[Bf-blender-cvs] [7c61f54] gooseberry: Revert "COLLADA - support for shadeless material (SHADER_CONSTANT)"

Gaia Clary noreply at git.blender.org
Fri Mar 6 17:24:32 CET 2015


Commit: 7c61f548d698aa8aa8e73cfaef3fcc7333e311ca
Author: Gaia Clary
Date:   Thu Mar 5 19:33:59 2015 +0100
Branches: gooseberry
https://developer.blender.org/rB7c61f548d698aa8aa8e73cfaef3fcc7333e311ca

Revert "COLLADA - support for shadeless material (SHADER_CONSTANT)"

This reverts commit 04b0a9f4b885e8e3b0b3207f3b3cda74b936df3e.

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

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

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

diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
index 655e01a..462b7b6 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -800,13 +800,10 @@ void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
 	else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
 		ma->diff_shader = MA_DIFF_LAMBERT;
 	}
-	else if (shader == COLLADAFW::EffectCommon::SHADER_CONSTANT) {
-		ma->mode = MA_SHLESS;
-	}
 	// default - lambert
 	else {
 		ma->diff_shader = MA_DIFF_LAMBERT;
-		fprintf(stderr, "Shader type %d is not supported, default to lambert.\n", shader);
+		fprintf(stderr, "Current shader type is not supported, default to lambert.\n");
 	}
 	// reflectivity
 	ma->ray_mirror = ef->getReflectivity().getFloatValue();
@@ -902,7 +899,7 @@ void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
 		COLLADAFW::Texture ctex = ef->getEmission().getTexture(); 
 		mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
 		if (mtex != NULL) {
-			mtex->mapto = (shader == COLLADAFW::EffectCommon::SHADER_CONSTANT) ? MAP_COL : MAP_EMIT;
+			mtex->mapto = MAP_EMIT; 
 			i++;
 		}
 	}
@@ -933,21 +930,6 @@ void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
 		}
 	}
 #endif
-
-/**
- * <constant> cannot have diffuse, ambient, specular, shininnes as its child.
- * So color is solely based on
- * the emission color, so we map emission color to material's color
- */
-	if (shader == COLLADAFW::EffectCommon::SHADER_CONSTANT) {
-		COLLADAFW::Color col_emmission;
-		if (ef->getEmission().isValid()) {
-			col_emmission = ef->getEmission().getColor();
-			ma->r = col_emmission.getRed();
-			ma->g = col_emmission.getGreen();
-			ma->b = col_emmission.getBlue();
-		}
-	}
 	material_texture_mapping_map[ma] = texindex_texarray_map;
 }
 
diff --git a/source/blender/collada/EffectExporter.cpp b/source/blender/collada/EffectExporter.cpp
index f0ef0cb..13dc1ed 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -173,44 +173,37 @@ void EffectsExporter::writeTextures(COLLADASW::EffectProfile &ep,
 
 void EffectsExporter::operator()(Material *ma, Object *ob)
 {
-	bool is_shadeless = ma->mode & MA_SHLESS;
 	// create a list of indices to textures of type TEX_IMAGE
 	std::vector<int> tex_indices;
 	if (this->export_settings->include_material_textures)
 		createTextureIndices(ma, tex_indices);
 
 	openEffect(translate_id(id_name(ma)) + "-effect");
-
+	
 	COLLADASW::EffectProfile ep(mSW);
 	ep.setProfileType(COLLADASW::EffectProfile::COMMON);
 	ep.openProfile();
-
-	/* set shader type */
-	if (is_shadeless)	{
-		ep.setShaderType(COLLADASW::EffectProfile::CONSTANT);
+	// set shader type - one of three blinn, phong or lambert
+	if (ma->spec > 0.0f) {
+		if (ma->spec_shader == MA_SPEC_BLINN) {
+			writeBlinn(ep, ma);
+		}
+		else {
+			// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
+			// for now set phong in case spec shader is not blinn
+			writePhong(ep, ma);
+		}
 	}
 	else {
-		if (ma->spec > 0.0f) {
-			if (ma->spec_shader == MA_SPEC_BLINN) {
-				writeBlinn(ep, ma);
-			}
-			else {
-				// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
-				// for now set phong in case spec shader is not blinn
-				writePhong(ep, ma);
-			}
+		if (ma->diff_shader == MA_DIFF_LAMBERT) {
+			writeLambert(ep, ma);
 		}
 		else {
-			if (ma->diff_shader == MA_DIFF_LAMBERT) {
-				writeLambert(ep, ma);
-			}
-			else {
-				// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
-				writePhong(ep, ma);
-			}
+			// \todo figure out handling of all spec+diff shader combos blender has, for now write phong
+			writePhong(ep, ma);
 		}
 	}
-
+	
 	// index of refraction
 	if (ma->mode & MA_RAYTRANSP) {
 		ep.setIndexOfRefraction(ma->ang, false, "index_of_refraction");
@@ -223,40 +216,28 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
 
 	// transparency
 	if (ma->mode & MA_TRANSP) {
-		// Todo: because we are in A_ONE mode transparency is calculated like this:
+		// Tod: because we are in A_ONE mode transparency is calculated like this:
 		ep.setTransparency(ma->alpha, false, "transparency");
 		// cot = getcol(1.0f, 1.0f, 1.0f, 1.0f);
 		// ep.setTransparent(cot);
 	}
 
 	// emission
-	if (is_shadeless)	{
-		cot = getcol(ma->r, ma->g, ma->b, 1.0f);
-	}
-	else	{
-		cot = getcol(ma->emit, ma->emit, ma->emit, 1.0f);
-	}
+	cot = getcol(ma->emit, ma->emit, ma->emit, 1.0f);
 	ep.setEmission(cot, false, "emission");
 
 	// diffuse multiplied by diffuse intensity
-	if (!is_shadeless)	{
-		cot = getcol(ma->r * ma->ref, ma->g * ma->ref, ma->b * ma->ref, 1.0f);
-		ep.setDiffuse(cot, false, "diffuse");
-	}
-
+	cot = getcol(ma->r * ma->ref, ma->g * ma->ref, ma->b * ma->ref, 1.0f);
+	ep.setDiffuse(cot, false, "diffuse");
 
 	// ambient
 	/* ma->ambX is calculated only on render, so lets do it here manually and not rely on ma->ambX. */
-	if (is_shadeless)
+	if (this->scene->world)
+		cot = getcol(this->scene->world->ambr * ma->amb, this->scene->world->ambg * ma->amb, this->scene->world->ambb * ma->amb, 1.0f);
+	else
 		cot = getcol(ma->amb, ma->amb, ma->amb, 1.0f);
-	else	{
-		if (this->scene->world)
-			cot = getcol(this->scene->world->ambr * ma->amb,
-								this->scene->world->ambg * ma->amb,
-								this->scene->world->ambb * ma->amb, 1.0f);
-		ep.setAmbient(cot, false, "ambient");
-	}
 
+	ep.setAmbient(cot, false, "ambient");
 
 	// reflective, reflectivity
 	if (ma->mode & MA_RAYMIRROR) {
@@ -272,10 +253,8 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
 
 	// specular
 	if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
-		if (!is_shadeless)	{
-			cot = getcol(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
-			ep.setSpecular(cot, false, "specular");
-		}
+		cot = getcol(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
+		ep.setSpecular(cot, false, "specular");
 	}
 
 	// XXX make this more readable if possible




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