[Bf-blender-cvs] [dd3e3474abc] master: fix T66899: Collada: Shininess/Reflectivity not handled correct
Gaia Clary
noreply at git.blender.org
Tue Jul 16 13:28:51 CEST 2019
Commit: dd3e3474abcb9c07ba0bd26f6b8940fc906d97a5
Author: Gaia Clary
Date: Mon Jul 15 17:12:52 2019 +0200
Branches: master
https://developer.blender.org/rBdd3e3474abcb9c07ba0bd26f6b8940fc906d97a5
fix T66899: Collada: Shininess/Reflectivity not handled correct
Fixed: The Collada Exporter only supports export of
Lambert Shaders. But Shininess is not supported with
Lambert Shaders. The exporter must not add Shininess
to the Shader data!
Fixed: The Collada Importer adds an illegal value of -1
for reflectivity when this parameters is not defined in
the imported collada data. Now reflectivity is only
set when the import data contains a valid value.
Discarded: The Collada Importer handles shininess in a
dubious way. I have discarded import for now.
This needs to be reworked carefully in 2.81.
Differential Revision: https://developer.blender.org/D5262
===================================================================
M source/blender/collada/DocumentImporter.cpp
M source/blender/collada/EffectExporter.cpp
M source/blender/collada/Materials.cpp
===================================================================
diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
index 06f6682f401..eabd9469582 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -804,7 +804,10 @@ void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Materia
matNode.set_alpha(ef->getOpaqueMode(), ef->getTransparent(), ef->getTransparency());
/* following mapping still needs to be verified */
+#if 0
+ // needs rework to be done for 2.81
matNode.set_shininess(ef->getShininess());
+#endif
matNode.set_reflectivity(ef->getReflectivity());
/* not supported by principled BSDF */
diff --git a/source/blender/collada/EffectExporter.cpp b/source/blender/collada/EffectExporter.cpp
index 394c79bb988..a784776d342 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -208,21 +208,20 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
COLLADASW::EffectProfile ep(mSW);
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
ep.openProfile();
- set_shader_type(ep, ma);
+ set_shader_type(ep, ma); // creates a Lambert Shader for now
COLLADASW::ColorOrTexture cot;
set_diffuse_color(ep, ma);
set_emission(ep, ma);
set_ior(ep, ma);
- set_shininess(ep, ma);
set_reflectivity(ep, ma);
set_transparency(ep, ma);
- /* TODO: from where to get ambient, specular and reflective? */
+ /* TODO: */
+ // set_shininess(ep, ma); shininess not supported for lambert
// set_ambient(ep, ma);
// set_specular(ep, ma);
- // set_reflective(ep, ma);
get_images(ma, material_image_map);
std::string active_uv(getActiveUVLayerName(ob));
diff --git a/source/blender/collada/Materials.cpp b/source/blender/collada/Materials.cpp
index aa35b71b9db..d8a0f06c12b 100644
--- a/source/blender/collada/Materials.cpp
+++ b/source/blender/collada/Materials.cpp
@@ -131,18 +131,24 @@ void MaterialNode::add_link(bNode *from_node, int from_index, bNode *to_node, in
void MaterialNode::set_reflectivity(COLLADAFW::FloatOrParam &val)
{
float reflectivity = val.getFloatValue();
- bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Metallic");
- ((bNodeSocketValueFloat *)socket->default_value)->value = reflectivity;
-
- material->metallic = reflectivity;
+ if (reflectivity >= 0) {
+ bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Metallic");
+ ((bNodeSocketValueFloat *)socket->default_value)->value = reflectivity;
+ material->metallic = reflectivity;
+ }
}
+#if 0
+// needs rework to be done for 2.81
void MaterialNode::set_shininess(COLLADAFW::FloatOrParam &val)
{
float roughness = val.getFloatValue();
- bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Roughness");
- ((bNodeSocketValueFloat *)socket->default_value)->value = roughness;
+ if (roughness >= 0) {
+ bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Roughness");
+ ((bNodeSocketValueFloat *)socket->default_value)->value = roughness;
+ }
}
+#endif
void MaterialNode::set_ior(COLLADAFW::FloatOrParam &val)
{
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