
<accessor source = "" count = "" stride = "" >,
</source> */
source.finish();
}
//creates <source> for texcoords
// returns true if mesh has uv data
bool createTexcoordsSource(std::string geom_name, DerivedMesh *dm, Mesh *me)
{
int totfaces = dm->getNumFaces(dm);
MTFace *tface = me->mtface;
MFace *mfaces = dm->getFaceArray(dm);
if(tface != NULL) {
COLLADASW::FloatSourceF source(mSW);
source.setId(getIdBySemantics(geom_name, COLLADASW::TEXCOORD));
source.setArrayId(getIdBySemantics(geom_name, COLLADASW::TEXCOORD) +
ARRAY_ID_SUFFIX);
//source.setAccessorCount(getTriCount(mfaces, totfaces) * 3);
int i = 0;
int j = 0;
for (int i = 0; i < totfaces; i++) {
MFace *f = &mfaces[i];
if (f->v4 == 0) {
j+=3;
}
else {
j+=4;
}
}
source.setAccessorCount(j);
source.setAccessorStride(2);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("X");
param.push_back("Y");
source.prepareToAppendValues();
for (i = 0; i < totfaces; i++) {
MFace *f = &mfaces[i];
// if triangle
if (f->v4 == 0) {
// get uv1's X coordinate
source.appendValues(tface[i].uv[0][0]);
// get uv1's Y coordinate
source.appendValues(tface[i].uv[0][1]);
// get uv2's X coordinate
source.appendValues(tface[i].uv[1][0]);
// etc...
source.appendValues(tface[i].uv[1][1]);
//uv3
source.appendValues(tface[i].uv[2][0]);
source.appendValues(tface[i].uv[2][1]);
}
// quad
else {
// get uv1's X coordinate
source.appendValues(tface[i].uv[0][0]);
// get uv1's Y coordinate
source.appendValues(tface[i].uv[0][1]);
//uv2
source.appendValues(tface[i].uv[1][0]);
source.appendValues(tface[i].uv[1][1]);
//uv3
source.appendValues(tface[i].uv[2][0]);
source.appendValues(tface[i].uv[2][1]);
//uv3
//source.appendValues(tface[i].uv[2][0]);
//source.appendValues(tface[i].uv[2][1]);
//uv4
source.appendValues(tface[i].uv[3][0]);
source.appendValues(tface[i].uv[3][1]);
//uv1
//source.appendValues(tface[i].uv[0][0]);
//source.appendValues(tface[i].uv[0][1]);
}
}
source.finish();
return true;
}
return false;
}
//creates <source> for normals
void createNormalsSource(std::string geom_name, DerivedMesh *dm)
{
int totverts = dm->getNumVerts(dm);
MVert *verts = dm->getVertArray(dm);
COLLADASW::FloatSourceF source(mSW);
source.setId(getIdBySemantics(geom_name, COLLADASW::NORMAL));
source.setArrayId(getIdBySemantics(geom_name, COLLADASW::NORMAL) +
ARRAY_ID_SUFFIX);
source.setAccessorCount(totverts);
source.setAccessorStride(3);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("X");
param.push_back("Y");
param.push_back("Z");
source.prepareToAppendValues();
int i = 0;
for( i = 0; i < totverts; ++i ){
source.appendValues(float(verts[i].no[0]/32767.0),
float(verts[i].no[1]/32767.0),
float(verts[i].no[2]/32767.0));
}
source.finish();
}
std::string getIdBySemantics(std::string geom_name, COLLADASW::Semantics type) {
return geom_name +
getSuffixBySemantic(type);
}
COLLADASW::URI getUrlBySemantics(std::string geom_name, COLLADASW::Semantics type) {
std::string id(getIdBySemantics(geom_name, type));
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
}
/* int getTriCount(MFace *faces, int totface) {
int i;
int tris = 0;
for (i = 0; i < totface; i++) {
// if quad
if (faces[i].v4 != 0)
tris += 2;
else
tris++;
}
return tris;
}*/
};
class SceneExporter: COLLADASW::LibraryVisualScenes
{
public:
SceneExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryVisualScenes(sw) {}
void exportScene(Scene *sce) {
// <library_visual_scenes> <visual_scene>
openVisualScene(sce->id.name, "");
// write <node>s
forEachMeshObjectInScene(sce, *this);
// </visual_scene> </library_visual_scenes>
closeVisualScene();
closeLibrary();
}
// called for each object
void operator()(Object *ob) {
COLLADASW::Node node(mSW);
node.start();
node.addTranslate(ob->loc[0], ob->loc[1], ob->loc[2]);
// when animation time comes, replace a single <rotate> with 3, one for each axis
float quat[4];
float axis[3];
float angle;
double angle_deg;
EulToQuat(ob->rot, quat);
NormalQuat(quat);
QuatToAxisAngle(quat, axis, &angle);
angle_deg = angle * 180.0f / M_PI;
node.addRotate(axis[0], axis[1], axis[2], angle_deg);
node.addScale(ob->size[0], ob->size[1], ob->size[2]);
COLLADASW::InstanceGeometry instGeom(mSW);
std::string ob_name(ob->id.name);
instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, ob_name));
for(int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
COLLADASW::BindMaterial& bm = instGeom.getBindMaterial();
COLLADASW::InstanceMaterialList& iml = bm.getInstanceMaterialList();
std::string matid = std::string(ma->id.name);
COLLADASW::InstanceMaterial im("material-symbol", COLLADASW::URI
(COLLADABU::Utils::EMPTY_STRING,
matid));
//iterate over all textures
//if any add to list
int c = 0;
for (int b = 0; b < MAX_MTEX; b++) {
MTex *mtex = ma->mtex[b];
if (mtex && mtex->tex && mtex->tex->ima) {
char texcoord[30];
sprintf(texcoord, "%d", c);
COLLADASW::BindVertexInput bvi(std::string("myUVs") + texcoord, "TEXCOORD", 0);
c++;
im.push_back(bvi);
}
}
iml.push_back(im);
}
instGeom.add();
node.end();
}
};
class ImagesExporter: COLLADASW::LibraryImages
{
std::vector<std::string> mImages; // contains list of written images, to avoid duplicates
public:
ImagesExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryImages(sw)
{}
void exportImages(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma)
{
int a;
for (a = 0; a < MAX_MTEX; a++) {
MTex *mtex = ma->mtex[a];
if (mtex && mtex->tex && mtex->tex->ima) {
Image *image = mtex->tex->ima;
std::string name(image->id.name);
if (find(mImages.begin(), mImages.end(), name) == mImages.end()) {
COLLADASW::Image img(COLLADABU::URI(image->name), image->id.name, "");
img.add(mSW);
}
}
}
}
};
class EffectsExporter: COLLADASW::LibraryEffects
{
public:
EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){}
void exportEffects(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma)
{
openEffect(std::string(ma->id.name) + "-effect");
COLLADASW::EffectProfile ep(mSW);
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
std::vector<int> mtexindices = countmtex(ma);
//for (int a = 0; a < mtexindices.size(); a++) {
//open <profile_common>
ep.openProfile();
/*
//need this for making each texcoord unique
char texcoord[30];
sprintf(texcoord, "%d", a);
//<newparam> <surface> <init_from>
Image *ima = ma->mtex[mtexindices[a]]->tex->ima;
COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
ima->id.name + COLLADASW::Surface::SURFACE_SID_SUFFIX);
COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
sio.setImageReference(ima->id.name);
surface.setInitOption(sio);
//<newparam> <sampler> <source>
COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
ima->id.name + COLLADASW::Surface::SURFACE_SID_SUFFIX);
//<lambert> <diffuse> <texture>
COLLADASW::Texture texture(ima->id.name);
texture.setTexcoord(std::string("myUVs") + texcoord);
texture.setSurface(surface);
texture.setSampler(sampler);
//<texture>
COLLADASW::ColorOrTexture cot(texture);
ep.setDiffuse(cot);
*/
if (ma->spec_shader == MA_SPEC_BLINN) {
ep.setShaderType(COLLADASW::EffectProfile::BLINN);
}
else if (ma->spec_shader == MA_SPEC_PHONG) {
ep.setShaderType(COLLADASW::EffectProfile::PHONG);
}
else {
// XXX write error
ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
}
// emission
COLLADASW::ColorOrTexture cot_col = getcol(0.0f, 0.0f, 0.0f, 1.0f);
ep.setEmission(cot_col);
// diffuse
cot_col = getcol(ma->r, ma->g, ma->b, 1.0f);
ep.setDiffuse(cot_col);
// ambient
cot_col = getcol(ma->ambr, ma->ambg, ma->ambb, 1.0f);
ep.setAmbient(cot_col);
// reflective, reflectivity
if (ma->mode & MA_RAYMIRROR) {
cot_col = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f);
ep.setReflective(cot_col);
ep.setReflectivity(ma->ray_mirror);
}
else {
cot_col = getcol(0.0f, 0.0f, 0.0f, 1.0f);
ep.setReflective(cot_col);
ep.setReflectivity(0.0f);
}
// transparent, transparency
if (ep.getShaderType() != COLLADASW::EffectProfile::BLINN) {
cot_col = getcol(0.0f, 0.0f, 0.0f, 1.0f);
ep.setTransparent(cot_col);
}
ep.setTransparency(ma->alpha);
// index of refraction
if (ma->mode & MA_RAYTRANSP) {
ep.setIndexOfRefraction(ma->ang);
}
else {
ep.setIndexOfRefraction(1.0f);
}
// specular, shininess, diffuse
if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
ep.setShininess(ma->spec);
cot_col = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
ep.setSpecular(cot_col);
}
//performs the actual writing
ep.addProfileElements();
ep.closeProfile();
//}
closeEffect();
}
COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a)
{
COLLADASW::Color color(r,g,b,a);
COLLADASW::ColorOrTexture cot_col(color);
return cot_col;
}
//returns the array of mtex indices which have image
//need this for exporting textures
std::vector<int> countmtex(Material *ma)
{
std::vector<int> mtexindices;
for (int a = 0; a < 18; a++){
if (!ma->mtex[a]){
continue;
}
Tex *tex = ma->mtex[a]->tex;
if(!tex){
continue;
}
Image *ima = tex->ima;
if(!ima){
continue;
}
mtexindices.push_back(a);
}
return mtexindices;
}
};
class MaterialsExporter: COLLADASW::LibraryMaterials
{
public:
MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
void exportMaterials(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma)
{
std::string name(ma->id.name);
openMaterial(name);
std::string efid = name + "-effect";
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
closeMaterial();
}
};
void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename)
{
COLLADABU::NativeString native_filename =
COLLADABU::NativeString(std::string(filename));
COLLADASW::StreamWriter sw(native_filename);
//open <Collada>
sw.startDocument();
//<asset>
COLLADASW::Asset asset(&sw);
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
asset.add();
//<library_images>
ImagesExporter ie(&sw);
ie.exportImages(sce);
//<library_effects>
EffectsExporter ee(&sw);
ee.exportEffects(sce);
//<library_materials>
MaterialsExporter me(&sw);
me.exportMaterials(sce);
//<library_geometries>
GeometryExporter ge(&sw);
ge.exportGeom(sce);
//<library_visual_scenes>
SceneExporter se(&sw);
se.exportScene(sce);
//<scene>
std::string scene_name(sce->id.name);
COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
scene_name));
scene.add();
//close <Collada>
sw.endDocument();
}
void DocumentExporter::exportScenes(const char* filename)
{
}