/* * 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. */ #ifndef __MATERIALS_H__ #define __MATERIALS_H__ #include #include extern "C" { #include "BKE_context.h" #include "BKE_node.h" #include "BLI_listbase.h" #include "DNA_material_types.h" #include "DNA_node_types.h" } #include "collada_utils.h" #include "COLLADAFWEffectCommon.h" typedef std::map NodeMap; class MaterialNode { private: bContext *mContext; Material *material; COLLADAFW::EffectCommon *effect; UidImageMap *uid_image_map = nullptr; KeyImageMap *key_image_map = nullptr; NodeMap node_map; bNodeTree *ntree; bNode *shader_node; bNode *output_node; bNodeTree *prepare_material_nodetree(); bNode *add_node(int node_type, int locx, int locy, std::string label); void add_link(bNode *from_node, int from_index, bNode *to_node, int to_index); bNode *add_texture_node(COLLADAFW::ColorOrTexture &cot, int locx, int locy, std::string label); void setShaderType(); public: MaterialNode(bContext *C, COLLADAFW::EffectCommon *ef, Material *ma, UidImageMap &uid_image_map); MaterialNode(bContext *C, Material *ma, KeyImageMap &key_image_map); Image *get_diffuse_image(); void set_diffuse(COLLADAFW::ColorOrTexture &cot); void set_specular(COLLADAFW::ColorOrTexture &cot); void set_ambient(COLLADAFW::ColorOrTexture &cot); void set_reflective(COLLADAFW::ColorOrTexture &cot); void set_emission(COLLADAFW::ColorOrTexture &cot); void set_opacity(COLLADAFW::ColorOrTexture &cot); void set_reflectivity(COLLADAFW::FloatOrParam &val); void set_shininess(COLLADAFW::FloatOrParam &val); void set_ior(COLLADAFW::FloatOrParam &val); void set_alpha(COLLADAFW::EffectCommon::OpaqueMode mode, COLLADAFW::ColorOrTexture &cot, COLLADAFW::FloatOrParam &val); }; #endif /* __MATERIALS_H__ */