Collada: Exporter now only exports either 'Materials' or 'UV Textures as Materials'. This makes the user interface more streight

This commit is contained in:
Gaia Clary 2017-06-25 22:06:04 +02:00
parent ad58617bd2
commit 1c053c6a12
7 changed files with 20 additions and 91 deletions

View File

@ -84,7 +84,7 @@ void EffectsExporter::exportEffects(Scene *sce)
closeLibrary();
}
}
else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
else {
std::set<Object *> uv_textured_obs = bc_getUVTexturedObjects(sce, !this->export_settings->active_uv_only);
std::set<Image *> uv_images = bc_getUVImages(sce, !this->export_settings->active_uv_only);
if (uv_images.size() > 0) {
@ -212,8 +212,7 @@ 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->export_texture_type == BC_TEXTURE_TYPE_MAT)
createTextureIndices(ma, tex_indices);
createTextureIndices(ma, tex_indices);
openEffect(translate_id(id_name(ma)) + "-effect");
@ -347,58 +346,6 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
}
}
int active_uv_layer = -1;
std::set<Image *> uv_textures;
if (ob->type == OB_MESH && ob->totcol && this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
bool active_uv_only = this->export_settings->active_uv_only;
Mesh *me = (Mesh *) ob->data;
active_uv_layer = CustomData_get_active_layer_index(&me->pdata, CD_MTEXPOLY);
BKE_mesh_tessface_ensure(me);
for (int i = 0; i < me->pdata.totlayer; i++) {
if (!active_uv_only || active_uv_layer == i)
{
if (me->pdata.layers[i].type == CD_MTEXPOLY) {
MTexPoly *txface = (MTexPoly *)me->pdata.layers[i].data;
MPoly *mpoly = me->mpoly;
for (int j = 0; j < me->totpoly; j++, mpoly++, txface++) {
Material *mat = give_current_material(ob, mpoly->mat_nr + 1);
if (mat != ma)
continue;
Image *ima = txface->tpage;
if (ima == NULL)
continue;
bool not_in_list = uv_textures.find(ima)==uv_textures.end();
if (not_in_list) {
std::string name = id_name(ima);
std::string key(name);
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> <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);
samplers[a] = sampler;
samp_surf[b] = &samplers[a];
im_samp_map[key] = b;
b++;
a++;
uv_textures.insert(ima);
}
}
}
}
}
}
}
// 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(bc_get_active_uvlayer_name(ob));
@ -421,21 +368,6 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
writeTextures(ep, key, sampler, t, ima, uvname);
}
if (active_uv_layer > -1) {
// Export only UV textures assigned to active UV Layer (sounds reasonable, but is that correct?)
std::set<Image *>::iterator uv_t_iter;
for (uv_t_iter = uv_textures.begin(); uv_t_iter != uv_textures.end(); uv_t_iter++) {
Image *ima = *uv_t_iter;
std::string key(id_name(ima));
key = translate_id(key);
int i = im_samp_map[key];
COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i];
ep.setDiffuse(createTexture(ima, active_uv, sampler), false, "diffuse");
ep.setShaderType(COLLADASW::EffectProfile::PHONG);
}
}
// performs the actual writing
ep.addProfileElements();
bool twoSided = false;

View File

@ -135,23 +135,23 @@ void GeometryExporter::operator()(Object *ob)
// Only create Polylists if number of faces > 0
if (me->totface > 0) {
// XXX slow
if (ob->totcol && this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT) {
for (int a = 0; a < ob->totcol; a++) {
createPolylist(a, has_uvs, has_color, ob, me, geom_id, norind);
}
}
else {
std::set<Image *> uv_images = bc_getUVImages(ob, !this->export_settings->active_uv_only);
if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV && uv_images.size() > 0) {
bool all_uv_layers = !this->export_settings->active_uv_only;
std::set<Image *> uv_images = bc_getUVImages(ob, all_uv_layers);
createPolylists(uv_images, has_uvs, has_color, ob, me, geom_id, norind);
std::set<Image *> uv_images = bc_getUVImages(ob, !this->export_settings->active_uv_only);
if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT || uv_images.size() == 0) {
if (ob->totcol) {
for (int a = 0; a < ob->totcol; a++) {
createPolylist(a, has_uvs, has_color, ob, me, geom_id, norind);
}
}
else {
int i = 0;
createPolylist(i, has_uvs, has_color, ob, me, geom_id, norind);
}
}
else {
bool all_uv_layers = !this->export_settings->active_uv_only;
std::set<Image *> uv_images = bc_getUVImages(ob, all_uv_layers);
createPolylists(uv_images, has_uvs, has_color, ob, me, geom_id, norind);
}
}
closeMesh();

View File

@ -242,7 +242,7 @@ void ImagesExporter::exportImages(Scene *sce)
if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT) {
mf.forEachMaterialInExportSet<ImagesExporter>(sce, *this, this->export_settings->export_set);
}
else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
else {
export_UV_Images();
}

View File

@ -77,7 +77,7 @@ void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_materia
}
}
else if (export_texture_type == BC_TEXTURE_TYPE_MAT) {
else {
for (int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a + 1);
if (ma) {

View File

@ -50,8 +50,7 @@ void MaterialsExporter::exportMaterials(Scene *sce)
}
}
else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV)
{
else {
std::set<Image *> uv_images = bc_getUVImages(sce, !this->export_settings->active_uv_only);
if (uv_images.size() > 0) {
openLibrary();

View File

@ -47,9 +47,8 @@ typedef enum BC_export_transformation_type {
} BC_export_transformation_type;
typedef enum BC_export_texture_type {
BC_TEXTURE_TYPE_NONE,
BC_TEXTURE_TYPE_UV,
BC_TEXTURE_TYPE_MAT
BC_TEXTURE_TYPE_MAT,
BC_TEXTURE_TYPE_UV
} BC_export_texture_type;
struct bContext;

View File

@ -321,9 +321,8 @@ void WM_OT_collada_export(wmOperatorType *ot)
};
static EnumPropertyItem prop_bc_export_texture_type[] = {
{ BC_TEXTURE_TYPE_NONE, "none", 0, "No Textures", "Do not export any image based Textures" },
{ BC_TEXTURE_TYPE_UV, "uv", 0, "UV Textures", "Export UV Textures (Face textures)" },
{ BC_TEXTURE_TYPE_MAT, "mat", 0, "Material Textures", "Export Material Textures" },
{ BC_TEXTURE_TYPE_MAT, "mat", 0, "Materials", "Export Materials" },
{ BC_TEXTURE_TYPE_UV, "uv", 0, "UV Textures", "Export UV Textures (Face textures) as materials" },
{ 0, NULL, 0, NULL, NULL }
};