New maya exporter code basically operational

This commit is contained in:
Josh Yelon 2007-10-12 20:40:20 +00:00
parent 344a48f43d
commit d742043ad8
10 changed files with 260 additions and 73 deletions

View File

@ -564,8 +564,8 @@ affects_polygon_alpha() const {
return false; return false;
case ET_normal_map: case ET_normal_map:
case ET_normal_spower_map: case ET_gloss_map:
case ET_scolor_spower_map: case ET_normal_gloss_map:
return false; return false;
case ET_selector_map: case ET_selector_map:
@ -883,11 +883,11 @@ string_env_type(const string &string) {
} else if (cmp_nocase_uh(string, "normal_map") == 0) { } else if (cmp_nocase_uh(string, "normal_map") == 0) {
return ET_normal_map; return ET_normal_map;
} else if (cmp_nocase_uh(string, "normal_spower_map") == 0) { } else if (cmp_nocase_uh(string, "gloss_map") == 0) {
return ET_normal_spower_map; return ET_gloss_map;
} else if (cmp_nocase_uh(string, "scolor_spower_map") == 0) { } else if (cmp_nocase_uh(string, "normal_gloss_map") == 0) {
return ET_scolor_spower_map; return ET_normal_gloss_map;
} else if (cmp_nocase_uh(string, "selector_map") == 0) { } else if (cmp_nocase_uh(string, "selector_map") == 0) {
return ET_selector_map; return ET_selector_map;
@ -1294,11 +1294,11 @@ ostream &operator << (ostream &out, EggTexture::EnvType type) {
case EggTexture::ET_normal_map: case EggTexture::ET_normal_map:
return out << "normal_map"; return out << "normal_map";
case EggTexture::ET_normal_spower_map: case EggTexture::ET_gloss_map:
return out << "normal_spower_map"; return out << "gloss_map";
case EggTexture::ET_scolor_spower_map: case EggTexture::ET_normal_gloss_map:
return out << "scolor_spower_map"; return out << "normal_gloss_map";
case EggTexture::ET_selector_map: case EggTexture::ET_selector_map:
return out << "selector_map"; return out << "selector_map";

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@ -103,8 +103,8 @@ PUBLISHED:
ET_add, ET_add,
ET_blend_color_scale, ET_blend_color_scale,
ET_normal_map, ET_normal_map,
ET_normal_spower_map, ET_gloss_map,
ET_scolor_spower_map, ET_normal_gloss_map,
ET_selector_map, ET_selector_map,
}; };
enum CombineMode { enum CombineMode {

View File

@ -1383,12 +1383,12 @@ make_texture_stage(const EggTexture *egg_tex) {
stage->set_mode(TextureStage::M_normal_map); stage->set_mode(TextureStage::M_normal_map);
break; break;
case EggTexture::ET_normal_spower_map: case EggTexture::ET_gloss_map:
stage->set_mode(TextureStage::M_normal_spower_map); stage->set_mode(TextureStage::M_gloss_map);
break; break;
case EggTexture::ET_scolor_spower_map: case EggTexture::ET_normal_gloss_map:
stage->set_mode(TextureStage::M_scolor_spower_map); stage->set_mode(TextureStage::M_normal_gloss_map);
break; break;
case EggTexture::ET_selector_map: case EggTexture::ET_selector_map:

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@ -61,8 +61,8 @@ PUBLISHED:
// Modes that are only relevant to shader-based rendering. // Modes that are only relevant to shader-based rendering.
M_normal_map, M_normal_map,
M_normal_spower_map, M_gloss_map,
M_scolor_spower_map, M_normal_gloss_map,
M_selector_map, M_selector_map,
}; };

View File

@ -36,7 +36,7 @@ for ($i in $sel)
string $attrName = "eggObjectTypes"; string $attrName = "eggObjectTypes";
// Modify this line as needed to add your own object types. // Modify this line as needed to add your own object types.
string $eggFlags = "none:portal:polylight:seq24:seq12:indexed:model:dcs:barrier:sphere:tube:trigger:trigger-sphere:bubble:ghost:keep-all-uvsets" string $eggFlags = "none:portal:polylight:seq24:seq12:indexed:model:dcs:barrier:sphere:tube:trigger:trigger-sphere:bubble:ghost:keep-all-uvsets";
string $object = ($i + ".eggObjectTypes"); string $object = ($i + ".eggObjectTypes");

View File

@ -213,10 +213,22 @@ find_textures_modern(MObject shader) {
string n = shader_fn.name().asChar(); string n = shader_fn.name().asChar();
MayaShaderColorDef::find_textures_modern(n, _color_maps, shader_fn.findPlug("color")); MayaShaderColorDef::find_textures_modern(n, _color_maps, shader_fn.findPlug("color"), false);
MayaShaderColorDef::find_textures_modern(n, _trans_maps, shader_fn.findPlug("transparency")); if (_color_maps.size() == 0) {
MayaShaderColorDef::find_textures_modern(n, _normal_maps, shader_fn.findPlug("normalCamera")); MayaShaderColorDef::find_textures_modern(n, _color_maps, shader_fn.findPlug("colorR"), false);
MayaShaderColorDef::find_textures_modern(n, _gloss_maps, shader_fn.findPlug("specularColor")); }
MayaShaderColorDef::find_textures_modern(n, _trans_maps, shader_fn.findPlug("transparency"), true);
if (_trans_maps.size() == 0) {
MayaShaderColorDef::find_textures_modern(n, _trans_maps, shader_fn.findPlug("transparencyR"), true);
}
MayaShaderColorDef::find_textures_modern(n, _normal_maps, shader_fn.findPlug("normalCamera"), false);
if (_normal_maps.size() == 0) {
MayaShaderColorDef::find_textures_modern(n, _normal_maps, shader_fn.findPlug("normalCameraR"), false);
}
MayaShaderColorDef::find_textures_modern(n, _gloss_maps, shader_fn.findPlug("specularColor"), true);
if (_gloss_maps.size() == 0) {
MayaShaderColorDef::find_textures_modern(n, _gloss_maps, shader_fn.findPlug("specularColorR"), true);
}
collect_maps(); collect_maps();
@ -289,6 +301,20 @@ calculate_pairings() {
try_pair(_normal_maps[i], _gloss_maps[j], false); try_pair(_normal_maps[i], _gloss_maps[j], false);
} }
} }
for (size_t i=0; i<_normal_maps.size(); i++) {
if (_normal_maps[i]->_opposite) {
_normal_maps[i]->_blend_type = MayaShaderColorDef::BT_normal_gloss_map;
} else {
_normal_maps[i]->_blend_type = MayaShaderColorDef::BT_normal_map;
}
}
for (size_t i=0; i<_gloss_maps.size(); i++) {
if (_gloss_maps[i]->_opposite) {
_gloss_maps[i]->_blend_type = MayaShaderColorDef::BT_unspecified;
} else {
_gloss_maps[i]->_blend_type = MayaShaderColorDef::BT_gloss_map;
}
}
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////

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@ -64,6 +64,8 @@ MayaShaderColorDef() {
_offset.set(0.0, 0.0); _offset.set(0.0, 0.0);
_rotate_uv = 0.0; _rotate_uv = 0.0;
_is_alpha = false;
_opposite = 0; _opposite = 0;
_color_object = (MObject *)NULL; _color_object = (MObject *)NULL;
@ -120,6 +122,8 @@ MayaShaderColorDef(MayaShaderColorDef &copy) {
_offset = copy._offset; _offset = copy._offset;
_rotate_uv = copy._rotate_uv; _rotate_uv = copy._rotate_uv;
_is_alpha = copy._is_alpha;
_map_uvs = copy._map_uvs; _map_uvs = copy._map_uvs;
_color_object = copy._color_object; _color_object = copy._color_object;
@ -241,24 +245,18 @@ reset_maya_texture(const Filename &texture) {
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// Function: MayaShaderColorDef::strip_prefix // Function: MayaShaderColorDef::get_panda_uvset_name
// Access: Private // Access: Private
// Description: Maya puts a prefix on shader nameswhen files are // Description: Maya's default uvset name is "map1". Panda's default
// imported. This routine strips that out before writing // uvset name is "default". Otherwise, leaves uvset
// egg file. //This was a hack: not needed anymore // name untranslated.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
string MayaShaderColorDef:: string MayaShaderColorDef::
strip_prefix(string full_name) { get_panda_uvset_name() {
string axed_name; if (_uvset_name == "map1") {
size_t cut_point = full_name.find(":"); return "default";
if (cut_point != string::npos) {
axed_name = full_name.substr(cut_point+1);
if (maya_cat.is_spam()) {
maya_cat.spam() << "stripped from: " << full_name << "-> to: " << axed_name << endl;
}
return axed_name;
} }
return full_name; return _uvset_name;
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
@ -505,7 +503,7 @@ find_textures_legacy(MayaShader *shader, MObject color, bool trans) {
// to the provided MayaShaderColorList. // to the provided MayaShaderColorList.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void MayaShaderColorDef:: void MayaShaderColorDef::
find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug inplug) { find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug inplug, bool is_alpha) {
MPlugArray outplugs; MPlugArray outplugs;
inplug.connectedTo(outplugs, true, false); inplug.connectedTo(outplugs, true, false);
@ -568,6 +566,8 @@ find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug
def->_color_gain[2] = color_gain[2]; def->_color_gain[2] = color_gain[2];
def->_color_gain[3] = alpha_gain; def->_color_gain[3] = alpha_gain;
def->_is_alpha = is_alpha;
if (maya_cat.is_debug()) { if (maya_cat.is_debug()) {
maya_cat.debug() << "pushed a file texture" << endl; maya_cat.debug() << "pushed a file texture" << endl;
} }
@ -586,7 +586,7 @@ find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug
image_plug.connectedTo(image_pa, true, false); image_plug.connectedTo(image_pa, true, false);
for (size_t i = 0; i < image_pa.length(); i++) { for (size_t i = 0; i < image_pa.length(); i++) {
find_textures_modern(shadername, list, image_pa[0]); find_textures_modern(shadername, list, image_pa[0], is_alpha);
} }
} }
@ -623,7 +623,7 @@ find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug
MPlug inputsPlug = sourceFn.findPlug("inputs"); MPlug inputsPlug = sourceFn.findPlug("inputs");
size_t nlayers = inputsPlug.numElements(); size_t nlayers = inputsPlug.numElements();
for (size_t layer=0; layer < nlayers; layer++) { for (int layer=nlayers-1; layer >= 0; layer--) {
MPlug elt = inputsPlug.elementByPhysicalIndex(layer); MPlug elt = inputsPlug.elementByPhysicalIndex(layer);
MPlug color; MPlug color;
MPlug blend; MPlug blend;
@ -638,7 +638,7 @@ find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug
return; return;
} }
size_t before = list.size(); size_t before = list.size();
find_textures_modern(shadername, list, color); find_textures_modern(shadername, list, color, is_alpha);
int blendValue; int blendValue;
blend.getValue(blendValue); blend.getValue(blendValue);
for (size_t sub=before; sub<list.size(); sub++) { for (size_t sub=before; sub<list.size(); sub++) {
@ -650,8 +650,15 @@ find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug
} }
} }
} }
return;
} }
if (source.apiType() == MFn::kReverse) {
MPlug input_plug = sourceFn.findPlug("input");
find_textures_modern(shadername, list, input_plug, is_alpha);
return;
}
// This shader wasn't understood. // This shader wasn't understood.
if (maya_cat.is_debug()) { if (maya_cat.is_debug()) {
maya_cat.info() maya_cat.info()
@ -662,9 +669,9 @@ find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug
// of unsupported shader once. // of unsupported shader once.
static pset<MFn::Type> bad_types; static pset<MFn::Type> bad_types;
if (bad_types.insert(source.apiType()).second) { if (bad_types.insert(source.apiType()).second) {
maya_cat.info() maya_cat.warning()
<< "**Don't know how to interpret color attribute type " << "Don't know how to export a shader of type "
<< source.apiTypeStr() << "\n"; << source.apiTypeStr() << " " << sourceFn.type() << "\n";
} }
} }
} }

View File

@ -60,6 +60,10 @@ public:
BT_replace, BT_replace,
BT_add, BT_add,
BT_blend_color_scale, BT_blend_color_scale,
BT_normal_map,
BT_gloss_map,
BT_normal_gloss_map,
BT_selector_map,
}; };
enum ProjectionType { enum ProjectionType {
@ -96,14 +100,19 @@ public:
LVector2f _repeat_uv; LVector2f _repeat_uv;
LVector2f _offset; LVector2f _offset;
double _rotate_uv; double _rotate_uv;
bool _is_alpha;
string _uvset_name;
MayaShaderColorDef *_opposite; MayaShaderColorDef *_opposite;
string get_panda_uvset_name();
private: private:
MObject *_color_object; MObject *_color_object;
private: private:
static void find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug inplug); static void find_textures_modern(const string &shadername, MayaShaderColorList &list, MPlug inplug, bool is_alpha);
void find_textures_legacy(MayaShader *shader, MObject color, bool trans=false); void find_textures_legacy(MayaShader *shader, MObject color, bool trans=false);
void set_projection_type(const string &type); void set_projection_type(const string &type);
@ -135,9 +144,6 @@ private:
// * keep_color, keep_alpha, and interpolate are all // * keep_color, keep_alpha, and interpolate are all
// adjuncts to blend_mode - it would make more sense just to // adjuncts to blend_mode - it would make more sense just to
// add some more blend_modes. // add some more blend_modes.
//
// * uvset_name is a property of a mesh, not a property
// of a shader. It varies as you move through the scene.
public: public:
bool _has_texture; // deprecated, see above. bool _has_texture; // deprecated, see above.
@ -147,7 +153,6 @@ public:
bool _keep_color; // deprecated, see above. bool _keep_color; // deprecated, see above.
bool _keep_alpha; // deprecated, see above. bool _keep_alpha; // deprecated, see above.
bool _interpolate; // deprecated, see above. bool _interpolate; // deprecated, see above.
string _uvset_name; // deprecated, see above.
}; };

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@ -1861,7 +1861,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
// And apply the shader properties to the polygon. // And apply the shader properties to the polygon.
if (shader != (MayaShader *)NULL) { if (shader != (MayaShader *)NULL) {
set_shader_attributes(*egg_poly, *shader, &pi); set_shader_attributes(*egg_poly, *shader, true);
default_color_def = shader->get_color_def(); default_color_def = shader->get_color_def();
} }
@ -2445,8 +2445,74 @@ get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void MayaToEggConverter:: void MayaToEggConverter::
set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader, set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
const MItMeshPolygon *pi) { bool mesh) {
if (shader._legacy_mode) {
set_shader_legacy(primitive, shader, mesh);
} else {
set_shader_modern(primitive, shader, mesh);
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaToEggConverter::set_shader_modern
// Access: Private
// Description: The modern implementation of set_shader_attributes.
//
// In the modern codepath, the MayaShader is a direct,
// literal representation of a list of EggTextures.
// All this exporter has to do is translate the list
// without interpretation. All the complex interpretation
// is handled elsewhere, in the MayaShader module.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
set_shader_modern(EggPrimitive &primitive, const MayaShader &shader,
bool mesh) {
for (size_t idx=0; idx < shader._all_maps.size(); idx++) {
MayaShaderColorDef *def = shader._all_maps[idx];
if ((def->_is_alpha)&&(def->_opposite != 0)) {
// This texture represents an alpha-filename. It doesn't get its own <Texture>
continue;
}
EggTexture tex(shader.get_name(), "");
tex.set_format(def->_is_alpha ? EggTexture::F_alpha : EggTexture::F_rgb);
apply_texture_filename(tex, *def);
if (def->_opposite) {
apply_texture_alpha_filename(tex, *def);
}
apply_texture_uvprops(tex, *def);
apply_texture_blendtype(tex, *def);
tex.set_uv_name(def->get_panda_uvset_name());
EggTexture *new_tex =
_textures.create_unique_texture(tex, ~0);
primitive.add_texture(new_tex);
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaToEggConverter::set_shader_legacy
// Access: Private
// Description: The legacy implementation of set_shader_attributes.
// The old behavior of the exporter is just plain weird.
// It seems to be a result of an inexperienced coder
// who made some core mistakes, and then patched them
// up with kludges. It seems to produce plausible
// results in certain specific cases, but overall, it
// doesn't make any sense. Unfortunately, this weird
// behavior cannot be discarded - vast numbers of 3D
// models have been created that rely on this behavior.
// The solution is to compartmentalize the weirdness.
// The legacy codepath, when activated, implements the
// old weird behavior. A brand-new codepath that
// shares almost nothing with the legacy codepath
// implements a much more straightforward behavior.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
set_shader_legacy(EggPrimitive &primitive, const MayaShader &shader,
bool mesh) {
// determine if the base texture or any of the top texture need to be rgb only // determine if the base texture or any of the top texture need to be rgb only
MayaShaderColorDef *color_def = NULL; MayaShaderColorDef *color_def = NULL;
bool is_rgb = false; bool is_rgb = false;
@ -2510,7 +2576,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
_path_replace->full_convert_path(filename, get_texture_path(), fullpath, outpath); _path_replace->full_convert_path(filename, get_texture_path(), fullpath, outpath);
tex.set_filename(outpath); tex.set_filename(outpath);
tex.set_fullpath(fullpath); tex.set_fullpath(fullpath);
apply_texture_properties(tex, *color_def); apply_texture_uvprops(tex, *color_def);
// If we also have a texture on transparency, apply it as the // If we also have a texture on transparency, apply it as the
// alpha filename. // alpha filename.
@ -2522,7 +2588,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
<< " has contradictory wrap modes on color and texture.\n"; << " has contradictory wrap modes on color and texture.\n";
} }
if (!compare_texture_properties(tex, trans_def)) { if (!compare_texture_uvprops(tex, trans_def)) {
// Only report each broken shader once. // Only report each broken shader once.
static pset<string> bad_shaders; static pset<string> bad_shaders;
if (bad_shaders.insert(shader.get_name()).second) { if (bad_shaders.insert(shader.get_name()).second) {
@ -2632,7 +2698,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
} }
texDummy.set_filename(outpath); texDummy.set_filename(outpath);
texDummy.set_fullpath(fullpath); texDummy.set_fullpath(fullpath);
apply_texture_properties(texDummy, *color_def); apply_texture_uvprops(texDummy, *color_def);
texDummy.set_combine_mode(EggTexture::CC_rgb, EggTexture::CM_modulate); texDummy.set_combine_mode(EggTexture::CC_rgb, EggTexture::CM_modulate);
texDummy.set_combine_source(EggTexture::CC_rgb, 0, EggTexture::CS_primary_color); texDummy.set_combine_source(EggTexture::CC_rgb, 0, EggTexture::CS_primary_color);
texDummy.set_combine_operand(EggTexture::CC_rgb, 0, EggTexture::CO_src_color); texDummy.set_combine_operand(EggTexture::CC_rgb, 0, EggTexture::CO_src_color);
@ -2655,7 +2721,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
tex.set_filename(outpath); tex.set_filename(outpath);
tex.set_fullpath(fullpath); tex.set_fullpath(fullpath);
tex.set_format(EggTexture::F_alpha); tex.set_format(EggTexture::F_alpha);
apply_texture_properties(tex, trans_def); apply_texture_uvprops(tex, trans_def);
} }
if (mayaegg_cat.is_debug()) { if (mayaegg_cat.is_debug()) {
@ -2668,7 +2734,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
EggTexture *new_tex = EggTexture *new_tex =
_textures.create_unique_texture(tex, ~0); _textures.create_unique_texture(tex, ~0);
if (pi) { if (mesh) {
if (uvset_name.find("not found") == -1) { if (uvset_name.find("not found") == -1) {
primitive.add_texture(new_tex); primitive.add_texture(new_tex);
if (uvset_name == "map1") // this is the name to look up by in maya if (uvset_name == "map1") // this is the name to look up by in maya
@ -2726,14 +2792,14 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// Function: MayaShader::apply_texture_properties // Function: MayaShader::apply_texture_uvprops
// Access: Private // Access: Private
// Description: Applies all the appropriate texture properties to the // Description: Applies all the appropriate texture properties to the
// EggTexture object, including wrap modes and texture // EggTexture object, including wrap modes and texture
// matrix. // matrix.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
void MayaToEggConverter:: void MayaToEggConverter::
apply_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def) { apply_texture_uvprops(EggTexture &tex, const MayaShaderColorDef &color_def) {
// Let's mipmap all textures by default. // Let's mipmap all textures by default.
tex.set_minfilter(EggTexture::FT_linear_mipmap_linear); tex.set_minfilter(EggTexture::FT_linear_mipmap_linear);
tex.set_magfilter(EggTexture::FT_linear); tex.set_magfilter(EggTexture::FT_linear);
@ -2743,7 +2809,7 @@ apply_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def) {
tex.set_wrap_u(wrap_u); tex.set_wrap_u(wrap_u);
tex.set_wrap_v(wrap_v); tex.set_wrap_v(wrap_v);
LMatrix3d mat = color_def.compute_texture_matrix(); LMatrix3d mat = color_def.compute_texture_matrix();
if (!mat.almost_equal(LMatrix3d::ident_mat())) { if (!mat.almost_equal(LMatrix3d::ident_mat())) {
tex.set_transform2d(mat); tex.set_transform2d(mat);
@ -2751,17 +2817,94 @@ apply_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def) {
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
// Function: MayaShader::compare_texture_properties // Function: MayaShader::apply_texture_blendtype
// Access: Private
// Description: Applies the blendtype to the EggTexture.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
apply_texture_blendtype(EggTexture &tex, const MayaShaderColorDef &color_def) {
switch (color_def._blend_type) {
case MayaShaderColorDef::BT_unspecified:
tex.set_env_type(EggTexture::ET_unspecified);
return;
case MayaShaderColorDef::BT_modulate:
tex.set_env_type(EggTexture::ET_modulate);
return;
case MayaShaderColorDef::BT_decal:
tex.set_env_type(EggTexture::ET_decal);
return;
case MayaShaderColorDef::BT_blend:
tex.set_env_type(EggTexture::ET_blend);
return;
case MayaShaderColorDef::BT_replace:
tex.set_env_type(EggTexture::ET_replace);
return;
case MayaShaderColorDef::BT_add:
tex.set_env_type(EggTexture::ET_add);
return;
case MayaShaderColorDef::BT_blend_color_scale:
tex.set_env_type(EggTexture::ET_blend_color_scale);
return;
case MayaShaderColorDef::BT_normal_map:
tex.set_env_type(EggTexture::ET_normal_map);
return;
case MayaShaderColorDef::BT_gloss_map:
tex.set_env_type(EggTexture::ET_gloss_map);
return;
case MayaShaderColorDef::BT_normal_gloss_map:
tex.set_env_type(EggTexture::ET_normal_gloss_map);
return;
case MayaShaderColorDef::BT_selector_map:
tex.set_env_type(EggTexture::ET_selector_map);
return;
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaShader::apply_texture_filename
// Access: Private
// Description: Applies the filename to the EggTexture.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
apply_texture_filename(EggTexture &tex, const MayaShaderColorDef &def) {
Filename filename = Filename::from_os_specific(def._texture_filename);
Filename fullpath, outpath;
_path_replace->full_convert_path(filename, get_texture_path(), fullpath, outpath);
tex.set_filename(outpath);
tex.set_fullpath(fullpath);
}
////////////////////////////////////////////////////////////////////
// Function: MayaShader::apply_texture_alpha_filename
// Access: Private
// Description: Applies the alpha filename to the EggTexture.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
apply_texture_alpha_filename(EggTexture &tex, const MayaShaderColorDef &def) {
if (def._opposite) {
tex.set_format(EggTexture::F_rgba);
if (def._opposite->_texture_filename != def._texture_filename) {
Filename filename = Filename::from_os_specific(def._opposite->_texture_filename);
Filename fullpath, outpath;
_path_replace->full_convert_path(filename, get_texture_path(), fullpath, outpath);
tex.set_alpha_filename(outpath);
tex.set_alpha_fullpath(fullpath);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: MayaShader::compare_texture_uvprops
// Access: Private // Access: Private
// Description: Compares the texture properties already on the // Description: Compares the texture properties already on the
// texture (presumably set by a previous call to // texture (presumably set by a previous call to
// apply_texture_properties()) and returns false if they // apply_texture_uvprops()) and returns false if they
// differ from that specified by the indicated color_def // differ from that specified by the indicated color_def
// object, or true if they match. // object, or true if they match.
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
bool MayaToEggConverter:: bool MayaToEggConverter::
compare_texture_properties(EggTexture &tex, compare_texture_uvprops(EggTexture &tex,
const MayaShaderColorDef &color_def) { const MayaShaderColorDef &color_def) {
bool okflag = true; bool okflag = true;
EggTexture::WrapMode wrap_u = color_def._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp; EggTexture::WrapMode wrap_u = color_def._wrap_u ? EggTexture::WM_repeat : EggTexture::WM_clamp;

View File

@ -143,17 +143,23 @@ private:
pvector<EggGroup *> &joints, MFloatArray &weights); pvector<EggGroup *> &joints, MFloatArray &weights);
bool get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface, bool get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
pvector<EggGroup *> &joints, MFloatArray &weights); pvector<EggGroup *> &joints, MFloatArray &weights);
// void set_shader_attributes(EggPrimitive &primitive, void apply_texture_uvprops(EggTexture &tex,
// const MayaShader &shader); const MayaShaderColorDef &color_def);
void set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader, void apply_texture_blendtype(EggTexture &tex,
const MItMeshPolygon *pi = NULL); const MayaShaderColorDef &color_def);
//const vector_string &uvset_names = vector_string()); void apply_texture_filename(EggTexture &tex,
void apply_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def);
const MayaShaderColorDef &color_def); void apply_texture_alpha_filename(EggTexture &tex,
bool compare_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def);
const MayaShaderColorDef &color_def); bool compare_texture_uvprops(EggTexture &tex,
const MayaShaderColorDef &color_def);
bool reparent_decals(EggGroupNode *egg_parent); bool reparent_decals(EggGroupNode *egg_parent);
void set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
bool mesh = false);
void set_shader_modern(EggPrimitive &primitive, const MayaShader &shader,
bool mesh);
void set_shader_legacy(EggPrimitive &primitive, const MayaShader &shader,
bool mesh);
int round(double value); int round(double value);