예제 #1
0
void EffectsExporter::exportEffects(Scene *sce)
{
	if (hasEffects(sce)) {
		this->scene = sce;
		openLibrary();
		MaterialFunctor mf;
		mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);

		closeLibrary();
	}
}
예제 #2
0
void EffectsExporter::exportEffects(Scene *sce)
{
	this->scene = sce;

	if (this->export_settings->export_texture_type == BC_TEXTURE_TYPE_MAT) {
		if (hasEffects(sce)) {
				MaterialFunctor mf;
				openLibrary();
				mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);
				closeLibrary();
		}
	}
	else {
		std::set<Object *> uv_textured_obs = bc_getUVTexturedObjects(sce, !this->export_settings->active_uv_only);
		std::set<Image *> uv_images = bc_getUVImages(sce, !this->export_settings->active_uv_only);
		if (uv_images.size() > 0) {
			openLibrary();
			std::set<Image *>::iterator uv_images_iter;
			for (uv_images_iter = uv_images.begin();
			     uv_images_iter != uv_images.end();
			     uv_images_iter++)
			{

				Image *ima = *uv_images_iter;
				std::string key(id_name(ima));
				key = translate_id(key);
				COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
					key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
					key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
				sampler.setImageId(key);

				openEffect(key + "-effect");
				COLLADASW::EffectProfile ep(mSW);
				ep.setProfileType(COLLADASW::EffectProfile::COMMON);
				ep.setShaderType(COLLADASW::EffectProfile::PHONG);
				ep.setDiffuse(createTexture(ima, key, &sampler), false, "diffuse");
				COLLADASW::ColorOrTexture cot = getcol(0, 0, 0, 1.0f);
				ep.setSpecular(cot, false, "specular");
				ep.openProfile();
				ep.addProfileElements();
				ep.addExtraTechniques(mSW);
				ep.closeProfile();
				closeEffect();
			}
			closeLibrary();
		}
	}
}