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authorGaia Clary <gaia.clary@machinimatrix.org>2017-06-24 23:16:32 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2017-06-24 23:16:47 +0300
commitddabe465b55980a642b917d11cfc1ec2a27300a5 (patch)
tree7ab0d023527df09b0c153bd974f37b49608142f2 /source/blender/collada/EffectExporter.cpp
parenta2a301bdb96387b5b70ef82e5e9329ce1b5b5c75 (diff)
collada: export UV Textures as materials. Note: the reimport of the exported collada files will have materials assigned instead of UV Face Textures! This is expected behavior
Diffstat (limited to 'source/blender/collada/EffectExporter.cpp')
-rw-r--r--source/blender/collada/EffectExporter.cpp88
1 files changed, 63 insertions, 25 deletions
diff --git a/source/blender/collada/EffectExporter.cpp b/source/blender/collada/EffectExporter.cpp
index 4ce88d96888..e0c81cfc54b 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -27,7 +27,6 @@
#include <map>
-#include <set>
#include "COLLADASWEffectProfile.h"
#include "COLLADAFWColorOrTexture.h"
@@ -49,21 +48,10 @@ extern "C" {
#include "BKE_material.h"
}
-// OB_MESH is assumed
-static std::string getActiveUVLayerName(Object *ob)
-{
- Mesh *me = (Mesh *)ob->data;
-
- int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
- if (num_layers)
- return std::string(bc_CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
-
- return "";
-}
-
EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryEffects(sw), export_settings(export_settings) {
}
+
bool EffectsExporter::hasEffects(Scene *sce)
{
Base *base = (Base *)sce->base.first;
@@ -86,13 +74,49 @@ bool EffectsExporter::hasEffects(Scene *sce)
void EffectsExporter::exportEffects(Scene *sce)
{
- if (hasEffects(sce)) {
- this->scene = sce;
- openLibrary();
- MaterialFunctor mf;
- mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);
-
- closeLibrary();
+ this->scene = sce;
+
+ if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT) {
+ if (hasEffects(sce)) {
+ MaterialFunctor mf;
+ openLibrary();
+ mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);
+ closeLibrary();
+ }
+ }
+ else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
+ std::set<Object *> uv_textured_obs = bc_getUVTexturedObjects(sce, !this->export_settings->active_uv_only);
+ std::set<Image *> uv_images = bc_getUVImages(sce, !this->export_settings->active_uv_only);
+ if (uv_images.size() > 0) {
+ openLibrary();
+ std::set<Image *>::iterator uv_images_iter;
+ for (uv_images_iter = uv_images.begin();
+ uv_images_iter != uv_images.end();
+ uv_images_iter++) {
+
+ Image *ima = *uv_images_iter;
+ std::string key(id_name(ima));
+ key = translate_id(key);
+ COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
+ key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
+ key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
+ sampler.setImageId(key);
+
+ openEffect(key + "-effect");
+ COLLADASW::EffectProfile ep(mSW);
+ ep.setProfileType(COLLADASW::EffectProfile::COMMON);
+ ep.setShaderType(COLLADASW::EffectProfile::PHONG);
+ ep.setDiffuse(createTexture(ima, key, &sampler), false, "diffuse");
+ COLLADASW::ColorOrTexture cot = getcol(0, 0, 0, 1.0f);
+ ep.setSpecular(cot, false, "specular");
+ ep.openProfile();
+ ep.addProfileElements();
+ ep.addExtraTechniques(mSW);
+ ep.closeProfile();
+ closeEffect();
+ }
+ closeLibrary();
+ }
}
}
@@ -172,6 +196,18 @@ void EffectsExporter::writeTextures(COLLADASW::EffectProfile &ep,
}
}
+void EffectsExporter::exportUVMats(Object *ob)
+{
+ std::vector<int> tex_indices;
+ int active_uv_layer = -1;
+ std::set<Image *> uv_textures;
+ if (ob->type == OB_MESH && ob->totcol && this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
+ bool active_uv_only = this->export_settings->active_uv_only;
+ Mesh *me = (Mesh *)ob->data;
+ active_uv_layer = CustomData_get_active_layer_index(&me->pdata, CD_MTEXPOLY);
+ }
+}
+
void EffectsExporter::operator()(Material *ma, Object *ob)
{
// create a list of indices to textures of type TEX_IMAGE
@@ -365,7 +401,7 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
// used as fallback when MTex->uvname is "" (this is pretty common)
// it is indeed the correct value to use in that case
- std::string active_uv(getActiveUVLayerName(ob));
+ std::string active_uv(bc_get_active_uvlayer_name(ob));
// write textures
// XXX very slow
@@ -385,16 +421,18 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
writeTextures(ep, key, sampler, t, ima, uvname);
}
- std::set<Image *>::iterator uv_t_iter;
- int idx;
- for (idx = 0, uv_t_iter = uv_textures.begin(); uv_t_iter != uv_textures.end(); uv_t_iter++, idx++ ) {
- if (active_uv_layer>-1 && idx==active_uv_layer) {
+ if (active_uv_layer > -1) {
+ // Export only UV textures assigned to active UV Layer (sounds reasonable, but is that correct?)
+ std::set<Image *>::iterator uv_t_iter;
+
+ for (uv_t_iter = uv_textures.begin(); uv_t_iter != uv_textures.end(); uv_t_iter++) {
Image *ima = *uv_t_iter;
std::string key(id_name(ima));
key = translate_id(key);
int i = im_samp_map[key];
COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i];
ep.setDiffuse(createTexture(ima, active_uv, sampler), false, "diffuse");
+ ep.setShaderType(COLLADASW::EffectProfile::PHONG);
}
}