mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-03 10:22:45 -04:00
respect maya's convention of separate textures for color and transparency
This commit is contained in:
parent
0387fd286f
commit
064955a02b
@ -14,6 +14,7 @@
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config_maya.cxx config_maya.h \
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mayaApi.cxx mayaApi.h \
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mayaShader.cxx mayaShader.h \
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mayaShaderColorDef.cxx mayaShaderColorDef.h \
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mayaShaders.cxx mayaShaders.h \
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maya_funcs.I maya_funcs.cxx maya_funcs.h \
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post_maya_include.h pre_maya_include.h
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@ -20,6 +20,7 @@
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#include "maya_funcs.h"
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#include "config_maya.h"
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#include "string_utils.h"
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#include "pnmImageHeader.h" // for lumin_red, etc.
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#include "pset.h"
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#include "pre_maya_include.h"
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@ -40,35 +41,13 @@
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////////////////////////////////////////////////////////////////////
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MayaShader::
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MayaShader(MObject engine) {
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_has_color = false;
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_transparency = 0.0;
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_has_texture = false;
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_projection_type = PT_off;
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_map_uvs = NULL;
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_coverage.set(1.0, 1.0);
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_translate_frame.set(0.0, 0.0);
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_rotate_frame = 0.0;
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_mirror = false;
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_stagger = false;
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_wrap_u = true;
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_wrap_v = true;
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_repeat_uv.set(1.0, 1.0);
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_offset.set(0.0, 0.0);
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_rotate_uv = 0.0;
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_color_object = (MObject *)NULL;
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MFnDependencyNode engine_fn(engine);
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_name = engine_fn.name().asChar();
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set_name(engine_fn.name().asChar());
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if (maya_cat.is_debug()) {
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maya_cat.debug()
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<< "Reading shading engine " << _name << "\n";
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<< "Reading shading engine " << get_name() << "\n";
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}
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bool found_shader = false;
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@ -91,56 +70,6 @@ MayaShader(MObject engine) {
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////////////////////////////////////////////////////////////////////
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MayaShader::
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~MayaShader() {
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if (_color_object != (MObject *)NULL) {
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delete _color_object;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::compute_texture_matrix
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// Access: Public
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// Description: Returns a texture matrix corresponding to the texture
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// transforms indicated by the shader.
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////////////////////////////////////////////////////////////////////
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LMatrix3d MayaShader::
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compute_texture_matrix() const {
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LVector2d scale(_repeat_uv[0] / _coverage[0],
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_repeat_uv[1] / _coverage[1]);
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LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0],
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_offset[1] - _translate_frame[1] / _coverage[1]);
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return
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(LMatrix3d::translate_mat(LVector2d(-0.5, -0.5)) *
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LMatrix3d::rotate_mat(_rotate_frame) *
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LMatrix3d::translate_mat(LVector2d(0.5, 0.5))) *
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LMatrix3d::scale_mat(scale) *
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LMatrix3d::translate_mat(trans);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::has_projection
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// Access: Public
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// Description: Returns true if the shader has a projection in effect.
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////////////////////////////////////////////////////////////////////
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bool MayaShader::
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has_projection() const {
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return (_projection_type != PT_off);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::project_uv
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// Access: Public
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// Description: If the shader has a projection (has_projection()
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// returns true), this computes the appropriate UV
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// corresponding to the indicated 3-d point. Seams that
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// might be introduced on polygons that cross quadrants
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// are closed up by ensuring the point is in the same
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// quadrant as the indicated reference point.
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////////////////////////////////////////////////////////////////////
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TexCoordd MayaShader::
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project_uv(const LPoint3d &pos, const LPoint3d ¢roid) const {
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nassertr(_map_uvs != NULL, TexCoordd::zero());
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return (this->*_map_uvs)(pos * _projection_matrix, centroid * _projection_matrix);
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}
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////////////////////////////////////////////////////////////////////
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@ -150,49 +79,58 @@ project_uv(const LPoint3d &pos, const LPoint3d ¢roid) const {
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////////////////////////////////////////////////////////////////////
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void MayaShader::
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output(ostream &out) const {
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out << "Shader " << _name << ":\n";
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if (_has_texture) {
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out << " texture is " << _texture << "\n"
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<< " coverage is " << _coverage << "\n"
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<< " translate_frame is " << _translate_frame << "\n"
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<< " rotate_frame is " << _rotate_frame << "\n"
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<< " mirror is " << _mirror << "\n"
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<< " stagger is " << _stagger << "\n"
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<< " wrap_u is " << _wrap_u << "\n"
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<< " wrap_v is " << _wrap_v << "\n"
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<< " repeat_uv is " << _repeat_uv << "\n"
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<< " offset is " << _offset << "\n"
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<< " rotate_uv is " << _rotate_uv << "\n";
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} else if (_has_color) {
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out << " color is " << _color << "\n";
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}
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out << "Shader " << get_name();
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::reset_maya_texture
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// Function: MayaShader::write
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// Access: Public
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// Description: Changes the texture filename stored in the Maya file
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// for this particular shader.
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// Description:
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////////////////////////////////////////////////////////////////////
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bool MayaShader::
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reset_maya_texture(const Filename &texture) {
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if (_color_object != (MObject *)NULL) {
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_has_texture = set_string_attribute(*_color_object, "fileTextureName",
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texture);
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_texture = texture;
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void MayaShader::
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write(ostream &out) const {
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out << "Shader " << get_name() << "\n"
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<< " color:\n";
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_color.write(out);
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out << " transparency:\n";
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_transparency.write(out);
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}
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if (!_has_texture) {
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maya_cat.error()
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<< "Unable to reset texture filename.\n";
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::get_rgba
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// Access: Public
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// Description: Returns the overall color of the shader as a
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// single-precision rgba value, where the alpha
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// component represents transparency according to the
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// Panda convention. If no overall color is specified
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// (_has_flat_color is not true), this returns white.
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//
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// Normally, Maya makes texture color override the flat
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// color, so if a texture is also applied (_has_texture
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// is true), this value is not used by Maya.
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////////////////////////////////////////////////////////////////////
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Colorf MayaShader::
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get_rgba() const {
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Colorf rgba(1.0f, 1.0f, 1.0f, 1.0f);
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return _has_texture;
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if (_color._has_flat_color) {
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rgba[0] = (float)_color._flat_color[0];
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rgba[1] = (float)_color._flat_color[1];
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rgba[2] = (float)_color._flat_color[2];
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}
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maya_cat.error()
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<< "Attempt to reset texture on Maya object that has no color set.\n";
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return false;
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if (_transparency._has_flat_color) {
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// Maya supports colored transparency, but we only support
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// grayscale transparency. Use the pnmimage constants to
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// convert color to grayscale.
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double trans =
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_transparency._flat_color[0] * lumin_red +
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_transparency._flat_color[1] * lumin_grn +
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_transparency._flat_color[2] * lumin_blu;
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rgba[3] = 1.0f - (float)trans;
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}
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return rgba;
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}
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////////////////////////////////////////////////////////////////////
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@ -216,25 +154,34 @@ read_surface_shader(MObject shader) {
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// shader says for color.
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MPlug color_plug = shader_fn.findPlug("color");
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if (color_plug.isNull()) {
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// Or maybe a connection to outColor. Not sure how this differs
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// from just color, but empirically it seems that either might be
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// used.
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color_plug = shader_fn.findPlug("outColor");
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}
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if (!color_plug.isNull()) {
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MPlugArray color_pa;
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color_plug.connectedTo(color_pa, true, false);
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for (size_t i = 0; i < color_pa.length(); i++) {
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read_surface_color(color_pa[0].node());
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_color.read_surface_color(color_pa[0].node());
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}
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}
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// Or maybe a connection to outColor. Not sure how this differs
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// from just color, but empirically it seems that either might be
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// used.
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MPlug out_color_plug = shader_fn.findPlug("outColor");
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if (!out_color_plug.isNull()) {
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MPlugArray color_pa;
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out_color_plug.connectedTo(color_pa, true, false);
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// Transparency is stored separately.
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MPlug trans_plug = shader_fn.findPlug("transparency");
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if (trans_plug.isNull()) {
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trans_plug = shader_fn.findPlug("outTransparency");
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}
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if (!trans_plug.isNull()) {
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MPlugArray trans_pa;
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trans_plug.connectedTo(trans_pa, true, false);
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for (size_t i = 0; i < color_pa.length(); i++) {
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read_surface_color(color_pa[0].node());
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for (size_t i = 0; i < trans_pa.length(); i++) {
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_transparency.read_surface_color(trans_pa[0].node());
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}
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}
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@ -244,12 +191,22 @@ read_surface_shader(MObject shader) {
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MFnLambertShader lambert_fn(shader);
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MColor color = lambert_fn.color(&status);
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if (status) {
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_color.set(color.r, color.g, color.b, color.a);
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_has_color = true;
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// Warning! The alpha component of color doesn't mean
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// transparency in Maya.
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_color._has_flat_color = true;
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_color._flat_color.set(color.r, color.g, color.b, color.a);
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_transparency._flat_color.set(0.0, 0.0, 0.0, 0.0);
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// Get the transparency separately.
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color = lambert_fn.transparency(&status);
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if (status) {
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_transparency._has_flat_color = true;
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_transparency._flat_color.set(color.r, color.g, color.b, color.a);
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}
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}
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}
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if (!_has_color && !_has_texture) {
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if (!_color._has_flat_color && !_color._has_texture) {
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if (maya_cat.is_spam()) {
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maya_cat.spam()
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<< " Color definition not found.\n";
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@ -257,237 +214,3 @@ read_surface_shader(MObject shader) {
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}
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::read_surface_color
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// Access: Private
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// Description: Determines the surface color specified by the shader.
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// This includes texturing and other advanced shader
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// properties.
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////////////////////////////////////////////////////////////////////
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void MayaShader::
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read_surface_color(MObject color) {
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if (color.hasFn(MFn::kFileTexture)) {
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_color_object = new MObject(color);
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string filename;
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_has_texture = get_string_attribute(color, "fileTextureName", filename);
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if (_has_texture) {
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_texture = Filename::from_os_specific(filename);
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}
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get_vec2f_attribute(color, "coverage", _coverage);
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get_vec2f_attribute(color, "translateFrame", _translate_frame);
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get_angle_attribute(color, "rotateFrame", _rotate_frame);
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get_bool_attribute(color, "mirror", _mirror);
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get_bool_attribute(color, "stagger", _stagger);
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get_bool_attribute(color, "wrapU", _wrap_u);
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get_bool_attribute(color, "wrapV", _wrap_v);
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get_vec2f_attribute(color, "repeatUV", _repeat_uv);
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get_vec2f_attribute(color, "offset", _offset);
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get_angle_attribute(color, "rotateUV", _rotate_uv);
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} else if (color.hasFn(MFn::kProjection)) {
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// This is a projected texture. We will have to step one level
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// deeper to find the actual texture.
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MFnDependencyNode projection_fn(color);
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MPlug image_plug = projection_fn.findPlug("image");
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if (!image_plug.isNull()) {
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MPlugArray image_pa;
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image_plug.connectedTo(image_pa, true, false);
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for (size_t i = 0; i < image_pa.length(); i++) {
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read_surface_color(image_pa[0].node());
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}
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}
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if (!get_mat4d_attribute(color, "placementMatrix", _projection_matrix)) {
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_projection_matrix = LMatrix4d::ident_mat();
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}
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// The uAngle and vAngle might be used for certain kinds of
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// projections.
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if (!get_angle_attribute(color, "uAngle", _u_angle)) {
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_u_angle = 360.0;
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}
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if (!get_angle_attribute(color, "vAngle", _v_angle)) {
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_v_angle = 180.0;
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}
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string type;
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if (get_enum_attribute(color, "projType", type)) {
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set_projection_type(type);
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}
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} else {
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// This shader wasn't understood.
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if (maya_cat.is_debug()) {
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maya_cat.info()
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<< "**Don't know how to interpret color attribute type "
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<< color.apiTypeStr() << "\n";
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} else {
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// If we don't have a heavy verbose count, only report each type
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// of unsupportted shader once.
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static pset<MFn::Type> bad_types;
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if (bad_types.insert(color.apiType()).second) {
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maya_cat.info()
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<< "**Don't know how to interpret color attribute type "
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<< color.apiTypeStr() << "\n";
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::set_projection_type
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// Access: Private
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// Description: Sets up the shader to apply UV's according to the
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// indicated projection type.
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////////////////////////////////////////////////////////////////////
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void MayaShader::
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set_projection_type(const string &type) {
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if (cmp_nocase(type, "planar") == 0) {
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_projection_type = PT_planar;
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_map_uvs = &MayaShader::map_planar;
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// The Planar projection normally projects to a range (-1, 1) in
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// both axes. Scale this into our UV range of (0, 1).
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_projection_matrix = _projection_matrix * LMatrix4d(0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.5, 0.5, 0.0, 1.0);
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} else if (cmp_nocase(type, "cylindrical") == 0) {
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_projection_type = PT_cylindrical;
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_map_uvs = &MayaShader::map_cylindrical;
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// The cylindrical projection is orthographic in the Y axis; scale
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// the range (-1, 1) in this axis into our UV range (0, 1).
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_projection_matrix = _projection_matrix * LMatrix4d(1.0, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.5, 0.0, 1.0);
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} else if (cmp_nocase(type, "spherical") == 0) {
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_projection_type = PT_spherical;
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_map_uvs = &MayaShader::map_spherical;
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} else {
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// Other projection types are currently unimplemented by the
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// converter.
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maya_cat.error()
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<< "Don't know how to handle type " << type << " projections.\n";
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_projection_type = PT_off;
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_map_uvs = NULL;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::map_planar
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// Access: Private
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// Description: Computes a UV based on the given point in space,
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// using a planar projection.
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////////////////////////////////////////////////////////////////////
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LPoint2d MayaShader::
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map_planar(const LPoint3d &pos, const LPoint3d &) const {
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// A planar projection is about as easy as can be. We ignore the Z
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// axis, and project the point into the XY plane. Done.
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return LPoint2d(pos[0], pos[1]);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaShader::map_spherical
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// Access: Private
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// Description: Computes a UV based on the given point in space,
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// using a spherical projection.
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////////////////////////////////////////////////////////////////////
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LPoint2d MayaShader::
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map_spherical(const LPoint3d &pos, const LPoint3d ¢roid) const {
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// To compute the x position on the frame, we only need to consider
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// the angle of the vector about the Y axis. Project the vector
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// into the XZ plane to do this.
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LVector2d xz(pos[0], pos[2]);
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double xz_length = xz.length();
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if (xz_length < 0.01) {
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// If we have a point on or near either pole, we've got problems.
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// This point maps to the entire bottom edge of the image, so
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// which U value should we choose? It does make a difference,
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// especially if we have a number of polygons around the south
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// pole that all share the common vertex.
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// We choose the U value based on the polygon's centroid.
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xz.set(centroid[0], centroid[2]);
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}
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// Now, if the polygon crosses the seam, we also have problems.
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// Make sure that the u value is in the same half of the texture as
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// the centroid's u value.
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double u = rad_2_deg(atan2(xz[0], xz[1])) / (2.0 * _u_angle);
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double c = rad_2_deg(atan2(centroid[0], centroid[2])) / (2.0 * _u_angle);
|
||||
|
||||
if (u - c > 0.5) {
|
||||
u -= floor(u - c + 0.5);
|
||||
} else if (u - c < -0.5) {
|
||||
u += floor(c - u + 0.5);
|
||||
}
|
||||
|
||||
// Now rotate the vector into the YZ plane, and the V value is based
|
||||
// on the latitude: the angle about the X axis.
|
||||
LVector2d yz(pos[1], xz_length);
|
||||
double v = rad_2_deg(atan2(yz[0], yz[1])) / (2.0 * _v_angle);
|
||||
|
||||
LPoint2d uv(u - 0.5, v - 0.5);
|
||||
|
||||
nassertr(fabs(u - c) <= 0.5, uv);
|
||||
return uv;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShader::map_cylindrical
|
||||
// Access: Private
|
||||
// Description: Computes a UV based on the given point in space,
|
||||
// using a cylindrical projection.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LPoint2d MayaShader::
|
||||
map_cylindrical(const LPoint3d &pos, const LPoint3d ¢roid) const {
|
||||
// This is almost identical to the spherical projection, except for
|
||||
// the computation of V.
|
||||
|
||||
LVector2d xz(pos[0], pos[2]);
|
||||
double xz_length = xz.length();
|
||||
|
||||
if (xz_length < 0.01) {
|
||||
// A cylindrical mapping has the same singularity problem at the
|
||||
// pole as a spherical mapping does: points at the pole do not map
|
||||
// to a single point on the texture. (It's technically a slightly
|
||||
// different problem: in a cylindrical mapping, points at the pole
|
||||
// do not map to any point on the texture, while in a spherical
|
||||
// mapping, points at the pole map to the top or bottom edge of
|
||||
// the texture. But this is a technicality that doesn't really
|
||||
// apply to us.) We still solve it the same way: if our point is
|
||||
// at or near the pole, compute the angle based on the centroid of
|
||||
// the polygon (which we assume is further from the pole).
|
||||
xz.set(centroid[0], centroid[2]);
|
||||
}
|
||||
|
||||
// And cylinders do still have a seam at the back.
|
||||
double u = rad_2_deg(atan2(xz[0], xz[1])) / _u_angle;
|
||||
double c = rad_2_deg(atan2(centroid[0], centroid[2])) / _u_angle;
|
||||
|
||||
if (u - c > 0.5) {
|
||||
u -= floor(u - c + 0.5);
|
||||
} else if (u - c < -0.5) {
|
||||
u += floor(c - u + 0.5);
|
||||
}
|
||||
|
||||
// For a cylindrical mapping, the V value comes directly from Y.
|
||||
// Easy.
|
||||
LPoint2d uv(u - 0.5, pos[1]);
|
||||
|
||||
nassertr(fabs(u - c) <= 0.5, uv);
|
||||
return uv;
|
||||
}
|
||||
|
@ -20,9 +20,11 @@
|
||||
#define MAYASHADER_H
|
||||
|
||||
#include "pandatoolbase.h"
|
||||
#include "mayaShaderColorDef.h"
|
||||
|
||||
#include "luse.h"
|
||||
#include "lmatrix.h"
|
||||
#include "namable.h"
|
||||
|
||||
class MObject;
|
||||
|
||||
@ -34,69 +36,21 @@ class MObject;
|
||||
// that we don't care about or don't know enough to
|
||||
// extract.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class MayaShader {
|
||||
class MayaShader : public Namable {
|
||||
public:
|
||||
MayaShader(MObject engine);
|
||||
~MayaShader();
|
||||
|
||||
LMatrix3d compute_texture_matrix() const;
|
||||
bool has_projection() const;
|
||||
TexCoordd project_uv(const LPoint3d &pos, const LPoint3d &ref_point) const;
|
||||
|
||||
void output(ostream &out) const;
|
||||
bool reset_maya_texture(const Filename &texture);
|
||||
void write(ostream &out) const;
|
||||
|
||||
string _name;
|
||||
Colorf get_rgba() const;
|
||||
|
||||
bool _has_color;
|
||||
Colord _color;
|
||||
double _transparency;
|
||||
|
||||
bool _has_texture;
|
||||
Filename _texture;
|
||||
|
||||
enum ProjectionType {
|
||||
PT_off,
|
||||
PT_planar,
|
||||
PT_spherical,
|
||||
PT_cylindrical,
|
||||
PT_ball,
|
||||
PT_cubic,
|
||||
PT_triplanar,
|
||||
PT_concentric,
|
||||
PT_perspective,
|
||||
};
|
||||
ProjectionType _projection_type;
|
||||
LMatrix4d _projection_matrix;
|
||||
double _u_angle;
|
||||
double _v_angle;
|
||||
|
||||
LVector2f _coverage;
|
||||
LVector2f _translate_frame;
|
||||
double _rotate_frame;
|
||||
|
||||
bool _mirror;
|
||||
bool _stagger;
|
||||
bool _wrap_u;
|
||||
bool _wrap_v;
|
||||
|
||||
LVector2f _repeat_uv;
|
||||
LVector2f _offset;
|
||||
double _rotate_uv;
|
||||
MayaShaderColorDef _color;
|
||||
MayaShaderColorDef _transparency;
|
||||
|
||||
private:
|
||||
MObject *_color_object;
|
||||
|
||||
bool read_surface_shader(MObject shader);
|
||||
void read_surface_color(MObject color);
|
||||
void set_projection_type(const string &type);
|
||||
|
||||
LPoint2d map_planar(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
LPoint2d map_spherical(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
LPoint2d map_cylindrical(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
|
||||
// Define a pointer to one of the above member functions.
|
||||
LPoint2d (MayaShader::*_map_uvs)(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
};
|
||||
|
||||
INLINE ostream &operator << (ostream &out, const MayaShader &shader) {
|
||||
|
405
pandatool/src/maya/mayaShaderColorDef.cxx
Normal file
405
pandatool/src/maya/mayaShaderColorDef.cxx
Normal file
@ -0,0 +1,405 @@
|
||||
// Filename: mayaShaderColorDef.cxx
|
||||
// Created by: drose (12Apr03)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
|
||||
//
|
||||
// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
// along with this source code; you will also find a current copy of
|
||||
// the license at http://www.panda3d.org/license.txt .
|
||||
//
|
||||
// To contact the maintainers of this program write to
|
||||
// panda3d@yahoogroups.com .
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "mayaShaderColorDef.h"
|
||||
#include "maya_funcs.h"
|
||||
#include "config_maya.h"
|
||||
#include "string_utils.h"
|
||||
#include "pset.h"
|
||||
|
||||
#include "pre_maya_include.h"
|
||||
#include <maya/MFnDependencyNode.h>
|
||||
#include <maya/MPlug.h>
|
||||
#include <maya/MPlugArray.h>
|
||||
#include <maya/MObject.h>
|
||||
#include <maya/MStatus.h>
|
||||
#include "post_maya_include.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::Constructor
|
||||
// Access: Public
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
MayaShaderColorDef::
|
||||
MayaShaderColorDef() {
|
||||
_has_flat_color = false;
|
||||
_flat_color.set(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
_has_texture = false;
|
||||
_projection_type = PT_off;
|
||||
_map_uvs = NULL;
|
||||
|
||||
_coverage.set(1.0, 1.0);
|
||||
_translate_frame.set(0.0, 0.0);
|
||||
_rotate_frame = 0.0;
|
||||
|
||||
_mirror = false;
|
||||
_stagger = false;
|
||||
_wrap_u = true;
|
||||
_wrap_v = true;
|
||||
|
||||
_repeat_uv.set(1.0, 1.0);
|
||||
_offset.set(0.0, 0.0);
|
||||
_rotate_uv = 0.0;
|
||||
|
||||
_color_object = (MObject *)NULL;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::Destructor
|
||||
// Access: Public
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
MayaShaderColorDef::
|
||||
~MayaShaderColorDef() {
|
||||
if (_color_object != (MObject *)NULL) {
|
||||
delete _color_object;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::compute_texture_matrix
|
||||
// Access: Public
|
||||
// Description: Returns a texture matrix corresponding to the texture
|
||||
// transforms indicated by the shader.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LMatrix3d MayaShaderColorDef::
|
||||
compute_texture_matrix() const {
|
||||
LVector2d scale(_repeat_uv[0] / _coverage[0],
|
||||
_repeat_uv[1] / _coverage[1]);
|
||||
LVector2d trans(_offset[0] - _translate_frame[0] / _coverage[0],
|
||||
_offset[1] - _translate_frame[1] / _coverage[1]);
|
||||
|
||||
return
|
||||
(LMatrix3d::translate_mat(LVector2d(-0.5, -0.5)) *
|
||||
LMatrix3d::rotate_mat(_rotate_frame) *
|
||||
LMatrix3d::translate_mat(LVector2d(0.5, 0.5))) *
|
||||
LMatrix3d::scale_mat(scale) *
|
||||
LMatrix3d::translate_mat(trans);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::has_projection
|
||||
// Access: Public
|
||||
// Description: Returns true if the shader has a projection in effect.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool MayaShaderColorDef::
|
||||
has_projection() const {
|
||||
return (_projection_type != PT_off);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::project_uv
|
||||
// Access: Public
|
||||
// Description: If the shader has a projection (has_projection()
|
||||
// returns true), this computes the appropriate UV
|
||||
// corresponding to the indicated 3-d point. Seams that
|
||||
// might be introduced on polygons that cross quadrants
|
||||
// are closed up by ensuring the point is in the same
|
||||
// quadrant as the indicated reference point.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
TexCoordd MayaShaderColorDef::
|
||||
project_uv(const LPoint3d &pos, const LPoint3d ¢roid) const {
|
||||
nassertr(_map_uvs != NULL, TexCoordd::zero());
|
||||
return (this->*_map_uvs)(pos * _projection_matrix, centroid * _projection_matrix);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::write
|
||||
// Access: Public
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void MayaShaderColorDef::
|
||||
write(ostream &out) const {
|
||||
if (_has_texture) {
|
||||
out << " texture is " << _texture << "\n"
|
||||
<< " coverage is " << _coverage << "\n"
|
||||
<< " translate_frame is " << _translate_frame << "\n"
|
||||
<< " rotate_frame is " << _rotate_frame << "\n"
|
||||
<< " mirror is " << _mirror << "\n"
|
||||
<< " stagger is " << _stagger << "\n"
|
||||
<< " wrap_u is " << _wrap_u << "\n"
|
||||
<< " wrap_v is " << _wrap_v << "\n"
|
||||
<< " repeat_uv is " << _repeat_uv << "\n"
|
||||
<< " offset is " << _offset << "\n"
|
||||
<< " rotate_uv is " << _rotate_uv << "\n";
|
||||
|
||||
} else if (_has_flat_color) {
|
||||
out << " flat color is " << _flat_color << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::reset_maya_texture
|
||||
// Access: Public
|
||||
// Description: Changes the texture filename stored in the Maya file
|
||||
// for this particular shader.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool MayaShaderColorDef::
|
||||
reset_maya_texture(const Filename &texture) {
|
||||
if (_color_object != (MObject *)NULL) {
|
||||
_has_texture = set_string_attribute(*_color_object, "fileTextureName",
|
||||
texture);
|
||||
_texture = texture;
|
||||
|
||||
if (!_has_texture) {
|
||||
maya_cat.error()
|
||||
<< "Unable to reset texture filename.\n";
|
||||
}
|
||||
|
||||
return _has_texture;
|
||||
}
|
||||
|
||||
maya_cat.error()
|
||||
<< "Attempt to reset texture on Maya object that has no color set.\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::read_surface_color
|
||||
// Access: Private
|
||||
// Description: Determines the surface color specified by the shader.
|
||||
// This includes texturing and other advanced shader
|
||||
// properties.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void MayaShaderColorDef::
|
||||
read_surface_color(MObject color) {
|
||||
if (color.hasFn(MFn::kFileTexture)) {
|
||||
_color_object = new MObject(color);
|
||||
string filename;
|
||||
_has_texture = get_string_attribute(color, "fileTextureName", filename);
|
||||
if (_has_texture) {
|
||||
_texture = Filename::from_os_specific(filename);
|
||||
}
|
||||
|
||||
get_vec2f_attribute(color, "coverage", _coverage);
|
||||
get_vec2f_attribute(color, "translateFrame", _translate_frame);
|
||||
get_angle_attribute(color, "rotateFrame", _rotate_frame);
|
||||
|
||||
get_bool_attribute(color, "mirror", _mirror);
|
||||
get_bool_attribute(color, "stagger", _stagger);
|
||||
get_bool_attribute(color, "wrapU", _wrap_u);
|
||||
get_bool_attribute(color, "wrapV", _wrap_v);
|
||||
|
||||
get_vec2f_attribute(color, "repeatUV", _repeat_uv);
|
||||
get_vec2f_attribute(color, "offset", _offset);
|
||||
get_angle_attribute(color, "rotateUV", _rotate_uv);
|
||||
|
||||
} else if (color.hasFn(MFn::kProjection)) {
|
||||
// This is a projected texture. We will have to step one level
|
||||
// deeper to find the actual texture.
|
||||
MFnDependencyNode projection_fn(color);
|
||||
MPlug image_plug = projection_fn.findPlug("image");
|
||||
if (!image_plug.isNull()) {
|
||||
MPlugArray image_pa;
|
||||
image_plug.connectedTo(image_pa, true, false);
|
||||
|
||||
for (size_t i = 0; i < image_pa.length(); i++) {
|
||||
read_surface_color(image_pa[0].node());
|
||||
}
|
||||
}
|
||||
|
||||
if (!get_mat4d_attribute(color, "placementMatrix", _projection_matrix)) {
|
||||
_projection_matrix = LMatrix4d::ident_mat();
|
||||
}
|
||||
|
||||
// The uAngle and vAngle might be used for certain kinds of
|
||||
// projections.
|
||||
if (!get_angle_attribute(color, "uAngle", _u_angle)) {
|
||||
_u_angle = 360.0;
|
||||
}
|
||||
if (!get_angle_attribute(color, "vAngle", _v_angle)) {
|
||||
_v_angle = 180.0;
|
||||
}
|
||||
|
||||
string type;
|
||||
if (get_enum_attribute(color, "projType", type)) {
|
||||
set_projection_type(type);
|
||||
}
|
||||
|
||||
} else {
|
||||
// This shader wasn't understood.
|
||||
if (maya_cat.is_debug()) {
|
||||
maya_cat.info()
|
||||
<< "**Don't know how to interpret color attribute type "
|
||||
<< color.apiTypeStr() << "\n";
|
||||
|
||||
} else {
|
||||
// If we don't have a heavy verbose count, only report each type
|
||||
// of unsupported shader once.
|
||||
static pset<MFn::Type> bad_types;
|
||||
if (bad_types.insert(color.apiType()).second) {
|
||||
maya_cat.info()
|
||||
<< "**Don't know how to interpret color attribute type "
|
||||
<< color.apiTypeStr() << "\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::set_projection_type
|
||||
// Access: Private
|
||||
// Description: Sets up the shader to apply UV's according to the
|
||||
// indicated projection type.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void MayaShaderColorDef::
|
||||
set_projection_type(const string &type) {
|
||||
if (cmp_nocase(type, "planar") == 0) {
|
||||
_projection_type = PT_planar;
|
||||
_map_uvs = &MayaShaderColorDef::map_planar;
|
||||
|
||||
// The Planar projection normally projects to a range (-1, 1) in
|
||||
// both axes. Scale this into our UV range of (0, 1).
|
||||
_projection_matrix = _projection_matrix * LMatrix4d(0.5, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.5, 0.5, 0.0, 1.0);
|
||||
|
||||
} else if (cmp_nocase(type, "cylindrical") == 0) {
|
||||
_projection_type = PT_cylindrical;
|
||||
_map_uvs = &MayaShaderColorDef::map_cylindrical;
|
||||
|
||||
// The cylindrical projection is orthographic in the Y axis; scale
|
||||
// the range (-1, 1) in this axis into our UV range (0, 1).
|
||||
_projection_matrix = _projection_matrix * LMatrix4d(1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.5, 0.0, 1.0);
|
||||
|
||||
} else if (cmp_nocase(type, "spherical") == 0) {
|
||||
_projection_type = PT_spherical;
|
||||
_map_uvs = &MayaShaderColorDef::map_spherical;
|
||||
|
||||
} else {
|
||||
// Other projection types are currently unimplemented by the
|
||||
// converter.
|
||||
maya_cat.error()
|
||||
<< "Don't know how to handle type " << type << " projections.\n";
|
||||
_projection_type = PT_off;
|
||||
_map_uvs = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::map_planar
|
||||
// Access: Private
|
||||
// Description: Computes a UV based on the given point in space,
|
||||
// using a planar projection.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LPoint2d MayaShaderColorDef::
|
||||
map_planar(const LPoint3d &pos, const LPoint3d &) const {
|
||||
// A planar projection is about as easy as can be. We ignore the Z
|
||||
// axis, and project the point into the XY plane. Done.
|
||||
return LPoint2d(pos[0], pos[1]);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::map_spherical
|
||||
// Access: Private
|
||||
// Description: Computes a UV based on the given point in space,
|
||||
// using a spherical projection.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LPoint2d MayaShaderColorDef::
|
||||
map_spherical(const LPoint3d &pos, const LPoint3d ¢roid) const {
|
||||
// To compute the x position on the frame, we only need to consider
|
||||
// the angle of the vector about the Y axis. Project the vector
|
||||
// into the XZ plane to do this.
|
||||
|
||||
LVector2d xz(pos[0], pos[2]);
|
||||
double xz_length = xz.length();
|
||||
|
||||
if (xz_length < 0.01) {
|
||||
// If we have a point on or near either pole, we've got problems.
|
||||
// This point maps to the entire bottom edge of the image, so
|
||||
// which U value should we choose? It does make a difference,
|
||||
// especially if we have a number of polygons around the south
|
||||
// pole that all share the common vertex.
|
||||
|
||||
// We choose the U value based on the polygon's centroid.
|
||||
xz.set(centroid[0], centroid[2]);
|
||||
}
|
||||
|
||||
// Now, if the polygon crosses the seam, we also have problems.
|
||||
// Make sure that the u value is in the same half of the texture as
|
||||
// the centroid's u value.
|
||||
double u = rad_2_deg(atan2(xz[0], xz[1])) / (2.0 * _u_angle);
|
||||
double c = rad_2_deg(atan2(centroid[0], centroid[2])) / (2.0 * _u_angle);
|
||||
|
||||
if (u - c > 0.5) {
|
||||
u -= floor(u - c + 0.5);
|
||||
} else if (u - c < -0.5) {
|
||||
u += floor(c - u + 0.5);
|
||||
}
|
||||
|
||||
// Now rotate the vector into the YZ plane, and the V value is based
|
||||
// on the latitude: the angle about the X axis.
|
||||
LVector2d yz(pos[1], xz_length);
|
||||
double v = rad_2_deg(atan2(yz[0], yz[1])) / (2.0 * _v_angle);
|
||||
|
||||
LPoint2d uv(u - 0.5, v - 0.5);
|
||||
|
||||
nassertr(fabs(u - c) <= 0.5, uv);
|
||||
return uv;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShaderColorDef::map_cylindrical
|
||||
// Access: Private
|
||||
// Description: Computes a UV based on the given point in space,
|
||||
// using a cylindrical projection.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
LPoint2d MayaShaderColorDef::
|
||||
map_cylindrical(const LPoint3d &pos, const LPoint3d ¢roid) const {
|
||||
// This is almost identical to the spherical projection, except for
|
||||
// the computation of V.
|
||||
|
||||
LVector2d xz(pos[0], pos[2]);
|
||||
double xz_length = xz.length();
|
||||
|
||||
if (xz_length < 0.01) {
|
||||
// A cylindrical mapping has the same singularity problem at the
|
||||
// pole as a spherical mapping does: points at the pole do not map
|
||||
// to a single point on the texture. (It's technically a slightly
|
||||
// different problem: in a cylindrical mapping, points at the pole
|
||||
// do not map to any point on the texture, while in a spherical
|
||||
// mapping, points at the pole map to the top or bottom edge of
|
||||
// the texture. But this is a technicality that doesn't really
|
||||
// apply to us.) We still solve it the same way: if our point is
|
||||
// at or near the pole, compute the angle based on the centroid of
|
||||
// the polygon (which we assume is further from the pole).
|
||||
xz.set(centroid[0], centroid[2]);
|
||||
}
|
||||
|
||||
// And cylinders do still have a seam at the back.
|
||||
double u = rad_2_deg(atan2(xz[0], xz[1])) / _u_angle;
|
||||
double c = rad_2_deg(atan2(centroid[0], centroid[2])) / _u_angle;
|
||||
|
||||
if (u - c > 0.5) {
|
||||
u -= floor(u - c + 0.5);
|
||||
} else if (u - c < -0.5) {
|
||||
u += floor(c - u + 0.5);
|
||||
}
|
||||
|
||||
// For a cylindrical mapping, the V value comes directly from Y.
|
||||
// Easy.
|
||||
LPoint2d uv(u - 0.5, pos[1]);
|
||||
|
||||
nassertr(fabs(u - c) <= 0.5, uv);
|
||||
return uv;
|
||||
}
|
100
pandatool/src/maya/mayaShaderColorDef.h
Executable file
100
pandatool/src/maya/mayaShaderColorDef.h
Executable file
@ -0,0 +1,100 @@
|
||||
// Filename: mayaShaderColorDef.h
|
||||
// Created by: drose (12Apr03)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
|
||||
//
|
||||
// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
// along with this source code; you will also find a current copy of
|
||||
// the license at http://www.panda3d.org/license.txt .
|
||||
//
|
||||
// To contact the maintainers of this program write to
|
||||
// panda3d@yahoogroups.com .
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef MAYASHADERCOLORDEF_H
|
||||
#define MAYASHADERCOLORDEF_H
|
||||
|
||||
#include "pandatoolbase.h"
|
||||
|
||||
#include "luse.h"
|
||||
#include "lmatrix.h"
|
||||
|
||||
class MObject;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : MayaShaderColorDef
|
||||
// Description : This defines the various attributes that Maya may
|
||||
// associate with the "color" channel for a particular
|
||||
// shader (as well as on the "transparency" channel).
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class MayaShaderColorDef {
|
||||
public:
|
||||
MayaShaderColorDef();
|
||||
~MayaShaderColorDef();
|
||||
|
||||
LMatrix3d compute_texture_matrix() const;
|
||||
bool has_projection() const;
|
||||
TexCoordd project_uv(const LPoint3d &pos, const LPoint3d &ref_point) const;
|
||||
bool reset_maya_texture(const Filename &texture);
|
||||
|
||||
void write(ostream &out) const;
|
||||
|
||||
enum ProjectionType {
|
||||
PT_off,
|
||||
PT_planar,
|
||||
PT_spherical,
|
||||
PT_cylindrical,
|
||||
PT_ball,
|
||||
PT_cubic,
|
||||
PT_triplanar,
|
||||
PT_concentric,
|
||||
PT_perspective,
|
||||
};
|
||||
|
||||
bool _has_texture;
|
||||
Filename _texture;
|
||||
|
||||
bool _has_flat_color;
|
||||
Colord _flat_color;
|
||||
|
||||
ProjectionType _projection_type;
|
||||
LMatrix4d _projection_matrix;
|
||||
double _u_angle;
|
||||
double _v_angle;
|
||||
|
||||
LVector2f _coverage;
|
||||
LVector2f _translate_frame;
|
||||
double _rotate_frame;
|
||||
|
||||
bool _mirror;
|
||||
bool _stagger;
|
||||
bool _wrap_u;
|
||||
bool _wrap_v;
|
||||
|
||||
LVector2f _repeat_uv;
|
||||
LVector2f _offset;
|
||||
double _rotate_uv;
|
||||
|
||||
private:
|
||||
void read_surface_color(MObject color);
|
||||
void set_projection_type(const string &type);
|
||||
|
||||
LPoint2d map_planar(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
LPoint2d map_spherical(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
LPoint2d map_cylindrical(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
|
||||
// Define a pointer to one of the above member functions.
|
||||
LPoint2d (MayaShaderColorDef::*_map_uvs)(const LPoint3d &pos, const LPoint3d ¢roid) const;
|
||||
|
||||
MObject *_color_object;
|
||||
|
||||
friend class MayaShader;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -1388,11 +1388,13 @@ make_polyset(const MDagPath &dag_path, const MFnMesh &mesh,
|
||||
shader = default_shader;
|
||||
}
|
||||
|
||||
const MayaShaderColorDef &color_def = shader->_color;
|
||||
|
||||
// Since a texture completely replaces a polygon or vertex color,
|
||||
// we need to know up front whether we have a texture.
|
||||
bool has_texture = false;
|
||||
if (shader != (MayaShader *)NULL) {
|
||||
has_texture = shader->_has_texture;
|
||||
has_texture = color_def._has_texture;
|
||||
}
|
||||
|
||||
// Get the vertices for the polygon.
|
||||
@ -1400,7 +1402,7 @@ make_polyset(const MDagPath &dag_path, const MFnMesh &mesh,
|
||||
long i;
|
||||
LPoint3d centroid(0.0, 0.0, 0.0);
|
||||
|
||||
if (shader != (MayaShader *)NULL && shader->has_projection()) {
|
||||
if (shader != (MayaShader *)NULL && color_def.has_projection()) {
|
||||
// If the shader has a projection, we may need to compute the
|
||||
// polygon's centroid to avoid seams at the edges.
|
||||
for (i = 0; i < num_verts; i++) {
|
||||
@ -1430,10 +1432,10 @@ make_polyset(const MDagPath &dag_path, const MFnMesh &mesh,
|
||||
vert.set_normal(n3d);
|
||||
}
|
||||
|
||||
if (shader != (MayaShader *)NULL && shader->has_projection()) {
|
||||
if (shader != (MayaShader *)NULL && color_def.has_projection()) {
|
||||
// If the shader has a projection, use it instead of the
|
||||
// polygon's built-in UV's.
|
||||
vert.set_uv(shader->project_uv(p3d, centroid));
|
||||
vert.set_uv(color_def.project_uv(p3d, centroid));
|
||||
|
||||
} else if (pi.hasUVs()) {
|
||||
// Get the UV's from the polygon.
|
||||
@ -1778,7 +1780,7 @@ get_egg_table(const MDagPath &dag_path, EggGroupNode *egg_root) {
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShader::set_shader_attributes
|
||||
// Access: Public
|
||||
// Access: Private
|
||||
// Description: Applies the known shader attributes to the indicated
|
||||
// egg primitive.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
@ -1786,40 +1788,162 @@ void MayaToEggConverter::
|
||||
set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader) {
|
||||
// In Maya, a polygon is either textured or colored. The texture,
|
||||
// if present, replaces the color.
|
||||
const MayaShaderColorDef &color_def = shader._color;
|
||||
const MayaShaderColorDef &trans_def = shader._transparency;
|
||||
if (color_def._has_texture || trans_def._has_texture) {
|
||||
EggTexture tex(shader.get_name(), "");
|
||||
|
||||
if (shader._has_texture) {
|
||||
Filename filename = Filename::from_os_specific(shader._texture);
|
||||
Filename fullpath =
|
||||
_path_replace->match_path(filename, get_texture_path());
|
||||
EggTexture tex(shader._name, _path_replace->store_path(fullpath));
|
||||
tex.set_fullpath(fullpath);
|
||||
if (color_def._has_texture) {
|
||||
// If we have a texture on color, apply it as the filename.
|
||||
Filename filename = Filename::from_os_specific(color_def._texture);
|
||||
Filename fullpath =
|
||||
_path_replace->match_path(filename, get_texture_path());
|
||||
tex.set_filename(_path_replace->store_path(fullpath));
|
||||
tex.set_fullpath(fullpath);
|
||||
apply_texture_properties(tex, color_def);
|
||||
|
||||
tex.set_wrap_u(shader._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp);
|
||||
tex.set_wrap_v(shader._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp);
|
||||
|
||||
// Let's mipmap all textures by default.
|
||||
tex.set_minfilter(EggTexture::FT_linear_mipmap_linear);
|
||||
tex.set_magfilter(EggTexture::FT_linear);
|
||||
// If we also have a texture on transparency, apply it as the
|
||||
// alpha filename.
|
||||
if (trans_def._has_texture) {
|
||||
if (color_def._wrap_u != trans_def._wrap_u ||
|
||||
color_def._wrap_u != trans_def._wrap_u) {
|
||||
mayaegg_cat.warning()
|
||||
<< "Shader " << shader.get_name()
|
||||
<< " has contradictory wrap modes on color and texture.\n";
|
||||
}
|
||||
|
||||
filename = Filename::from_os_specific(trans_def._texture);
|
||||
fullpath = _path_replace->match_path(filename, get_texture_path());
|
||||
tex.set_alpha_filename(_path_replace->store_path(fullpath));
|
||||
tex.set_alpha_fullpath(fullpath);
|
||||
tex.set_format(EggTexture::F_rgba);
|
||||
|
||||
LMatrix3d mat = shader.compute_texture_matrix();
|
||||
if (!mat.almost_equal(LMatrix3d::ident_mat())) {
|
||||
tex.set_transform(mat);
|
||||
if (!compare_texture_properties(tex, trans_def)) {
|
||||
// Only report each broken shader once.
|
||||
static pset<string> bad_shaders;
|
||||
if (bad_shaders.insert(shader.get_name()).second) {
|
||||
mayaegg_cat.error()
|
||||
<< "Color and transparency texture properties differ on shader "
|
||||
<< shader.get_name() << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
// Otherwise, we don't have any transparency, so tell the egg
|
||||
// format to ignore any alpha channel that might be on the
|
||||
// color texture.
|
||||
tex.set_format(EggTexture::F_rgb);
|
||||
}
|
||||
|
||||
} else { // trans_def._has_texture
|
||||
// We have a texture on transparency only. Apply it as the
|
||||
// primary filename, and set the format accordingly.
|
||||
Filename filename = Filename::from_os_specific(trans_def._texture);
|
||||
Filename fullpath =
|
||||
_path_replace->match_path(filename, get_texture_path());
|
||||
tex.set_filename(_path_replace->store_path(fullpath));
|
||||
tex.set_fullpath(fullpath);
|
||||
tex.set_format(EggTexture::F_alpha);
|
||||
apply_texture_properties(tex, trans_def);
|
||||
}
|
||||
|
||||
|
||||
EggTexture *new_tex =
|
||||
_textures.create_unique_texture(tex, ~EggTexture::E_tref_name);
|
||||
|
||||
|
||||
primitive.set_texture(new_tex);
|
||||
|
||||
} else if (shader._has_color) {
|
||||
primitive.set_color(Colorf(shader._color[0], shader._color[1],
|
||||
shader._color[2], 1.0f));
|
||||
}
|
||||
|
||||
// Also apply an overall color to the primitive.
|
||||
Colorf rgba = shader.get_rgba();
|
||||
|
||||
// This is a placeholder for a parameter on the shader or group that
|
||||
// we have yet to define.
|
||||
static const bool modulate = false;
|
||||
|
||||
if (!modulate) {
|
||||
// If modulate is not specified, the existence of a texture on
|
||||
// either color channel completely replaces the flat color.
|
||||
if (color_def._has_texture) {
|
||||
rgba[0] = 1.0f;
|
||||
rgba[1] = 1.0f;
|
||||
rgba[2] = 1.0f;
|
||||
}
|
||||
if (trans_def._has_texture) {
|
||||
rgba[3] = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
primitive.set_color(rgba);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShader::apply_texture_properties
|
||||
// Access: Private
|
||||
// Description: Applies all the appropriate texture properties to the
|
||||
// EggTexture object, including wrap modes and texture
|
||||
// matrix.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void MayaToEggConverter::
|
||||
apply_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def) {
|
||||
// Let's mipmap all textures by default.
|
||||
tex.set_minfilter(EggTexture::FT_linear_mipmap_linear);
|
||||
tex.set_magfilter(EggTexture::FT_linear);
|
||||
|
||||
EggTexture::WrapMode wrap_u = color_def._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp;
|
||||
EggTexture::WrapMode wrap_v = color_def._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp;
|
||||
|
||||
tex.set_wrap_u(wrap_u);
|
||||
tex.set_wrap_v(wrap_v);
|
||||
|
||||
LMatrix3d mat = color_def.compute_texture_matrix();
|
||||
if (!mat.almost_equal(LMatrix3d::ident_mat())) {
|
||||
tex.set_transform(mat);
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShader::compare_texture_properties
|
||||
// Access: Private
|
||||
// Description: Compares the texture properties already on the
|
||||
// texture (presumably set by a previous call to
|
||||
// apply_texture_properties()) and returns false if they
|
||||
// differ from that specified by the indicated color_def
|
||||
// object, or true if they match.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool MayaToEggConverter::
|
||||
compare_texture_properties(EggTexture &tex,
|
||||
const MayaShaderColorDef &color_def) {
|
||||
bool okflag = true;
|
||||
|
||||
EggTexture::WrapMode wrap_u = color_def._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp;
|
||||
EggTexture::WrapMode wrap_v = color_def._wrap_v ? EggTexture::WM_repeat : EggTexture::WM_clamp;
|
||||
|
||||
if (wrap_u != tex.determine_wrap_u()) {
|
||||
// Choose the more general of the two.
|
||||
if (wrap_u == EggTexture::WM_repeat) {
|
||||
tex.set_wrap_u(wrap_u);
|
||||
}
|
||||
okflag = false;
|
||||
}
|
||||
if (wrap_v != tex.determine_wrap_v()) {
|
||||
if (wrap_v == EggTexture::WM_repeat) {
|
||||
tex.set_wrap_v(wrap_v);
|
||||
}
|
||||
okflag = false;
|
||||
}
|
||||
|
||||
LMatrix3d mat = color_def.compute_texture_matrix();
|
||||
if (!mat.almost_equal(tex.get_transform())) {
|
||||
okflag = false;
|
||||
}
|
||||
|
||||
return okflag;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShader::reparent_decals
|
||||
// Access: Public
|
||||
// Access: Private
|
||||
// Description: Recursively walks the egg hierarchy, reparenting
|
||||
// "decal" type nodes below their corresponding
|
||||
// "decalbase" type nodes, and setting the flags.
|
||||
@ -1876,13 +2000,10 @@ reparent_decals(EggGroupNode *egg_parent) {
|
||||
// All the decal children get moved to be a child of decal base.
|
||||
// This usually will not affect the vertex positions, but it
|
||||
// could if the decal base has a transform and the decal child
|
||||
// is an instance node. So don't do that. Also, we assume it's
|
||||
// undesired to have a transform on a decal, so we flatten those
|
||||
// out here--there's no real requirement to do this, however.
|
||||
// is an instance node. So don't do that.
|
||||
pvector<EggGroup *>::iterator di;
|
||||
for (di = decal_children.begin(); di != decal_children.end(); ++di) {
|
||||
EggGroup *child_group = (*di);
|
||||
child_group->flatten_transforms();
|
||||
decal_base->add_child(child_group);
|
||||
}
|
||||
|
||||
|
@ -39,6 +39,7 @@ class EggVertexPool;
|
||||
class EggNurbsCurve;
|
||||
class EggPrimitive;
|
||||
class EggXfmSAnim;
|
||||
class MayaShaderColorDef;
|
||||
|
||||
class MDagPath;
|
||||
class MFnNurbsSurface;
|
||||
@ -119,6 +120,10 @@ private:
|
||||
JointAnim *get_egg_table(const string &name, EggGroupNode *egg_root);
|
||||
void set_shader_attributes(EggPrimitive &primitive,
|
||||
const MayaShader &shader);
|
||||
void apply_texture_properties(EggTexture &tex,
|
||||
const MayaShaderColorDef &color_def);
|
||||
bool compare_texture_properties(EggTexture &tex,
|
||||
const MayaShaderColorDef &color_def);
|
||||
|
||||
bool reparent_decals(EggGroupNode *egg_parent);
|
||||
|
||||
|
@ -167,32 +167,11 @@ copy_maya_file(const Filename &source, const Filename &dest,
|
||||
int num_shaders = _shaders.get_num_shaders();
|
||||
for (int i = 0; i < num_shaders; i++) {
|
||||
MayaShader *shader = _shaders.get_shader(i);
|
||||
if (shader->_has_texture) {
|
||||
Filename texture_filename =
|
||||
_path_replace->convert_path(shader->_texture);
|
||||
if (!texture_filename.exists()) {
|
||||
nout << "*** Warning: texture " << texture_filename
|
||||
<< " does not exist.\n";
|
||||
} else if (!texture_filename.is_regular_file()) {
|
||||
nout << "*** Warning: texture " << texture_filename
|
||||
<< " is not a regular file.\n";
|
||||
} else {
|
||||
ExtraData ed;
|
||||
ed._type = FT_texture;
|
||||
|
||||
CVSSourceDirectory *texture_dir =
|
||||
import(texture_filename, &ed, _map_dir);
|
||||
if (texture_dir == (CVSSourceDirectory *)NULL) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the texture reference to point to the new texture
|
||||
// filename, relative to the flt file. Not sure how to do
|
||||
// this right now.
|
||||
Filename new_filename = dir->get_rel_to(texture_dir) + "/" +
|
||||
texture_filename.get_basename();
|
||||
shader->reset_maya_texture(new_filename);
|
||||
}
|
||||
if (!extract_texture(shader->_color, dir)) {
|
||||
return false;
|
||||
}
|
||||
if (!extract_texture(shader->_transparency, dir)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -236,6 +215,46 @@ copy_maya_file(const Filename &source, const Filename &dest,
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaCopy::extract_texture
|
||||
// Access: Private
|
||||
// Description: Gets the texture out of the indicated color channel
|
||||
// and copies it in, updating the channel with the new
|
||||
// texture filename. Returns true on success, false on
|
||||
// failure.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool MayaCopy::
|
||||
extract_texture(MayaShaderColorDef &color_def, CVSSourceDirectory *dir) {
|
||||
if (color_def._has_texture) {
|
||||
Filename texture_filename =
|
||||
_path_replace->convert_path(color_def._texture);
|
||||
if (!texture_filename.exists()) {
|
||||
nout << "*** Warning: texture " << texture_filename
|
||||
<< " does not exist.\n";
|
||||
} else if (!texture_filename.is_regular_file()) {
|
||||
nout << "*** Warning: texture " << texture_filename
|
||||
<< " is not a regular file.\n";
|
||||
} else {
|
||||
ExtraData ed;
|
||||
ed._type = FT_texture;
|
||||
|
||||
CVSSourceDirectory *texture_dir =
|
||||
import(texture_filename, &ed, _map_dir);
|
||||
if (texture_dir == (CVSSourceDirectory *)NULL) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the texture reference to point to the new texture
|
||||
// filename, relative to the maya file.
|
||||
Filename new_filename = dir->get_rel_to(texture_dir) + "/" +
|
||||
texture_filename.get_basename();
|
||||
color_def.reset_maya_texture(new_filename);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaCopy::copy_texture
|
||||
// Access: Private
|
||||
|
@ -29,6 +29,7 @@
|
||||
#include "pset.h"
|
||||
|
||||
class MayaShader;
|
||||
class MayaShaderColorDef;
|
||||
class MDagPath;
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
@ -63,6 +64,7 @@ private:
|
||||
|
||||
bool copy_maya_file(const Filename &source, const Filename &dest,
|
||||
CVSSourceDirectory *dir);
|
||||
bool extract_texture(MayaShaderColorDef &color_def, CVSSourceDirectory *dir);
|
||||
bool copy_texture(const Filename &source, const Filename &dest,
|
||||
CVSSourceDirectory *dir);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user