257 lines
7.1 KiB
C++
257 lines
7.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/EffectExporter.cpp
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* \ingroup collada
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*/
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#include <map>
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#include <set>
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#include "COLLADASWEffectProfile.h"
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#include "COLLADAFWColorOrTexture.h"
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#include "EffectExporter.h"
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#include "DocumentExporter.h"
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#include "MaterialExporter.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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extern "C" {
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#include "DNA_mesh_types.h"
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#include "DNA_world_types.h"
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#include "BKE_collection.h"
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#include "BKE_customdata.h"
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#include "BKE_mesh.h"
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#include "BKE_material.h"
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}
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// OB_MESH is assumed
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static std::string getActiveUVLayerName(Object *ob)
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{
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Mesh *me = (Mesh *)ob->data;
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int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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if (num_layers)
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return std::string(bc_CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
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return "";
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}
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EffectsExporter::EffectsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryEffects(sw), export_settings(export_settings) {
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}
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bool EffectsExporter::hasEffects(Scene *sce)
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{
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FOREACH_SCENE_OBJECT_BEGIN(sce, ob)
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{
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int a;
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for (a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a + 1);
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// no material, but check all of the slots
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if (!ma) continue;
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return true;
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}
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}
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FOREACH_SCENE_OBJECT_END;
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return false;
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}
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void EffectsExporter::exportEffects(Scene *sce)
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{
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if (hasEffects(sce)) {
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this->scene = sce;
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openLibrary();
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MaterialFunctor mf;
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mf.forEachMaterialInExportSet<EffectsExporter>(sce, *this, this->export_settings->export_set);
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closeLibrary();
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}
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}
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void EffectsExporter::writeLambert(COLLADASW::EffectProfile &ep, Material *ma)
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{
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COLLADASW::ColorOrTexture cot;
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ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
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}
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void EffectsExporter::operator()(Material *ma, Object *ob)
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{
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// TODO: add back texture and extended material parameter support
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openEffect(translate_id(id_name(ma)) + "-effect");
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COLLADASW::EffectProfile ep(mSW);
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ep.setProfileType(COLLADASW::EffectProfile::COMMON);
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ep.openProfile();
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writeLambert(ep, ma);
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COLLADASW::ColorOrTexture cot;
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// transparency
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if (ma->alpha != 1.0f) {
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// Tod: because we are in A_ONE mode transparency is calculated like this:
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cot = getcol(1.0f, 1.0f, 1.0f, ma->alpha);
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ep.setTransparent(cot);
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ep.setOpaque(COLLADASW::EffectProfile::A_ONE);
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}
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// emission
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#if 0
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cot = getcol(ma->emit, ma->emit, ma->emit, 1.0f);
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#endif
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// diffuse
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cot = getcol(ma->r, ma->g, ma->b, 1.0f);
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ep.setDiffuse(cot, false, "diffuse");
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// specular
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if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
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cot = getcol(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
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ep.setSpecular(cot, false, "specular");
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}
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// XXX make this more readable if possible
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#if 0
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// create <sampler> and <surface> for each image
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COLLADASW::Sampler samplers[MAX_MTEX];
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//COLLADASW::Surface surfaces[MAX_MTEX];
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//void *samp_surf[MAX_MTEX][2];
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void *samp_surf[MAX_MTEX];
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// image to index to samp_surf map
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// samp_surf[index] stores 2 pointers, sampler and surface
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std::map<std::string, int> im_samp_map;
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unsigned int a, b;
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for (a = 0, b = 0; a < tex_indices.size(); a++) {
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MTex *t = ma->mtex[tex_indices[a]];
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Image *ima = t->tex->ima;
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// Image not set for texture
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if (!ima) continue;
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std::string key(id_name(ima));
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key = translate_id(key);
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// create only one <sampler>/<surface> pair for each unique image
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if (im_samp_map.find(key) == im_samp_map.end()) {
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// //<newparam> <surface> <init_from>
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// COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
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// key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
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// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
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// sio.setImageReference(key);
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// surface.setInitOption(sio);
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// COLLADASW::NewParamSurface surface(mSW);
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// surface->setParamType(COLLADASW::CSW_SURFACE_TYPE_2D);
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//<newparam> <sampler> <source>
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COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
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key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
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key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
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sampler.setImageId(key);
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// copy values to arrays since they will live longer
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samplers[a] = sampler;
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//surfaces[a] = surface;
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// store pointers so they can be used later when we create <texture>s
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samp_surf[b] = &samplers[a];
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//samp_surf[b][1] = &surfaces[a];
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im_samp_map[key] = b;
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b++;
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}
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}
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#endif
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// used as fallback when MTex->uvname is "" (this is pretty common)
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// it is indeed the correct value to use in that case
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std::string active_uv(getActiveUVLayerName(ob));
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// write textures
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// XXX very slow
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#if 0
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for (a = 0; a < tex_indices.size(); a++) {
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MTex *t = ma->mtex[tex_indices[a]];
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Image *ima = t->tex->ima;
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if (!ima) {
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continue;
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}
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std::string key(id_name(ima));
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key = translate_id(key);
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int i = im_samp_map[key];
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std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
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COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i];
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writeTextures(ep, key, sampler, t, ima, uvname);
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}
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#endif
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// performs the actual writing
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ep.addProfileElements();
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bool twoSided = false;
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if (ob->type == OB_MESH && ob->data) {
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Mesh *me = (Mesh *)ob->data;
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if (me->flag & ME_TWOSIDED)
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twoSided = true;
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}
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if (twoSided)
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ep.addExtraTechniqueParameter("GOOGLEEARTH", "double_sided", 1);
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ep.addExtraTechniques(mSW);
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ep.closeProfile();
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if (twoSided)
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mSW->appendTextBlock("<extra><technique profile=\"MAX3D\"><double_sided>1</double_sided></technique></extra>");
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closeEffect();
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}
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COLLADASW::ColorOrTexture EffectsExporter::createTexture(Image *ima,
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std::string& uv_layer_name,
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COLLADASW::Sampler *sampler
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/*COLLADASW::Surface *surface*/)
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{
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COLLADASW::Texture texture(translate_id(id_name(ima)));
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texture.setTexcoord(uv_layer_name);
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//texture.setSurface(*surface);
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texture.setSampler(*sampler);
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COLLADASW::ColorOrTexture cot(texture);
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return cot;
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}
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COLLADASW::ColorOrTexture EffectsExporter::getcol(float r, float g, float b, float a)
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{
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COLLADASW::Color color(r, g, b, a);
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COLLADASW::ColorOrTexture cot(color);
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return cot;
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}
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