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authorHoward Trickey <howard.trickey@gmail.com>2022-01-03 22:49:31 +0300
committerHoward Trickey <howard.trickey@gmail.com>2022-01-03 22:49:31 +0300
commit4e44cfa3d9969f0f3e175b53f116f377278a3245 (patch)
treefc7205b981a8f40df4d6a593f566266fbc24f817 /source/blender/io/wavefront_obj/exporter/obj_export_file_writer.cc
parentc6069c439c8fb28d62700b21587f3f66ea3cd239 (diff)
Add a new C++ version of an exporter for the Wavefront .obj format.
This was originally written by Ankit Meel as a GSoC 2020 project. Howard Trickey added some tests and made some corrections/modifications. See D13046 for more details. This commit inserts a new menu item into the export menu called "Wavefront OBJ (.obj) - New". For now the old Python exporter remains in the menu, along with the Python importer, but we plan to remove it soon (leaving the old addon bundled with Blender but not enabled by default).
Diffstat (limited to 'source/blender/io/wavefront_obj/exporter/obj_export_file_writer.cc')
-rw-r--r--source/blender/io/wavefront_obj/exporter/obj_export_file_writer.cc626
1 files changed, 626 insertions, 0 deletions
diff --git a/source/blender/io/wavefront_obj/exporter/obj_export_file_writer.cc b/source/blender/io/wavefront_obj/exporter/obj_export_file_writer.cc
new file mode 100644
index 00000000000..d92d1c5ad48
--- /dev/null
+++ b/source/blender/io/wavefront_obj/exporter/obj_export_file_writer.cc
@@ -0,0 +1,626 @@
+/*
+ * 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 obj
+ */
+
+#include <algorithm>
+#include <cstdio>
+
+#include "BKE_blender_version.h"
+
+#include "BLI_path_util.h"
+
+#include "obj_export_mesh.hh"
+#include "obj_export_mtl.hh"
+#include "obj_export_nurbs.hh"
+
+#include "obj_export_file_writer.hh"
+
+namespace blender::io::obj {
+/**
+ * Per reference http://www.martinreddy.net/gfx/3d/OBJ.spec:
+ * To turn off smoothing groups, use a value of 0 or off.
+ * Polygonal elements use group numbers to put elements in different smoothing groups.
+ * For free-form surfaces, smoothing groups are either turned on or off;
+ * there is no difference between values greater than 0.
+ */
+const int SMOOTH_GROUP_DISABLED = 0;
+const int SMOOTH_GROUP_DEFAULT = 1;
+
+const char *DEFORM_GROUP_DISABLED = "off";
+/* There is no deform group default name. Use what the user set in the UI. */
+
+/**
+ * Per reference http://www.martinreddy.net/gfx/3d/OBJ.spec:
+ * Once a material is assigned, it cannot be turned off; it can only be changed.
+ * If a material name is not specified, a white material is used.
+ * So an empty material name is written. */
+const char *MATERIAL_GROUP_DISABLED = "";
+
+/**
+ * Write one line of polygon indices as "f v1/vt1/vn1 v2/vt2/vn2 ...".
+ */
+void OBJWriter::write_vert_uv_normal_indices(Span<int> vert_indices,
+ Span<int> uv_indices,
+ Span<int> normal_indices) const
+{
+ BLI_assert(vert_indices.size() == uv_indices.size() &&
+ vert_indices.size() == normal_indices.size());
+ file_handler_->write<eOBJSyntaxElement::poly_element_begin>();
+ for (int j = 0; j < vert_indices.size(); j++) {
+ file_handler_->write<eOBJSyntaxElement::vertex_uv_normal_indices>(
+ vert_indices[j] + index_offsets_.vertex_offset + 1,
+ uv_indices[j] + index_offsets_.uv_vertex_offset + 1,
+ normal_indices[j] + index_offsets_.normal_offset + 1);
+ }
+ file_handler_->write<eOBJSyntaxElement::poly_element_end>();
+}
+
+/**
+ * Write one line of polygon indices as "f v1//vn1 v2//vn2 ...".
+ */
+void OBJWriter::write_vert_normal_indices(Span<int> vert_indices,
+ Span<int> /*uv_indices*/,
+ Span<int> normal_indices) const
+{
+ BLI_assert(vert_indices.size() == normal_indices.size());
+ file_handler_->write<eOBJSyntaxElement::poly_element_begin>();
+ for (int j = 0; j < vert_indices.size(); j++) {
+ file_handler_->write<eOBJSyntaxElement::vertex_normal_indices>(
+ vert_indices[j] + index_offsets_.vertex_offset + 1,
+ normal_indices[j] + index_offsets_.normal_offset + 1);
+ }
+ file_handler_->write<eOBJSyntaxElement::poly_element_end>();
+}
+
+/**
+ * Write one line of polygon indices as "f v1/vt1 v2/vt2 ...".
+ */
+void OBJWriter::write_vert_uv_indices(Span<int> vert_indices,
+ Span<int> uv_indices,
+ Span<int> /*normal_indices*/) const
+{
+ BLI_assert(vert_indices.size() == uv_indices.size());
+ file_handler_->write<eOBJSyntaxElement::poly_element_begin>();
+ for (int j = 0; j < vert_indices.size(); j++) {
+ file_handler_->write<eOBJSyntaxElement::vertex_uv_indices>(
+ vert_indices[j] + index_offsets_.vertex_offset + 1,
+ uv_indices[j] + index_offsets_.uv_vertex_offset + 1);
+ }
+ file_handler_->write<eOBJSyntaxElement::poly_element_end>();
+}
+
+/**
+ * Write one line of polygon indices as "f v1 v2 ...".
+ */
+void OBJWriter::write_vert_indices(Span<int> vert_indices,
+ Span<int> /*uv_indices*/,
+ Span<int> /*normal_indices*/) const
+{
+ file_handler_->write<eOBJSyntaxElement::poly_element_begin>();
+ for (const int vert_index : vert_indices) {
+ file_handler_->write<eOBJSyntaxElement::vertex_indices>(vert_index +
+ index_offsets_.vertex_offset + 1);
+ }
+ file_handler_->write<eOBJSyntaxElement::poly_element_end>();
+}
+
+void OBJWriter::write_header() const
+{
+ using namespace std::string_literals;
+ file_handler_->write<eOBJSyntaxElement::string>("# Blender "s + BKE_blender_version_string() +
+ "\n");
+ file_handler_->write<eOBJSyntaxElement::string>("# www.blender.org\n");
+}
+
+/**
+ * Write file name of Material Library in .OBJ file.
+ */
+void OBJWriter::write_mtllib_name(const StringRefNull mtl_filepath) const
+{
+ /* Split .MTL file path into parent directory and filename. */
+ char mtl_file_name[FILE_MAXFILE];
+ char mtl_dir_name[FILE_MAXDIR];
+ BLI_split_dirfile(mtl_filepath.data(), mtl_dir_name, mtl_file_name, FILE_MAXDIR, FILE_MAXFILE);
+ file_handler_->write<eOBJSyntaxElement::mtllib>(mtl_file_name);
+}
+
+/**
+ * Write an object's group with mesh and/or material name appended conditionally.
+ */
+void OBJWriter::write_object_group(const OBJMesh &obj_mesh_data) const
+{
+ /* "o object_name" is not mandatory. A valid .OBJ file may contain neither
+ * "o name" nor "g group_name". */
+ BLI_assert(export_params_.export_object_groups);
+ if (!export_params_.export_object_groups) {
+ return;
+ }
+ const std::string object_name = obj_mesh_data.get_object_name();
+ const char *object_mesh_name = obj_mesh_data.get_object_mesh_name();
+ const char *object_material_name = obj_mesh_data.get_object_material_name(0);
+ if (export_params_.export_materials && export_params_.export_material_groups &&
+ object_material_name) {
+ file_handler_->write<eOBJSyntaxElement::object_group>(object_name + "_" + object_mesh_name +
+ "_" + object_material_name);
+ return;
+ }
+ file_handler_->write<eOBJSyntaxElement::object_group>(object_name + "_" + object_mesh_name);
+}
+
+/**
+ * Write object's name or group.
+ */
+void OBJWriter::write_object_name(const OBJMesh &obj_mesh_data) const
+{
+ const char *object_name = obj_mesh_data.get_object_name();
+ if (export_params_.export_object_groups) {
+ write_object_group(obj_mesh_data);
+ return;
+ }
+ file_handler_->write<eOBJSyntaxElement::object_name>(object_name);
+}
+
+/**
+ * Write vertex coordinates for all vertices as "v x y z".
+ */
+void OBJWriter::write_vertex_coords(const OBJMesh &obj_mesh_data) const
+{
+ const int tot_vertices = obj_mesh_data.tot_vertices();
+ for (int i = 0; i < tot_vertices; i++) {
+ float3 vertex = obj_mesh_data.calc_vertex_coords(i, export_params_.scaling_factor);
+ file_handler_->write<eOBJSyntaxElement::vertex_coords>(vertex[0], vertex[1], vertex[2]);
+ }
+}
+
+/**
+ * Write UV vertex coordinates for all vertices as "vt u v".
+ * \note UV indices are stored here, but written later.
+ */
+void OBJWriter::write_uv_coords(OBJMesh &r_obj_mesh_data) const
+{
+ Vector<std::array<float, 2>> uv_coords;
+ /* UV indices are calculated and stored in an OBJMesh member here. */
+ r_obj_mesh_data.store_uv_coords_and_indices(uv_coords);
+
+ for (const std::array<float, 2> &uv_vertex : uv_coords) {
+ file_handler_->write<eOBJSyntaxElement::uv_vertex_coords>(uv_vertex[0], uv_vertex[1]);
+ }
+}
+
+/**
+ * Write loop normals for smooth-shaded polygons, and polygon normals otherwise, as "vn x y z".
+ */
+void OBJWriter::write_poly_normals(const OBJMesh &obj_mesh_data) const
+{
+ obj_mesh_data.ensure_mesh_normals();
+ Vector<float3> lnormals;
+ const int tot_polygons = obj_mesh_data.tot_polygons();
+ for (int i = 0; i < tot_polygons; i++) {
+ if (obj_mesh_data.is_ith_poly_smooth(i)) {
+ obj_mesh_data.calc_loop_normals(i, lnormals);
+ for (const float3 &lnormal : lnormals) {
+ file_handler_->write<eOBJSyntaxElement::normal>(lnormal[0], lnormal[1], lnormal[2]);
+ }
+ }
+ else {
+ float3 poly_normal = obj_mesh_data.calc_poly_normal(i);
+ file_handler_->write<eOBJSyntaxElement::normal>(
+ poly_normal[0], poly_normal[1], poly_normal[2]);
+ }
+ }
+}
+
+/**
+ * Write smooth group if polygon at the given index is shaded smooth else "s 0"
+ */
+int OBJWriter::write_smooth_group(const OBJMesh &obj_mesh_data,
+ const int poly_index,
+ const int last_poly_smooth_group) const
+{
+ int current_group = SMOOTH_GROUP_DISABLED;
+ if (!export_params_.export_smooth_groups && obj_mesh_data.is_ith_poly_smooth(poly_index)) {
+ /* Smooth group calculation is disabled, but polygon is smooth-shaded. */
+ current_group = SMOOTH_GROUP_DEFAULT;
+ }
+ else if (obj_mesh_data.is_ith_poly_smooth(poly_index)) {
+ /* Smooth group calc is enabled and polygon is smooth–shaded, so find the group. */
+ current_group = obj_mesh_data.ith_smooth_group(poly_index);
+ }
+
+ if (current_group == last_poly_smooth_group) {
+ /* Group has already been written, even if it is "s 0". */
+ return current_group;
+ }
+ file_handler_->write<eOBJSyntaxElement::smooth_group>(current_group);
+ return current_group;
+}
+
+/**
+ * Write material name and material group of a polygon in the .OBJ file.
+ * \return #mat_nr of the polygon at the given index.
+ * \note It doesn't write to the material library.
+ */
+int16_t OBJWriter::write_poly_material(const OBJMesh &obj_mesh_data,
+ const int poly_index,
+ const int16_t last_poly_mat_nr,
+ std::function<const char *(int)> matname_fn) const
+{
+ if (!export_params_.export_materials || obj_mesh_data.tot_materials() <= 0) {
+ return last_poly_mat_nr;
+ }
+ const int16_t current_mat_nr = obj_mesh_data.ith_poly_matnr(poly_index);
+ /* Whenever a polygon with a new material is encountered, write its material
+ * and/or group, otherwise pass. */
+ if (last_poly_mat_nr == current_mat_nr) {
+ return current_mat_nr;
+ }
+ if (current_mat_nr == NOT_FOUND) {
+ file_handler_->write<eOBJSyntaxElement::poly_usemtl>(MATERIAL_GROUP_DISABLED);
+ return current_mat_nr;
+ }
+ if (export_params_.export_object_groups) {
+ write_object_group(obj_mesh_data);
+ }
+ const char *mat_name = matname_fn(current_mat_nr);
+ if (!mat_name) {
+ mat_name = MATERIAL_GROUP_DISABLED;
+ }
+ file_handler_->write<eOBJSyntaxElement::poly_usemtl>(mat_name);
+
+ return current_mat_nr;
+}
+
+/**
+ * Write the name of the deform group of a polygon.
+ */
+int16_t OBJWriter::write_vertex_group(const OBJMesh &obj_mesh_data,
+ const int poly_index,
+ const int16_t last_poly_vertex_group) const
+{
+ if (!export_params_.export_vertex_groups) {
+ return last_poly_vertex_group;
+ }
+ const int16_t current_group = obj_mesh_data.get_poly_deform_group_index(poly_index);
+
+ if (current_group == last_poly_vertex_group) {
+ /* No vertex group found in this polygon, just like in the last iteration. */
+ return current_group;
+ }
+ if (current_group == NOT_FOUND) {
+ file_handler_->write<eOBJSyntaxElement::object_group>(DEFORM_GROUP_DISABLED);
+ return current_group;
+ }
+ file_handler_->write<eOBJSyntaxElement::object_group>(
+ obj_mesh_data.get_poly_deform_group_name(current_group));
+ return current_group;
+}
+
+/**
+ * \return Writer function with appropriate polygon-element syntax.
+ */
+OBJWriter::func_vert_uv_normal_indices OBJWriter::get_poly_element_writer(
+ const int total_uv_vertices) const
+{
+ if (export_params_.export_normals) {
+ if (export_params_.export_uv && (total_uv_vertices > 0)) {
+ /* Write both normals and UV indices. */
+ return &OBJWriter::write_vert_uv_normal_indices;
+ }
+ /* Write normals indices. */
+ return &OBJWriter::write_vert_normal_indices;
+ }
+ /* Write UV indices. */
+ if (export_params_.export_uv && (total_uv_vertices > 0)) {
+ return &OBJWriter::write_vert_uv_indices;
+ }
+ /* Write neither normals nor UV indices. */
+ return &OBJWriter::write_vert_indices;
+}
+
+/**
+ * Write polygon elements with at least vertex indices, and conditionally with UV vertex
+ * indices and polygon normal indices. Also write groups: smooth, vertex, material.
+ * The matname_fn turns a 0-indexed material slot number in an Object into the
+ * name used in the .obj file.
+ * \note UV indices were stored while writing UV vertices.
+ */
+void OBJWriter::write_poly_elements(const OBJMesh &obj_mesh_data,
+ std::function<const char *(int)> matname_fn)
+{
+ int last_poly_smooth_group = NEGATIVE_INIT;
+ int16_t last_poly_vertex_group = NEGATIVE_INIT;
+ int16_t last_poly_mat_nr = NEGATIVE_INIT;
+
+ const func_vert_uv_normal_indices poly_element_writer = get_poly_element_writer(
+ obj_mesh_data.tot_uv_vertices());
+
+ /* Number of normals may not be equal to number of polygons due to smooth shading. */
+ int per_object_tot_normals = 0;
+ const int tot_polygons = obj_mesh_data.tot_polygons();
+ for (int i = 0; i < tot_polygons; i++) {
+ Vector<int> poly_vertex_indices = obj_mesh_data.calc_poly_vertex_indices(i);
+ Span<int> poly_uv_indices = obj_mesh_data.calc_poly_uv_indices(i);
+ /* For an Object, a normal index depends on how many of its normals have been written before
+ * it. This is unknown because of smooth shading. So pass "per object total normals"
+ * and update it after each call. */
+ int new_normals = 0;
+ Vector<int> poly_normal_indices;
+ std::tie(new_normals, poly_normal_indices) = obj_mesh_data.calc_poly_normal_indices(
+ i, per_object_tot_normals);
+ per_object_tot_normals += new_normals;
+
+ last_poly_smooth_group = write_smooth_group(obj_mesh_data, i, last_poly_smooth_group);
+ last_poly_vertex_group = write_vertex_group(obj_mesh_data, i, last_poly_vertex_group);
+ last_poly_mat_nr = write_poly_material(obj_mesh_data, i, last_poly_mat_nr, matname_fn);
+ (this->*poly_element_writer)(poly_vertex_indices, poly_uv_indices, poly_normal_indices);
+ }
+ /* Unusual: Other indices are updated in #OBJWriter::update_index_offsets. */
+ index_offsets_.normal_offset += per_object_tot_normals;
+}
+
+/**
+ * Write loose edges of a mesh as "l v1 v2".
+ */
+void OBJWriter::write_edges_indices(const OBJMesh &obj_mesh_data) const
+{
+ obj_mesh_data.ensure_mesh_edges();
+ const int tot_edges = obj_mesh_data.tot_edges();
+ for (int edge_index = 0; edge_index < tot_edges; edge_index++) {
+ const std::optional<std::array<int, 2>> vertex_indices =
+ obj_mesh_data.calc_loose_edge_vert_indices(edge_index);
+ if (!vertex_indices) {
+ continue;
+ }
+ file_handler_->write<eOBJSyntaxElement::edge>(
+ (*vertex_indices)[0] + index_offsets_.vertex_offset + 1,
+ (*vertex_indices)[1] + index_offsets_.vertex_offset + 1);
+ }
+}
+
+/**
+ * Write a NURBS curve to the .OBJ file in parameter form.
+ */
+void OBJWriter::write_nurbs_curve(const OBJCurve &obj_nurbs_data) const
+{
+ const int total_splines = obj_nurbs_data.total_splines();
+ for (int spline_idx = 0; spline_idx < total_splines; spline_idx++) {
+ const int total_vertices = obj_nurbs_data.total_spline_vertices(spline_idx);
+ for (int vertex_idx = 0; vertex_idx < total_vertices; vertex_idx++) {
+ const float3 vertex_coords = obj_nurbs_data.vertex_coordinates(
+ spline_idx, vertex_idx, export_params_.scaling_factor);
+ file_handler_->write<eOBJSyntaxElement::vertex_coords>(
+ vertex_coords[0], vertex_coords[1], vertex_coords[2]);
+ }
+
+ const char *nurbs_name = obj_nurbs_data.get_curve_name();
+ const int nurbs_degree = obj_nurbs_data.get_nurbs_degree(spline_idx);
+ file_handler_->write<eOBJSyntaxElement::object_group>(nurbs_name);
+ file_handler_->write<eOBJSyntaxElement::cstype>();
+ file_handler_->write<eOBJSyntaxElement::nurbs_degree>(nurbs_degree);
+ /**
+ * The numbers written here are indices into the vertex coordinates written
+ * earlier, relative to the line that is going to be written.
+ * [0.0 - 1.0] is the curve parameter range.
+ * 0.0 1.0 -1 -2 -3 -4 for a non-cyclic curve with 4 vertices.
+ * 0.0 1.0 -1 -2 -3 -4 -1 -2 -3 for a cyclic curve with 4 vertices.
+ */
+ const int total_control_points = obj_nurbs_data.total_spline_control_points(spline_idx);
+ file_handler_->write<eOBJSyntaxElement::curve_element_begin>();
+ for (int i = 0; i < total_control_points; i++) {
+ /* "+1" to keep indices one-based, even if they're negative: i.e., -1 refers to the
+ * last vertex coordinate, -2 second last. */
+ file_handler_->write<eOBJSyntaxElement::vertex_indices>(-((i % total_vertices) + 1));
+ }
+ file_handler_->write<eOBJSyntaxElement::curve_element_end>();
+
+ /**
+ * In "parm u 0 0.1 .." line:, (total control points + 2) equidistant numbers in the
+ * parameter range are inserted.
+ */
+ file_handler_->write<eOBJSyntaxElement::nurbs_parameter_begin>();
+ for (int i = 1; i <= total_control_points + 2; i++) {
+ file_handler_->write<eOBJSyntaxElement::nurbs_parameters>(1.0f * i /
+ (total_control_points + 2 + 1));
+ }
+ file_handler_->write<eOBJSyntaxElement::nurbs_parameter_end>();
+
+ file_handler_->write<eOBJSyntaxElement::nurbs_group_end>();
+ }
+}
+
+/**
+ * When there are multiple objects in a frame, the indices of previous objects' coordinates or
+ * normals add up.
+ */
+void OBJWriter::update_index_offsets(const OBJMesh &obj_mesh_data)
+{
+ index_offsets_.vertex_offset += obj_mesh_data.tot_vertices();
+ index_offsets_.uv_vertex_offset += obj_mesh_data.tot_uv_vertices();
+ /* Normal index is updated right after writing the normals. */
+}
+
+/* -------------------------------------------------------------------- */
+/** \name .MTL writers.
+ * \{ */
+
+/**
+ * Convert #float3 to string of space-separated numbers, with no leading or trailing space.
+ * Only to be used in NON-performance-critical code.
+ */
+static std::string float3_to_string(const float3 &numbers)
+{
+ std::ostringstream r_string;
+ r_string << numbers[0] << " " << numbers[1] << " " << numbers[2];
+ return r_string.str();
+};
+
+/*
+ * Create the .MTL file.
+ */
+MTLWriter::MTLWriter(const char *obj_filepath) noexcept(false)
+{
+ mtl_filepath_ = obj_filepath;
+ const bool ok = BLI_path_extension_replace(mtl_filepath_.data(), FILE_MAX, ".mtl");
+ if (!ok) {
+ throw std::system_error(ENAMETOOLONG, std::system_category(), "");
+ }
+ file_handler_ = std::make_unique<FileHandler<eFileType::MTL>>(mtl_filepath_);
+}
+
+void MTLWriter::write_header(const char *blen_filepath) const
+{
+ using namespace std::string_literals;
+ const char *blen_basename = (blen_filepath && blen_filepath[0] != '\0') ?
+ BLI_path_basename(blen_filepath) :
+ "None";
+ file_handler_->write<eMTLSyntaxElement::string>("# Blender "s + BKE_blender_version_string() +
+ " MTL File: '" + blen_basename + "'\n");
+ file_handler_->write<eMTLSyntaxElement::string>("# www.blender.org\n");
+}
+
+StringRefNull MTLWriter::mtl_file_path() const
+{
+ return mtl_filepath_;
+}
+
+/**
+ * Write properties sourced from p-BSDF node or #Object.Material.
+ */
+void MTLWriter::write_bsdf_properties(const MTLMaterial &mtl_material)
+{
+ file_handler_->write<eMTLSyntaxElement::Ns>(mtl_material.Ns);
+ file_handler_->write<eMTLSyntaxElement::Ka>(
+ mtl_material.Ka.x, mtl_material.Ka.y, mtl_material.Ka.z);
+ file_handler_->write<eMTLSyntaxElement::Kd>(
+ mtl_material.Kd.x, mtl_material.Kd.y, mtl_material.Kd.z);
+ file_handler_->write<eMTLSyntaxElement::Ks>(
+ mtl_material.Ks.x, mtl_material.Ks.y, mtl_material.Ks.z);
+ file_handler_->write<eMTLSyntaxElement::Ke>(
+ mtl_material.Ke.x, mtl_material.Ke.y, mtl_material.Ke.z);
+ file_handler_->write<eMTLSyntaxElement::Ni>(mtl_material.Ni);
+ file_handler_->write<eMTLSyntaxElement::d>(mtl_material.d);
+ file_handler_->write<eMTLSyntaxElement::illum>(mtl_material.illum);
+}
+
+/**
+ * Write a texture map in the form "map_XX -s 1. 1. 1. -o 0. 0. 0. [-bm 1.] path/to/image".
+ */
+void MTLWriter::write_texture_map(
+ const MTLMaterial &mtl_material,
+ const Map<const eMTLSyntaxElement, tex_map_XX>::Item &texture_map)
+{
+ std::string translation;
+ std::string scale;
+ std::string map_bump_strength;
+ /* Optional strings should have their own leading spaces. */
+ if (texture_map.value.translation != float3{0.0f, 0.0f, 0.0f}) {
+ translation.append(" -s ").append(float3_to_string(texture_map.value.translation));
+ }
+ if (texture_map.value.scale != float3{1.0f, 1.0f, 1.0f}) {
+ scale.append(" -o ").append(float3_to_string(texture_map.value.scale));
+ }
+ if (texture_map.key == eMTLSyntaxElement::map_Bump && mtl_material.map_Bump_strength > 0.0001f) {
+ map_bump_strength.append(" -bm ").append(std::to_string(mtl_material.map_Bump_strength));
+ }
+
+#define SYNTAX_DISPATCH(eMTLSyntaxElement) \
+ if (texture_map.key == eMTLSyntaxElement) { \
+ file_handler_->write<eMTLSyntaxElement>(translation + scale + map_bump_strength, \
+ texture_map.value.image_path); \
+ return; \
+ }
+
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_Kd);
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_Ks);
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_Ns);
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_d);
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_refl);
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_Ke);
+ SYNTAX_DISPATCH(eMTLSyntaxElement::map_Bump);
+
+ BLI_assert(!"This map type was not written to the file.");
+}
+
+/**
+ * Write all of the material specifications to the MTL file.
+ * For consistency of output from run to run (useful for testing),
+ * the materials are sorted by name before writing.
+ */
+void MTLWriter::write_materials()
+{
+ if (mtlmaterials_.size() == 0) {
+ return;
+ }
+ std::sort(mtlmaterials_.begin(),
+ mtlmaterials_.end(),
+ [](const MTLMaterial &a, const MTLMaterial &b) { return a.name < b.name; });
+ for (const MTLMaterial &mtlmat : mtlmaterials_) {
+ file_handler_->write<eMTLSyntaxElement::string>("\n");
+ file_handler_->write<eMTLSyntaxElement::newmtl>(mtlmat.name);
+ write_bsdf_properties(mtlmat);
+ for (const Map<const eMTLSyntaxElement, tex_map_XX>::Item &texture_map :
+ mtlmat.texture_maps.items()) {
+ if (!texture_map.value.image_path.empty()) {
+ write_texture_map(mtlmat, texture_map);
+ }
+ }
+ }
+}
+
+/**
+ * Add the materials of the given object to MTLWriter, deduping
+ * against ones that are already there.
+ * Return a Vector of indices into mtlmaterials_ that hold the MTLMaterial
+ * that corresponds to each material slot, in order, of the given Object.
+ * Indexes are returned rather than pointers to the MTLMaterials themselves
+ * because the mtlmaterials_ Vector may move around when resized.
+ */
+Vector<int> MTLWriter::add_materials(const OBJMesh &mesh_to_export)
+{
+ Vector<int> r_mtl_indices;
+ r_mtl_indices.resize(mesh_to_export.tot_materials());
+ for (int16_t i = 0; i < mesh_to_export.tot_materials(); i++) {
+ const Material *material = mesh_to_export.get_object_material(i);
+ if (!material) {
+ r_mtl_indices[i] = -1;
+ continue;
+ }
+ int mtlmat_index = material_map_.lookup_default(material, -1);
+ if (mtlmat_index != -1) {
+ r_mtl_indices[i] = mtlmat_index;
+ }
+ else {
+ mtlmaterials_.append(mtlmaterial_for_material(material));
+ r_mtl_indices[i] = mtlmaterials_.size() - 1;
+ material_map_.add_new(material, r_mtl_indices[i]);
+ }
+ }
+ return r_mtl_indices;
+}
+
+const char *MTLWriter::mtlmaterial_name(int index)
+{
+ if (index < 0 || index >= mtlmaterials_.size()) {
+ return nullptr;
+ }
+ return mtlmaterials_[index].name.c_str();
+}
+/** \} */
+
+} // namespace blender::io::obj