/* SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once #include #include #include "BKE_context.h" #include "BKE_node.h" #include "BLI_listbase.h" #include "DNA_material_types.h" #include "DNA_node_types.h" #include "COLLADAFWEffectCommon.h" #include "collada_utils.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; /** Returns null if material already has a node tree. */ 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); void add_link(bNode *from_node, const char *from_label, bNode *to_node, const char *to_label); 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); void update_material_nodetree(); };