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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/EffectExporter.cpp
* \ingroup collada
*/
#include <map>
#include <set>
#include "COLLADASWEffectProfile.h"
#include "COLLADAFWColorOrTexture.h"
#include "EffectExporter.h"
#include "DocumentExporter.h"
#include "MaterialExporter.h"
#include "collada_internal.h"
#include "collada_utils.h"
extern "C" {
#include "DNA_mesh_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_collection.h"
#include "BKE_customdata.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
}
// OB_MESH is assumed
static std::string getActiveUVLayerName(Object *ob)
{
Mesh *me = (Mesh *)ob->data;
int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
if (num_layers)
return std::string(bc_CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
return "";
}
EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryEffects(sw), export_settings(export_settings) {
}
bool EffectsExporter::hasEffects(Scene *sce)
{
FOREACH_SCENE_OBJECT_BEGIN(sce, ob)
{
int a;
for (a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a + 1);
// no material, but check all of the slots
if (!ma) continue;
return true;
}
}
FOREACH_SCENE_OBJECT_END;
return false;
}
void EffectsExporter::exportEffects(Scene *sce)
{
if (hasEffects(sce)) {
this->scene = sce;
openLibrary();
MaterialFunctor mf;
mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);
closeLibrary();
}
}
void EffectsExporter::writeBlinn(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot;
ep.setShaderType(COLLADASW::EffectProfile::BLINN);
// shininess
ep.setShininess(ma->har, false, "shininess");
// specular
cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
ep.setSpecular(cot, false, "specular");
}
void EffectsExporter::writeLambert(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot;
ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
}
void EffectsExporter::writePhong(COLLADASW::EffectProfile &ep, Material *ma)
{
COLLADASW::ColorOrTexture cot;
ep.setShaderType(COLLADASW::EffectProfile::PHONG);
// shininess
ep.setShininess(ma->har, false, "shininess");
// specular
cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
ep.setSpecular(cot, false, "specular");
}
void EffectsExporter::writeTextures(COLLADASW::EffectProfile &ep,
std::string &key,
COLLADASW::Sampler *sampler,
MTex *t, Image *ima,
std::string &uvname ) {
// Image not set for texture
if (!ima) return;
// color
if (t->mapto & MAP_COL) {
ep.setDiffuse(createTexture(ima, uvname, sampler), false, "diffuse");
}
// ambient
if (t->mapto & MAP_AMB) {
ep.setAmbient(createTexture(ima, uvname, sampler), false, "ambient");
}
// specular
if (t->mapto & (MAP_SPEC | MAP_COLSPEC)) {
ep.setSpecular(createTexture(ima, uvname, sampler), false, "specular");
}
// emission
if (t->mapto & MAP_EMIT) {
ep.setEmission(createTexture(ima, uvname, sampler), false, "emission");
}
// reflective
if (t->mapto & MAP_REF) {
ep.setReflective(createTexture(ima, uvname, sampler));
}
// alpha
if (t->mapto & MAP_ALPHA) {
ep.setTransparent(createTexture(ima, uvname, sampler));
}
// extension:
// Normal map --> Must be stored with <extra> tag as different technique,
// since COLLADA doesn't support normal maps, even in current COLLADA 1.5.
if (t->mapto & MAP_NORM) {
COLLADASW::Texture texture(key);
texture.setTexcoord(uvname);
texture.setSampler(*sampler);
// technique FCOLLADA, with the <bump> tag, is most likely the best understood,
// most widespread de-facto standard.
texture.setProfileName("FCOLLADA");
texture.setChildElementName("bump");
ep.addExtraTechniqueColorOrTexture(COLLADASW::ColorOrTexture(texture));
}
}
void EffectsExporter::operator()(Material *ma, Object *ob)
{
// create a list of indices to textures of type TEX_IMAGE
std::vector<int> tex_indices;
if (this->export_settings->include_material_textures)
createTextureIndices(ma, tex_indices);
openEffect(translate_id(id_name(ma)) + "-effect");
COLLADASW::EffectProfile ep(mSW);
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
ep.openProfile();
// set shader type - one of three blinn, phong or lambert
if (ma->spec > 0.0f) {
if (ma->spec_shader == MA_SPEC_BLINN) {
writeBlinn(ep, ma);
}
else {
// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
// for now set phong in case spec shader is not blinn
writePhong(ep, ma);
}
}
else {
if (ma->diff_shader == MA_DIFF_LAMBERT) {
writeLambert(ep, ma);
}
else {
// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
writePhong(ep, ma);
}
}
// index of refraction
if (ma->mode & MA_RAYTRANSP) {
ep.setIndexOfRefraction(ma->ang, false, "index_of_refraction");
}
else {
ep.setIndexOfRefraction(1.0f, false, "index_of_refraction");
}
COLLADASW::ColorOrTexture cot;
// transparency
if (ma->mode & MA_TRANSP) {
// Tod: because we are in A_ONE mode transparency is calculated like this:
cot = getcol(1.0f, 1.0f, 1.0f, ma->alpha);
ep.setTransparent(cot);
ep.setOpaque(COLLADASW::EffectProfile::A_ONE);
}
// emission
cot = getcol(ma->emit, ma->emit, ma->emit, 1.0f);
ep.setEmission(cot, false, "emission");
// diffuse multiplied by diffuse intensity
cot = getcol(ma->r * ma->ref, ma->g * ma->ref, ma->b * ma->ref, 1.0f);
ep.setDiffuse(cot, false, "diffuse");
// ambient
/* ma->ambX is calculated only on render, so lets do it here manually and not rely on ma->ambX. */
if (this->scene->world)
cot = getcol(this->scene->world->ambr * ma->amb, this->scene->world->ambg * ma->amb, this->scene->world->ambb * ma->amb, 1.0f);
else
cot = getcol(ma->amb, ma->amb, ma->amb, 1.0f);
ep.setAmbient(cot, false, "ambient");
// reflective, reflectivity
if (ma->mode & MA_RAYMIRROR) {
cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f);
ep.setReflective(cot);
ep.setReflectivity(ma->ray_mirror);
}
// else {
// cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
// ep.setReflective(cot);
// ep.setReflectivity(ma->spec);
// }
// specular
if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
cot = getcol(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
ep.setSpecular(cot, false, "specular");
}
// XXX make this more readable if possible
// create <sampler> and <surface> for each image
COLLADASW::Sampler samplers[MAX_MTEX];
//COLLADASW::Surface surfaces[MAX_MTEX];
//void *samp_surf[MAX_MTEX][2];
void *samp_surf[MAX_MTEX];
// image to index to samp_surf map
// samp_surf[index] stores 2 pointers, sampler and surface
std::map<std::string, int> im_samp_map;
unsigned int a, b;
for (a = 0, b = 0; a < tex_indices.size(); a++) {
MTex *t = ma->mtex[tex_indices[a]];
Image *ima = t->tex->ima;
// Image not set for texture
if (!ima) continue;
std::string key(id_name(ima));
key = translate_id(key);
// create only one <sampler>/<surface> pair for each unique image
if (im_samp_map.find(key) == im_samp_map.end()) {
// //<newparam> <surface> <init_from>
// COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
// key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
// sio.setImageReference(key);
// surface.setInitOption(sio);
// COLLADASW::NewParamSurface surface(mSW);
// surface->setParamType(COLLADASW::CSW_SURFACE_TYPE_2D);
//<newparam> <sampler> <source>
COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
sampler.setImageId(key);
// copy values to arrays since they will live longer
samplers[a] = sampler;
//surfaces[a] = surface;
// store pointers so they can be used later when we create <texture>s
samp_surf[b] = &samplers[a];
//samp_surf[b][1] = &surfaces[a];
im_samp_map[key] = b;
b++;
}
}
// used as fallback when MTex->uvname is "" (this is pretty common)
// it is indeed the correct value to use in that case
std::string active_uv(getActiveUVLayerName(ob));
// write textures
// XXX very slow
for (a = 0; a < tex_indices.size(); a++) {
MTex *t = ma->mtex[tex_indices[a]];
Image *ima = t->tex->ima;
if (!ima) {
continue;
}
std::string key(id_name(ima));
key = translate_id(key);
int i = im_samp_map[key];
std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i];
writeTextures(ep, key, sampler, t, ima, uvname);
}
// performs the actual writing
ep.addProfileElements();
bool twoSided = false;
if (ob->type == OB_MESH && ob->data) {
Mesh *me = (Mesh *)ob->data;
if (me->flag & ME_TWOSIDED)
twoSided = true;
}
if (twoSided)
ep.addExtraTechniqueParameter("GOOGLEEARTH", "double_sided", 1);
ep.addExtraTechniques(mSW);
ep.closeProfile();
if (twoSided)
mSW->appendTextBlock("<extra><technique profile=\"MAX3D\"><double_sided>1</double_sided></technique></extra>");
closeEffect();
}
COLLADASW::ColorOrTexture EffectsExporter::createTexture(Image *ima,
std::string& uv_layer_name,
COLLADASW::Sampler *sampler
/*COLLADASW::Surface *surface*/)
{
COLLADASW::Texture texture(translate_id(id_name(ima)));
texture.setTexcoord(uv_layer_name);
//texture.setSurface(*surface);
texture.setSampler(*sampler);
COLLADASW::ColorOrTexture cot(texture);
return cot;
}
COLLADASW::ColorOrTexture EffectsExporter::getcol(float r, float g, float b, float a)
{
COLLADASW::Color color(r, g, b, a);
COLLADASW::ColorOrTexture cot(color);
return cot;
}
//returns the array of mtex indices which have image
//need this for exporting textures
void EffectsExporter::createTextureIndices(Material *ma, std::vector<int> &indices)
{
indices.clear();
for (int a = 0; a < MAX_MTEX; a++) {
if (ma->mtex[a] &&
ma->mtex[a]->tex &&
ma->mtex[a]->tex->type == TEX_IMAGE &&
ma->mtex[a]->texco == TEXCO_UV)
{
indices.push_back(a);
}
}
}
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