Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
303 lines
8.2 KiB
C++
303 lines
8.2 KiB
C++
/* SPDX-FileCopyrightText: 2010-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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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 "COLLADAFWColorOrTexture.h"
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#include "COLLADASWEffectProfile.h"
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#include "DocumentExporter.h"
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#include "EffectExporter.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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#include "DNA_mesh_types.h"
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#include "DNA_world_types.h"
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#include "BKE_collection.h"
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#include "BKE_customdata.h"
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#include "BKE_material.h"
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#include "BKE_mesh.hh"
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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->loop_data, CD_PROP_FLOAT2);
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if (num_layers) {
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return std::string(bc_CustomData_get_active_layer_name(&me->loop_data, CD_PROP_FLOAT2));
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}
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return "";
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}
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EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings,
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KeyImageMap &key_image_map)
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: COLLADASW::LibraryEffects(sw), export_settings(export_settings), key_image_map(key_image_map)
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{
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}
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bool EffectsExporter::hasEffects(Scene *sce)
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{
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bool result = false;
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FOREACH_SCENE_OBJECT_BEGIN (sce, ob) {
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int a;
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for (a = 0; a < ob->totcol; a++) {
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Material *ma = BKE_object_material_get(ob, a + 1);
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/* no material, but check all of the slots */
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if (!ma) {
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continue;
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}
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result = true;
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break;
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}
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}
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FOREACH_SCENE_OBJECT_END;
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return result;
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}
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void EffectsExporter::exportEffects(bContext *C, Scene *sce)
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{
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if (hasEffects(sce)) {
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this->mContext = C;
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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>(
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sce, *this, this->export_settings.get_export_set());
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closeLibrary();
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}
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}
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void EffectsExporter::set_shader_type(COLLADASW::EffectProfile &ep, Material *ma)
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{
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/* XXX check if BLINN and PHONG can be supported as well */
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ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
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}
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void EffectsExporter::set_transparency(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double alpha = bc_get_alpha(ma);
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if (alpha < 1) {
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/* workaround use <transparent> to avoid wrong handling of <transparency> by other tools */
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COLLADASW::ColorOrTexture cot = bc_get_cot(0, 0, 0, alpha);
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ep.setTransparent(cot, false, "alpha");
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ep.setOpaque(COLLADASW::EffectProfile::A_ONE);
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}
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}
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void EffectsExporter::set_diffuse_color(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_base_color(ma);
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ep.setDiffuse(cot, false, "diffuse");
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}
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void EffectsExporter::set_ambient(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_ambient(ma);
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ep.setAmbient(cot, false, "ambient");
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}
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void EffectsExporter::set_specular(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_specular(ma);
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ep.setSpecular(cot, false, "specular");
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}
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void EffectsExporter::set_reflective(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_reflective(ma);
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ep.setReflective(cot, false, "reflective");
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}
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void EffectsExporter::set_reflectivity(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double reflectivity = bc_get_reflectivity(ma);
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if (reflectivity > 0.0) {
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ep.setReflectivity(reflectivity, false, "specular");
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}
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}
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void EffectsExporter::set_emission(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot = bc_get_emission(ma);
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ep.setEmission(cot, false, "emission");
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}
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void EffectsExporter::set_ior(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double alpha = bc_get_ior(ma);
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ep.setIndexOfRefraction(alpha, false, "ior");
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}
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void EffectsExporter::set_shininess(COLLADASW::EffectProfile &ep, Material *ma)
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{
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double shininess = bc_get_shininess(ma);
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ep.setShininess(shininess, false, "shininess");
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}
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void EffectsExporter::get_images(Material *ma, KeyImageMap &material_image_map)
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{
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if (!ma->use_nodes) {
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return;
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}
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MaterialNode material = MaterialNode(mContext, ma, key_image_map);
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Image *image = material.get_diffuse_image();
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if (image == nullptr) {
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return;
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}
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std::string uid(id_name(image));
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std::string key = translate_id(uid);
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if (material_image_map.find(key) == material_image_map.end()) {
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material_image_map[key] = image;
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key_image_map[key] = image;
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}
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}
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void EffectsExporter::create_image_samplers(COLLADASW::EffectProfile &ep,
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KeyImageMap &material_image_map,
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std::string &active_uv)
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{
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KeyImageMap::iterator iter;
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for (iter = material_image_map.begin(); iter != material_image_map.end(); iter++) {
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Image *image = iter->second;
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std::string uid(id_name(image));
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std::string key = translate_id(uid);
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COLLADASW::Sampler *sampler = new COLLADASW::Sampler(
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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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ep.setDiffuse(createTexture(image, active_uv, sampler), false, "diffuse");
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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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KeyImageMap material_image_map;
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openEffect(get_effect_id(ma));
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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(ep, ma); /* creates a Lambert Shader for now */
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COLLADASW::ColorOrTexture cot;
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set_diffuse_color(ep, ma);
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set_emission(ep, ma);
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set_ior(ep, ma);
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set_reflectivity(ep, ma);
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set_transparency(ep, ma);
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/* TODO: */
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#if 0
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set_shininess(ep, ma); /* Shininess not supported for lambert. */
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set_ambient(ep, ma);
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set_specular(ep, ma);
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#endif
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get_images(ma, material_image_map);
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std::string active_uv(getActiveUVLayerName(ob));
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create_image_samplers(ep, material_image_map, active_uv);
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#if 0
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uint 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) {
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continue;
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}
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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> <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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/* store pointers so they can be used later when we create <texture>s */
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samp_surf[b] = &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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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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if (!ima) {
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continue;
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}
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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 *)
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samp_surf[i]; /* possibly uninitialized memory ... */
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writeTextures(ep, key, sampler, t, ima, uvname);
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}
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#endif
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/* performs the actual writing */
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ep.addProfileElements();
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ep.addExtraTechniques(mSW);
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ep.closeProfile();
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closeEffect();
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}
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COLLADASW::ColorOrTexture EffectsExporter::createTexture(Image *ima,
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std::string &uv_layer_name,
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COLLADASW::Sampler *sampler
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/*COLLADASW::Surface *surface*/)
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{
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COLLADASW::Texture texture(translate_id(id_name(ima)));
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texture.setTexcoord(uv_layer_name);
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// texture.setSurface(*surface);
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texture.setSampler(*sampler);
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COLLADASW::ColorOrTexture cot(texture);
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return cot;
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}
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COLLADASW::ColorOrTexture EffectsExporter::getcol(float r, float g, float b, float a)
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{
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COLLADASW::Color color(r, g, b, a);
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COLLADASW::ColorOrTexture cot(color);
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return cot;
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}
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