fixes the maya2egg alpha
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@ -59,7 +59,7 @@ MayaShaderColorDef() {
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_wrap_u = true;
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_wrap_v = true;
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_alpha_is_luminance = false;
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_has_alpha_channel = false;
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_blend_type = BT_unspecified;
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@ -101,7 +101,7 @@ MayaShaderColorDef(MayaShaderColorDef ©) {
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_wrap_v = copy._wrap_v;
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_blend_type = copy._blend_type;
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_alpha_is_luminance = copy._alpha_is_luminance;
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_has_alpha_channel = copy._has_alpha_channel;
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_repeat_uv = copy._repeat_uv;
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_offset = copy._offset;
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@ -278,21 +278,13 @@ read_surface_color(MayaShader *shader, MObject color, bool trans) {
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_has_texture = false;
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set_string_attribute(color, "fileTextureName", "");
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}
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/*
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// Asad: testcode
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bool file_has_alpha = false;
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get_bool_attribute(color, "fileHasAlpha", file_has_alpha);
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if (file_has_alpha) {
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maya_cat.info() << _texture_filename << " : has alpha" << endl;
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}
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*/
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}
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get_vec2f_attribute(color, "coverage", _coverage);
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get_vec2f_attribute(color, "translateFrame", _translate_frame);
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get_angle_attribute(color, "rotateFrame", _rotate_frame);
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get_bool_attribute(color, "alphaIsLuminance", _alpha_is_luminance);
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//get_bool_attribute(color, "alphaIsLuminance", _alpha_is_luminance);
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get_bool_attribute(color, "mirror", _mirror);
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get_bool_attribute(color, "stagger", _stagger);
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@ -403,10 +395,9 @@ read_surface_color(MayaShader *shader, MObject color, bool trans) {
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string pla_name = pla[j].name().asChar();
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// sometimes, by default, maya gives a outAlpha on subsequent plugs, ignore that
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if (pla_name.find("outAlpha") != string::npos) {
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maya_cat.debug() << pl.name().asChar() << " ignoring: " << pla_name << endl;
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// In this case the artist is wanting to retain alpha at the result
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// So make sure that this alpha is not thrown out by the egg file
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_alpha_is_luminance = true;
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// top texture has an alpha channel, so make sure that this alpha is retained by egg file
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maya_cat.debug() << pl.name().asChar() << ":has alpha channel" << pla_name << endl;
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_has_alpha_channel = true;
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continue;
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}
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if (!first) {
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@ -95,7 +95,7 @@ public:
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bool _wrap_u;
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bool _wrap_v;
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bool _alpha_is_luminance;
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bool _has_alpha_channel;
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LVector2f _repeat_uv;
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LVector2f _offset;
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@ -1755,6 +1755,8 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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for (size_t ui=0; ui<maya_uvset_names.length(); ++ui) {
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mayaegg_cat.spam() << "uv_set[" << ui << "] name: " << maya_uvset_names[ui].asChar() << endl;
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_uvset_names.push_back(maya_uvset_names[ui].asChar());
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// Get the tex_names that are connected to those uvnames
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mesh.getAssociatedUVSetTextures(maya_uvset_names[ui], moa);
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string t_n("");
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for (size_t ui=0; ui<moa.length(); ++ui){
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@ -1765,9 +1767,6 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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_tex_names.push_back(t_n);
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}
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// Get the tex_names that are connected to those uvnames
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//make_tex_names(mesh, mesh_object);
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while (!pi.isDone()) {
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EggPolygon *egg_poly = new EggPolygon;
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egg_group->add_child(egg_poly);
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@ -2317,14 +2316,27 @@ void MayaToEggConverter::
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set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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const MItMeshPolygon *pi) {
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//mayaegg_cat.spam() << " set_shader_attributes : begin\n";
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// determine if the base texture or any of the top texture need to be rgb only
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MayaShaderColorDef *color_def = NULL;
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bool is_rgb = false;
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int i;
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for (i=0; i<(int)shader._color.size(); ++i) {
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color_def = shader.get_color_def(i);
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if (color_def->_has_texture && i != (int)shader._color.size()-1) {
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if ((EggTexture::EnvType)color_def->_blend_type == EggTexture::ET_modulate) {
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// read the _has_alpha_cahnnel to figure out rgb or rgba
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//if (!color_def->_has_alpha_channel) {
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//Maya's multiply is slightly different than panda's. Hence we are dropping the alpha.
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is_rgb = true; // modulate forces the alpha to be ignored
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//}
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}
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}
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}
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// In Maya, a polygon is either textured or colored. The texture,
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// if present, replaces the color. Also now there could be multiple textures
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MayaShaderColorDef *color_def = NULL;
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const MayaShaderColorDef &trans_def = shader._transparency;
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//for (size_t i=0; i<shader._color.size(); ++i) {
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for (int i=shader._color.size()-1; i>=0; --i) {
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for (i=shader._color.size()-1; i>=0; --i) {
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color_def = shader.get_color_def(i);
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mayaegg_cat.spam() << "slot " << i << ":got color_def: " << color_def << endl;
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if (color_def->_has_texture || trans_def._has_texture) {
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@ -2401,13 +2413,19 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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// last shader on the list is the base one, which should always pick up the alpha
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// from the texture file. But the top textures may have to strip the alpha
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if (i!=shader._color.size()-1) {
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// read the _alpha_is_luminance to figure out env_type
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tex.set_env_type((EggTexture::EnvType)color_def->_blend_type);
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// multitexture modulate mode should always turn alpha
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// off. The texture and textures.txa will determine
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// whether to keep it or not
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if (tex.get_env_type() == EggTexture::ET_modulate) {
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tex.set_alpha_mode(EggRenderMode::AM_off); // Force alpha to be 'off'
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if (color_def->_has_alpha_channel) {
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// lets caution the artist that they should not be using a alpha channel on
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// this texture.
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maya_cat.spam()
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<< color_def->_texture_name
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<< " should not have alpha channel in multiply mode: ignoring\n";
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}
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if (is_rgb) {
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//tex.set_alpha_mode(EggRenderMode::AM_off); // force alpha off
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tex.set_format(EggTexture::F_rgb); // Change the format to be rgb only
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}
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}
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}
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}
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@ -2424,6 +2442,10 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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}
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mayaegg_cat.debug() << "ssa:tref_name:" << tex.get_name() << endl;
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if (is_rgb && i == (int)shader._color.size()-1) {
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// make base layer rgb only
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tex.set_format(EggTexture::F_rgb); // Change the format to be rgb only
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}
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EggTexture *new_tex =
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_textures.create_unique_texture(tex, ~0);
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