Collada: Exporter now only exports either 'Materials' or 'UV Textures as Materials'. This makes the user interface more streight
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@ -84,7 +84,7 @@ void EffectsExporter::exportEffects(Scene *sce)
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closeLibrary();
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}
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}
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else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
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else {
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std::set<Object *> uv_textured_obs = bc_getUVTexturedObjects(sce, !this->export_settings->active_uv_only);
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std::set<Image *> uv_images = bc_getUVImages(sce, !this->export_settings->active_uv_only);
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if (uv_images.size() > 0) {
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@ -212,8 +212,7 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
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{
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// create a list of indices to textures of type TEX_IMAGE
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std::vector<int> tex_indices;
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if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT)
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createTextureIndices(ma, tex_indices);
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createTextureIndices(ma, tex_indices);
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openEffect(translate_id(id_name(ma)) + "-effect");
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@ -347,58 +346,6 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
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}
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}
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int active_uv_layer = -1;
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std::set<Image *> uv_textures;
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if (ob->type == OB_MESH && ob->totcol && this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
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bool active_uv_only = this->export_settings->active_uv_only;
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Mesh *me = (Mesh *) ob->data;
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active_uv_layer = CustomData_get_active_layer_index(&me->pdata, CD_MTEXPOLY);
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BKE_mesh_tessface_ensure(me);
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for (int i = 0; i < me->pdata.totlayer; i++) {
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if (!active_uv_only || active_uv_layer == i)
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{
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if (me->pdata.layers[i].type == CD_MTEXPOLY) {
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MTexPoly *txface = (MTexPoly *)me->pdata.layers[i].data;
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MPoly *mpoly = me->mpoly;
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for (int j = 0; j < me->totpoly; j++, mpoly++, txface++) {
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Material *mat = give_current_material(ob, mpoly->mat_nr + 1);
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if (mat != ma)
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continue;
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Image *ima = txface->tpage;
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if (ima == NULL)
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continue;
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bool not_in_list = uv_textures.find(ima)==uv_textures.end();
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if (not_in_list) {
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std::string name = id_name(ima);
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std::string key(name);
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key = translate_id(key);
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// create only one <sampler>/<surface> pair for each unique image
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if (im_samp_map.find(key) == im_samp_map.end()) {
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//<newparam> <sampler> <source>
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COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
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key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
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key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
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sampler.setImageId(key);
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samplers[a] = sampler;
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samp_surf[b] = &samplers[a];
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im_samp_map[key] = b;
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b++;
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a++;
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uv_textures.insert(ima);
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}
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}
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}
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}
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}
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}
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}
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// used as fallback when MTex->uvname is "" (this is pretty common)
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// it is indeed the correct value to use in that case
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std::string active_uv(bc_get_active_uvlayer_name(ob));
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@ -421,21 +368,6 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
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writeTextures(ep, key, sampler, t, ima, uvname);
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}
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if (active_uv_layer > -1) {
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// Export only UV textures assigned to active UV Layer (sounds reasonable, but is that correct?)
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std::set<Image *>::iterator uv_t_iter;
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for (uv_t_iter = uv_textures.begin(); uv_t_iter != uv_textures.end(); uv_t_iter++) {
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Image *ima = *uv_t_iter;
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std::string key(id_name(ima));
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key = translate_id(key);
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int i = im_samp_map[key];
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COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i];
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ep.setDiffuse(createTexture(ima, active_uv, sampler), false, "diffuse");
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ep.setShaderType(COLLADASW::EffectProfile::PHONG);
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}
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}
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// performs the actual writing
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ep.addProfileElements();
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bool twoSided = false;
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@ -135,23 +135,23 @@ void GeometryExporter::operator()(Object *ob)
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// Only create Polylists if number of faces > 0
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if (me->totface > 0) {
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// XXX slow
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if (ob->totcol && this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT) {
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for (int a = 0; a < ob->totcol; a++) {
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createPolylist(a, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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else {
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std::set<Image *> uv_images = bc_getUVImages(ob, !this->export_settings->active_uv_only);
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if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV && uv_images.size() > 0) {
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bool all_uv_layers = !this->export_settings->active_uv_only;
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std::set<Image *> uv_images = bc_getUVImages(ob, all_uv_layers);
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createPolylists(uv_images, has_uvs, has_color, ob, me, geom_id, norind);
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std::set<Image *> uv_images = bc_getUVImages(ob, !this->export_settings->active_uv_only);
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if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT || uv_images.size() == 0) {
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if (ob->totcol) {
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for (int a = 0; a < ob->totcol; a++) {
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createPolylist(a, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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else {
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int i = 0;
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createPolylist(i, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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else {
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bool all_uv_layers = !this->export_settings->active_uv_only;
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std::set<Image *> uv_images = bc_getUVImages(ob, all_uv_layers);
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createPolylists(uv_images, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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closeMesh();
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@ -242,7 +242,7 @@ void ImagesExporter::exportImages(Scene *sce)
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if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT) {
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mf.forEachMaterialInExportSet<ImagesExporter>(sce, *this, this->export_settings->export_set);
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}
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else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV) {
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else {
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export_UV_Images();
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}
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@ -77,7 +77,7 @@ void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_materia
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}
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}
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else if (export_texture_type == BC_TEXTURE_TYPE_MAT) {
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else {
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for (int a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a + 1);
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if (ma) {
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@ -50,8 +50,7 @@ void MaterialsExporter::exportMaterials(Scene *sce)
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}
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}
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else if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_UV)
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{
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else {
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std::set<Image *> uv_images = bc_getUVImages(sce, !this->export_settings->active_uv_only);
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if (uv_images.size() > 0) {
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openLibrary();
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@ -47,9 +47,8 @@ typedef enum BC_export_transformation_type {
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} BC_export_transformation_type;
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typedef enum BC_export_texture_type {
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BC_TEXTURE_TYPE_NONE,
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BC_TEXTURE_TYPE_UV,
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BC_TEXTURE_TYPE_MAT
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BC_TEXTURE_TYPE_MAT,
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BC_TEXTURE_TYPE_UV
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} BC_export_texture_type;
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struct bContext;
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@ -321,9 +321,8 @@ void WM_OT_collada_export(wmOperatorType *ot)
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};
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static EnumPropertyItem prop_bc_export_texture_type[] = {
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{ BC_TEXTURE_TYPE_NONE, "none", 0, "No Textures", "Do not export any image based Textures" },
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{ BC_TEXTURE_TYPE_UV, "uv", 0, "UV Textures", "Export UV Textures (Face textures)" },
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{ BC_TEXTURE_TYPE_MAT, "mat", 0, "Material Textures", "Export Material Textures" },
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{ BC_TEXTURE_TYPE_MAT, "mat", 0, "Materials", "Export Materials" },
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{ BC_TEXTURE_TYPE_UV, "uv", 0, "UV Textures", "Export UV Textures (Face textures) as materials" },
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{ 0, NULL, 0, NULL, NULL }
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};
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