Commit: 04b0a9f4b885e8e3b0b3207f3b3cda74b936df3e
Author: Gaia Clary
Date:   Thu Mar 5 18:44:04 2015 +0100
Branches: master
https://developer.blender.org/rB04b0a9f4b885e8e3b0b3207f3b3cda74b936df3e

COLLADA - support for shadeless material (SHADER_CONSTANT)

This patch make it possible to export and import shadeless material.

Reviewers: sergey, sauraedron

Subscribers: sergey

Projects: #collada

Differential Revision: https://developer.blender.org/D1094

===================================================================

M       source/blender/collada/DocumentImporter.cpp
M       source/blender/collada/EffectExporter.cpp

===================================================================

diff --git a/source/blender/collada/DocumentImporter.cpp 
b/source/blender/collada/DocumentImporter.cpp
index 462b7b6..655e01a 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -800,10 +800,13 @@ void 
DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
        else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
                ma->diff_shader = MA_DIFF_LAMBERT;
        }
+       else if (shader == COLLADAFW::EffectCommon::SHADER_CONSTANT) {
+               ma->mode = MA_SHLESS;
+       }
        // default - lambert
        else {
                ma->diff_shader = MA_DIFF_LAMBERT;
-               fprintf(stderr, "Current shader type is not supported, default 
to lambert.\n");
+               fprintf(stderr, "Shader type %d is not supported, default to 
lambert.\n", shader);
        }
        // reflectivity
        ma->ray_mirror = ef->getReflectivity().getFloatValue();
@@ -899,7 +902,7 @@ void 
DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
                COLLADAFW::Texture ctex = ef->getEmission().getTexture(); 
                mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
                if (mtex != NULL) {
-                       mtex->mapto = MAP_EMIT; 
+                       mtex->mapto = (shader == 
COLLADAFW::EffectCommon::SHADER_CONSTANT) ? MAP_COL : MAP_EMIT;
                        i++;
                }
        }
@@ -930,6 +933,21 @@ void 
DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
                }
        }
 #endif
+
+/**
+ * <constant> cannot have diffuse, ambient, specular, shininnes as its child.
+ * So color is solely based on
+ * the emission color, so we map emission color to material's color
+ */
+       if (shader == COLLADAFW::EffectCommon::SHADER_CONSTANT) {
+               COLLADAFW::Color col_emmission;
+               if (ef->getEmission().isValid()) {
+                       col_emmission = ef->getEmission().getColor();
+                       ma->r = col_emmission.getRed();
+                       ma->g = col_emmission.getGreen();
+                       ma->b = col_emmission.getBlue();
+               }
+       }
        material_texture_mapping_map[ma] = texindex_texarray_map;
 }
 
diff --git a/source/blender/collada/EffectExporter.cpp 
b/source/blender/collada/EffectExporter.cpp
index 13dc1ed..f0ef0cb 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -173,37 +173,44 @@ void 
EffectsExporter::writeTextures(COLLADASW::EffectProfile &ep,
 
 void EffectsExporter::operator()(Material *ma, Object *ob)
 {
+       bool is_shadeless = ma->mode & MA_SHLESS;
        // 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);
-               }
+
+       /* set shader type */
+       if (is_shadeless)       {
+               ep.setShaderType(COLLADASW::EffectProfile::CONSTANT);
        }
        else {
-               if (ma->diff_shader == MA_DIFF_LAMBERT) {
-                       writeLambert(ep, ma);
+               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 {
-                       // \todo figure out handling of all spec+diff shader 
combos blender has, for now write phong
-                       writePhong(ep, ma);
+                       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");
@@ -216,28 +223,40 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
 
        // transparency
        if (ma->mode & MA_TRANSP) {
-               // Tod: because we are in A_ONE mode transparency is calculated 
like this:
+               // Todo: because we are in A_ONE mode transparency is 
calculated like this:
                ep.setTransparency(ma->alpha, false, "transparency");
                // cot = getcol(1.0f, 1.0f, 1.0f, 1.0f);
                // ep.setTransparent(cot);
        }
 
        // emission
-       cot = getcol(ma->emit, ma->emit, ma->emit, 1.0f);
+       if (is_shadeless)       {
+               cot = getcol(ma->r, ma->g, ma->b, 1.0f);
+       }
+       else    {
+               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");
+       if (!is_shadeless)      {
+               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
+       if (is_shadeless)
                cot = getcol(ma->amb, ma->amb, ma->amb, 1.0f);
+       else    {
+               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);
+               ep.setAmbient(cot, false, "ambient");
+       }
 
-       ep.setAmbient(cot, false, "ambient");
 
        // reflective, reflectivity
        if (ma->mode & MA_RAYMIRROR) {
@@ -253,8 +272,10 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
 
        // 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");
+               if (!is_shadeless)      {
+                       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

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