Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2022-01-26 23:57:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-01-27 00:03:58 +0300
commit4226c484bdbe7336f1221094916fcdfb12850034 (patch)
tree33428e72be40105c222ca77935ee1554b702facc /source/blender/io/wavefront_obj/exporter/obj_export_file_writer.hh
parent55a6a8900aec81e94f4d82401d6051e3b5507c0e (diff)
parentaf87b6d8cb75d9d625378dee25d726a0d55f75c6 (diff)
Merge branch 'draw-viewport-data' into eevee-rewrite
# Conflicts: # release/scripts/startup/bl_ui/properties_data_camera.py # source/blender/blenkernel/BKE_camera.h # source/blender/blenkernel/BKE_node.h # source/blender/blenkernel/intern/camera.c # source/blender/blenlib/BLI_float2.hh # source/blender/blenlib/BLI_float3.hh # source/blender/blenlib/BLI_float4.hh # source/blender/blenlib/BLI_math_geom.h # source/blender/blenlib/intern/math_geom.c # source/blender/draw/CMakeLists.txt # source/blender/draw/engines/basic/basic_engine.c # source/blender/draw/engines/eevee/eevee_cryptomatte.c # source/blender/draw/engines/eevee/eevee_effects.c # source/blender/draw/engines/eevee/eevee_engine.c # source/blender/draw/engines/eevee/eevee_lightcache.c # source/blender/draw/engines/eevee/eevee_lightcache.h # source/blender/draw/engines/eevee/eevee_lightprobes.c # source/blender/draw/engines/eevee/eevee_lights.c # source/blender/draw/engines/eevee/eevee_materials.c # source/blender/draw/engines/eevee/eevee_motion_blur.c # source/blender/draw/engines/eevee/eevee_occlusion.c # source/blender/draw/engines/eevee/eevee_private.h # source/blender/draw/engines/eevee/eevee_render.c # source/blender/draw/engines/eevee/eevee_renderpasses.c # source/blender/draw/engines/eevee/eevee_sampling.c # source/blender/draw/engines/eevee/eevee_screen_raytrace.c # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/eevee_shadows.c # source/blender/draw/engines/eevee/eevee_shadows_cube.c # source/blender/draw/engines/eevee/eevee_temporal_sampling.c # source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl # source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl # source/blender/draw/engines/eevee/shaders/random_lib.glsl # source/blender/draw/engines/eevee/shaders/shadow_vert.glsl # source/blender/draw/engines/eevee/shaders/surface_lib.glsl # source/blender/draw/engines/eevee/shaders/surface_vert.glsl # source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl # source/blender/draw/engines/external/external_engine.c # source/blender/draw/engines/gpencil/gpencil_engine.c # source/blender/draw/engines/image/image_engine.c # source/blender/draw/engines/overlay/overlay_engine.c # source/blender/draw/engines/select/select_engine.c # source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl # source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl # source/blender/draw/engines/workbench/workbench_engine.c # source/blender/draw/engines/workbench/workbench_shader.c # source/blender/draw/intern/DRW_render.h # source/blender/draw/intern/draw_debug.h # source/blender/draw/intern/draw_manager_data.c # source/blender/draw/intern/draw_manager_exec.c # source/blender/draw/intern/draw_view_data.h # source/blender/gpu/CMakeLists.txt # source/blender/gpu/GPU_material.h # source/blender/gpu/GPU_shader.h # source/blender/gpu/GPU_state.h # source/blender/gpu/GPU_vertex_buffer.h # source/blender/gpu/intern/gpu_codegen.c # source/blender/gpu/intern/gpu_material.c # source/blender/gpu/intern/gpu_material_library.h # source/blender/gpu/intern/gpu_node_graph.c # source/blender/gpu/intern/gpu_texture_private.hh # source/blender/gpu/intern/gpu_vertex_buffer.cc # source/blender/gpu/opengl/gl_shader.cc # source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl # source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl # source/blender/nodes/shader/node_shader_tree.cc # source/blender/nodes/shader/nodes/node_shader_background.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c # source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c # source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc # source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc # source/blender/nodes/shader/nodes/node_shader_emission.cc # source/blender/nodes/shader/nodes/node_shader_holdout.cc # source/blender/nodes/shader/nodes/node_shader_output_material.cc # source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c # source/blender/nodes/shader/nodes/node_shader_tex_coord.cc # source/blender/nodes/shader/nodes/node_shader_vector_transform.cc # source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc # source/blender/nodes/shader/nodes/node_shader_volume_principled.cc # source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc # source/blender/render/RE_pipeline.h # source/blender/render/intern/initrender.c
Diffstat (limited to 'source/blender/io/wavefront_obj/exporter/obj_export_file_writer.hh')
-rw-r--r--source/blender/io/wavefront_obj/exporter/obj_export_file_writer.hh217
1 files changed, 217 insertions, 0 deletions
diff --git a/source/blender/io/wavefront_obj/exporter/obj_export_file_writer.hh b/source/blender/io/wavefront_obj/exporter/obj_export_file_writer.hh
new file mode 100644
index 00000000000..7385d9fabe2
--- /dev/null
+++ b/source/blender/io/wavefront_obj/exporter/obj_export_file_writer.hh
@@ -0,0 +1,217 @@
+/*
+ * 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
+ */
+
+#pragma once
+
+#include "DNA_meshdata_types.h"
+
+#include "BLI_map.hh"
+#include "BLI_vector.hh"
+
+#include "IO_wavefront_obj.h"
+#include "obj_export_io.hh"
+#include "obj_export_mtl.hh"
+
+namespace blender::io::obj {
+
+class OBJCurve;
+class OBJMesh;
+/**
+ * Total vertices/ UV vertices/ normals of previous Objects
+ * should be added to the current Object's indices.
+ */
+struct IndexOffsets {
+ int vertex_offset;
+ int uv_vertex_offset;
+ int normal_offset;
+};
+
+/**
+ * Responsible for writing a .OBJ file.
+ */
+class OBJWriter : NonMovable, NonCopyable {
+ private:
+ const OBJExportParams &export_params_;
+ std::unique_ptr<FormattedFileHandler<eFileType::OBJ>> file_handler_ = nullptr;
+ IndexOffsets index_offsets_{0, 0, 0};
+
+ public:
+ OBJWriter(const char *filepath, const OBJExportParams &export_params) noexcept(false)
+ : export_params_(export_params)
+ {
+ file_handler_ = std::make_unique<FormattedFileHandler<eFileType::OBJ>>(filepath);
+ }
+
+ void write_header() const;
+
+ /**
+ * Write object's name or group.
+ */
+ void write_object_name(const OBJMesh &obj_mesh_data) const;
+ /**
+ * Write an object's group with mesh and/or material name appended conditionally.
+ */
+ void write_object_group(const OBJMesh &obj_mesh_data) const;
+ /**
+ * Write file name of Material Library in .OBJ file.
+ */
+ void write_mtllib_name(const StringRefNull mtl_filepath) const;
+ /**
+ * Write vertex coordinates for all vertices as "v x y z".
+ */
+ void write_vertex_coords(const OBJMesh &obj_mesh_data) const;
+ /**
+ * Write UV vertex coordinates for all vertices as `vt u v`.
+ * \note UV indices are stored here, but written with polygons later.
+ */
+ void write_uv_coords(OBJMesh &obj_mesh_data) const;
+ /**
+ * Write loop normals for smooth-shaded polygons, and polygon normals otherwise, as "vn x y z".
+ * \note Normal indices ares stored here, but written with polygons later.
+ */
+ void write_poly_normals(OBJMesh &obj_mesh_data);
+ /**
+ * Write smooth group if polygon at the given index is shaded smooth else "s 0"
+ */
+ int write_smooth_group(const OBJMesh &obj_mesh_data,
+ int poly_index,
+ int last_poly_smooth_group) const;
+ /**
+ * 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 write_poly_material(const OBJMesh &obj_mesh_data,
+ int poly_index,
+ int16_t last_poly_mat_nr,
+ std::function<const char *(int)> matname_fn) const;
+ /**
+ * Write the name of the deform group of a polygon.
+ */
+ int16_t write_vertex_group(const OBJMesh &obj_mesh_data,
+ int poly_index,
+ int16_t last_poly_vertex_group) const;
+ /**
+ * 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 write_poly_elements(const OBJMesh &obj_mesh_data,
+ std::function<const char *(int)> matname_fn);
+ /**
+ * Write loose edges of a mesh as "l v1 v2".
+ */
+ void write_edges_indices(const OBJMesh &obj_mesh_data) const;
+ /**
+ * Write a NURBS curve to the .OBJ file in parameter form.
+ */
+ void write_nurbs_curve(const OBJCurve &obj_nurbs_data) const;
+
+ /**
+ * When there are multiple objects in a frame, the indices of previous objects' coordinates or
+ * normals add up.
+ */
+ void update_index_offsets(const OBJMesh &obj_mesh_data);
+
+ private:
+ using func_vert_uv_normal_indices = void (OBJWriter::*)(Span<int> vert_indices,
+ Span<int> uv_indices,
+ Span<int> normal_indices) const;
+ /**
+ * \return Writer function with appropriate polygon-element syntax.
+ */
+ func_vert_uv_normal_indices get_poly_element_writer(int total_uv_vertices) const;
+
+ /**
+ * Write one line of polygon indices as "f v1/vt1/vn1 v2/vt2/vn2 ...".
+ */
+ void write_vert_uv_normal_indices(Span<int> vert_indices,
+ Span<int> uv_indices,
+ Span<int> normal_indices) const;
+ /**
+ * Write one line of polygon indices as "f v1//vn1 v2//vn2 ...".
+ */
+ void write_vert_normal_indices(Span<int> vert_indices,
+ Span<int> /*uv_indices*/,
+ Span<int> normal_indices) const;
+ /**
+ * Write one line of polygon indices as "f v1/vt1 v2/vt2 ...".
+ */
+ void write_vert_uv_indices(Span<int> vert_indices,
+ Span<int> uv_indices,
+ Span<int> /*normal_indices*/) const;
+ /**
+ * Write one line of polygon indices as "f v1 v2 ...".
+ */
+ void write_vert_indices(Span<int> vert_indices,
+ Span<int> /*uv_indices*/,
+ Span<int> /*normal_indices*/) const;
+};
+
+/**
+ * Responsible for writing a .MTL file.
+ */
+class MTLWriter : NonMovable, NonCopyable {
+ private:
+ std::unique_ptr<FormattedFileHandler<eFileType::MTL>> file_handler_ = nullptr;
+ std::string mtl_filepath_;
+ Vector<MTLMaterial> mtlmaterials_;
+ /* Map from a Material* to an index into mtlmaterials_. */
+ Map<const Material *, int> material_map_;
+
+ public:
+ /*
+ * Create the .MTL file.
+ */
+ MTLWriter(const char *obj_filepath) noexcept(false);
+
+ void write_header(const char *blen_filepath) const;
+ /**
+ * 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 write_materials();
+ StringRefNull mtl_file_path() const;
+ /**
+ * Add the materials of the given object to #MTLWriter, de-duplicating
+ * 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> add_materials(const OBJMesh &mesh_to_export);
+ const char *mtlmaterial_name(int index);
+
+ private:
+ /**
+ * Write properties sourced from p-BSDF node or #Object.Material.
+ */
+ void write_bsdf_properties(const MTLMaterial &mtl_material);
+ /**
+ * Write a texture map in the form "map_XX -s 1. 1. 1. -o 0. 0. 0. [-bm 1.] path/to/image".
+ */
+ void write_texture_map(const MTLMaterial &mtl_material,
+ const Map<const eMTLSyntaxElement, tex_map_XX>::Item &texture_map);
+};
+} // namespace blender::io::obj