Files
axyz/tools/MayaExporter/MayaExporter/Material.h
T
Teejoon 92ab22e779 Splatmapping now working.
Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.

All materials with a texture has a UVRepeat, telling how many time to till in U and in V.

modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture

MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00

198 lines
6.0 KiB
C++

#ifndef Material_Material_h__
#define Material_Material_h__
#include <vector>
#include <array>
#include <algorithm>
#include <cmath>
#include <map>
#include "MayaIncludes.h"
#include "OutputData.h"
#include "Mesh.h"
//#define ColorMapSplat 1
//#define SpecularMapSplat 1 << 1
//#define NormalMapSplat 1 << 2
//#define IncandescenceMapSplat 1 << 3
class MaterialNode : public OutputData
{
public:
class Texture : public OutputData {
public:
unsigned int FileNameLength = 0;
std::string FileName;
float UVTiling[2]{ 1.0f, 1.0f };
virtual void WriteBinary(std::ostream& out)
{
out.write((char*)&FileNameLength, sizeof(unsigned int));
out.write(FileName.c_str(), FileNameLength);
out.write((char*)&UVTiling, sizeof(float) * 2);
}
virtual void WriteASCII(std::ostream& out) const
{
out << "FileNameLength: " << FileNameLength << endl;
out << "FileName: " << FileName << endl;
out << "UV tiling: " << UVTiling[0] << " " << UVTiling[1] << endl;
}
};
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
MaterialType type = MaterialType::Basic;
std::string Name;
float ReflectionFactor;
float SpecularExponent;
float DiffuseColor[3]{ 1.0f, 1.0f, 1.0f };
float SpecularColor[3]{ 1.0f, 1.0f, 1.0f };
float IncandescenceColor[3]{ 1.0f, 1.0f, 1.0f };
unsigned int IndexStart;
unsigned int IndexEnd;
unsigned char NumColorMaps = 0;
unsigned char NumSpecularMaps = 0;
unsigned char NumNormalMaps = 0;
unsigned char NumIncandescenceMaps = 0;
Texture SplatMap;
std::vector<Texture> ColorMaps;
std::vector<Texture> SpecularMaps;
std::vector<Texture> NormalMaps;
std::vector<Texture> IncandescenceMaps;
virtual void WriteBinary(std::ostream& out)
{
out.write((char*)&type, sizeof(MaterialType));
out.write((char*)&SpecularExponent, sizeof(float));
out.write((char*)&ReflectionFactor, sizeof(float));
out.write((char*)&DiffuseColor, sizeof(float) * 3);
out.write((char*)&SpecularColor, sizeof(float) * 3);
out.write((char*)&IncandescenceColor, sizeof(float) * 3);
out.write((char*)&IndexStart, sizeof(unsigned int));
out.write((char*)&IndexEnd, sizeof(unsigned int));
if (type != MaterialType::Basic) {
if (type == MaterialType::SplatMapping) {
SplatMap.WriteBinary(out);
}
out.write((char*)&NumColorMaps, sizeof(unsigned char));
out.write((char*)&NumSpecularMaps, sizeof(unsigned char));
out.write((char*)&NumNormalMaps, sizeof(unsigned char));
out.write((char*)&NumIncandescenceMaps, sizeof(unsigned char));
}
if (type != MaterialType::Basic) {
for (auto aTexture : ColorMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : SpecularMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : NormalMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : IncandescenceMaps) {
aTexture.WriteBinary(out);
}
}
}
virtual void WriteASCII(std::ostream& out) const
{
out << "New Material _ not in binary" << endl;
out << "MaterialType(enum): ";
switch (type) {
case MaterialType::Basic:
out << "Basic";
break;
case MaterialType::SplatMapping:
out << "SplatMapping";
break;
case MaterialType::SingleTextures:
out << "SingleTextures";
break;
};
out << endl;
out << "Material Name: " << Name << " _ not in binary" << endl;
out << "SpecularExponent: " << SpecularExponent << endl;
out << "ReflectionFactor: " << ReflectionFactor << endl;
out << "DiffuseColor: " << DiffuseColor[0] << " " << DiffuseColor[1] << " " << DiffuseColor[2] << endl;
out << "SpecularColor: " << SpecularColor[0] << " " << SpecularColor[1] << " " << SpecularColor[2] << endl;
out << "IncandescenceColor: " << IncandescenceColor[0] << " " << IncandescenceColor[1] << " " << IncandescenceColor[2] << endl;
out << "IndexStart: " << IndexStart << endl;
out << "IndexEnd: " << IndexEnd << endl;
switch (type) {
case MaterialType::SplatMapping:
out << "SplatMap _ not in binary " << endl;
SplatMap.WriteASCII(out);
//Intended fall trought
case MaterialType::SingleTextures:
out << "NumColormaps (is unsigned char in Binary): " << ((unsigned int)NumColorMaps) << endl;
out << "NumSpecularMap (is unsigned char in Binary): " << ((unsigned int)NumSpecularMaps) << endl;
out << "NumNormalMap (is unsigned char in Binary): " << ((unsigned int)NumNormalMaps) << endl;
out << "NumIncandescenceMap (is unsigned char in Binary): " << ((unsigned int)NumIncandescenceMaps )<< endl;
out << "ColorMaps _ not in binary " << endl;
for (auto aTexture : ColorMaps) {
aTexture.WriteASCII(out);
}
out << "SpecularMaps _ not in binary " << endl;
for (auto aTexture : SpecularMaps) {
aTexture.WriteASCII(out);
}
out << "NormalMaps _ not in binary " << endl;
for (auto aTexture : NormalMaps) {
aTexture.WriteASCII(out);
}
out << "IncandescenceMaps _ not in binary " << endl;
for (auto aTexture : IncandescenceMaps) {
aTexture.WriteASCII(out);
}
break;
};
}
};
class Material
{
public:
Material() {};
~Material() {};
std::vector<MaterialNode>* DoIt(Mesh mesh);
std::vector<std::string>* TexturePaths();
private:
MPlug m_Plug;
std::vector<MaterialNode> m_AllMaterials;
std::vector<std::string> m_TexturePaths;
bool findColorTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findNormalTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findSpecularTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findIncandescenceTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findSplatTextures(MaterialNode& material_node, std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node);
void grabLambertProperties(MaterialNode& material_node, MFnDependencyNode& node);
void grabBlinnProperties(MaterialNode& material_node, MFnDependencyNode& node);
void grabPhongProperties(MaterialNode& material_node, MFnDependencyNode& node);
};
#endif // Material_Material_h__