collada: export UV Textures as materials. Note: the reimport of the exported collada...
[blender.git] / source / blender / collada / InstanceWriter.cpp
index 87a38ac6295499e10406358e3661bab3d3e46777..776d9750175c716b08e0a01673989aa8c1480b93 100644 (file)
@@ -43,14 +43,19 @@ extern "C" {
 
 void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob, bool active_uv_only, BC_export_texture_type export_texture_type)
 {
-       for (int a = 0; a < ob->totcol; a++) {
-               Material *ma = give_current_material(ob, a + 1);
-                       
-               COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
+       bool all_uv_layers = !active_uv_only;
+       COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
 
-               if (ma) {
-                       std::string matid(get_material_id(ma));
-                       matid = translate_id(matid);
+       if (export_texture_type == BC_TEXTURE_TYPE_UV)
+       {
+               std::set<Image *> uv_images = bc_getUVImages(ob, all_uv_layers);
+               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 matid(id_name(ima));
+                       matid = get_material_id_from_id(matid);
                        std::ostringstream ostr;
                        ostr << matid;
                        COLLADASW::InstanceMaterial im(ostr.str(), COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
@@ -71,4 +76,32 @@ void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_materia
                        iml.push_back(im);
                }
        }
+
+       else if (export_texture_type == BC_TEXTURE_TYPE_MAT) {
+               for (int a = 0; a < ob->totcol; a++) {
+                       Material *ma = give_current_material(ob, a + 1);
+                       if (ma) {
+                               std::string matid(get_material_id(ma));
+                               matid = translate_id(matid);
+                               std::ostringstream ostr;
+                               ostr << matid;
+                               COLLADASW::InstanceMaterial im(ostr.str(), COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
+
+                               // create <bind_vertex_input> for each uv map
+                               Mesh *me = (Mesh *)ob->data;
+                               int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
+
+                               int map_index = 0;
+                               int active_uv_index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE) - 1;
+                               for (int b = 0; b < totlayer; b++) {
+                                       if (!active_uv_only || b == active_uv_index) {
+                                               char *name = bc_CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
+                                               im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", map_index++));
+                                       }
+                               }
+
+                               iml.push_back(im);
+                       }
+               }
+       }
 }