/* * 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 collada */ #ifndef __EFFECTEXPORTER_H__ #define __EFFECTEXPORTER_H__ #include #include #include "COLLADASWColorOrTexture.h" #include "COLLADASWLibraryEffects.h" #include "COLLADASWSampler.h" #include "COLLADASWStreamWriter.h" #include "DNA_image_types.h" #include "DNA_material_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "ExportSettings.h" #include "collada_utils.h" class EffectsExporter : COLLADASW::LibraryEffects { public: EffectsExporter(COLLADASW::StreamWriter *sw, BCExportSettings &export_settings, KeyImageMap &key_image_map); void exportEffects(bContext *C, Scene *sce); void operator()(Material *ma, Object *ob); COLLADASW::ColorOrTexture createTexture(Image *ima, std::string &uv_layer_name, COLLADASW::Sampler *sampler /*COLLADASW::Surface *surface*/); COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a); private: void set_shader_type(COLLADASW::EffectProfile &ep, Material *ma); void set_diffuse_color(COLLADASW::EffectProfile &ep, Material *ma); void set_emission(COLLADASW::EffectProfile &ep, Material *ma); void set_ior(COLLADASW::EffectProfile &ep, Material *ma); void set_shininess(COLLADASW::EffectProfile &ep, Material *ma); void set_reflectivity(COLLADASW::EffectProfile &ep, Material *ma); void set_transparency(COLLADASW::EffectProfile &ep, Material *ma); void set_ambient(COLLADASW::EffectProfile &ep, Material *ma); void set_specular(COLLADASW::EffectProfile &ep, Material *ma); void set_reflective(COLLADASW::EffectProfile &ep, Material *ma); void get_images(Material *ma, KeyImageMap &uid_image_map); void create_image_samplers(COLLADASW::EffectProfile &ep, KeyImageMap &uid_image_map, std::string &active_uv); void writeTextures(COLLADASW::EffectProfile &ep, std::string &key, COLLADASW::Sampler *sampler, MTex *t, Image *ima, std::string &uvname); bool hasEffects(Scene *sce); BCExportSettings &export_settings; KeyImageMap &key_image_map; Scene *scene; bContext *mContext; }; #endif