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test/source/blender/io/usd/intern/usd_reader_material.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 NVIDIA Corporation. All rights reserved. */
#include "usd_reader_material.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
#include "BKE_node_tree_update.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "DNA_material_types.h"
#include <pxr/base/gf/vec3f.h>
#include <pxr/usd/usdShade/material.h>
#include <pxr/usd/usdShade/shader.h>
#include <iostream>
#include <vector>
namespace usdtokens {
/* Parameter names. */
static const pxr::TfToken a("a", pxr::TfToken::Immortal);
static const pxr::TfToken b("b", pxr::TfToken::Immortal);
static const pxr::TfToken clearcoat("clearcoat", pxr::TfToken::Immortal);
static const pxr::TfToken clearcoatRoughness("clearcoatRoughness", pxr::TfToken::Immortal);
static const pxr::TfToken diffuseColor("diffuseColor", pxr::TfToken::Immortal);
static const pxr::TfToken emissiveColor("emissiveColor", pxr::TfToken::Immortal);
static const pxr::TfToken file("file", pxr::TfToken::Immortal);
static const pxr::TfToken g("g", pxr::TfToken::Immortal);
static const pxr::TfToken ior("ior", pxr::TfToken::Immortal);
static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
static const pxr::TfToken normal("normal", pxr::TfToken::Immortal);
static const pxr::TfToken occlusion("occlusion", pxr::TfToken::Immortal);
static const pxr::TfToken opacity("opacity", pxr::TfToken::Immortal);
static const pxr::TfToken opacityThreshold("opacityThreshold", pxr::TfToken::Immortal);
static const pxr::TfToken r("r", pxr::TfToken::Immortal);
static const pxr::TfToken result("result", pxr::TfToken::Immortal);
static const pxr::TfToken rgb("rgb", pxr::TfToken::Immortal);
static const pxr::TfToken rgba("rgba", pxr::TfToken::Immortal);
static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
static const pxr::TfToken sourceColorSpace("sourceColorSpace", pxr::TfToken::Immortal);
static const pxr::TfToken specularColor("specularColor", pxr::TfToken::Immortal);
static const pxr::TfToken st("st", pxr::TfToken::Immortal);
static const pxr::TfToken varname("varname", pxr::TfToken::Immortal);
/* Color space names. */
static const pxr::TfToken raw("raw", pxr::TfToken::Immortal);
static const pxr::TfToken RAW("RAW", pxr::TfToken::Immortal);
/* USD shader names. */
static const pxr::TfToken UsdPreviewSurface("UsdPreviewSurface", pxr::TfToken::Immortal);
static const pxr::TfToken UsdPrimvarReader_float2("UsdPrimvarReader_float2",
pxr::TfToken::Immortal);
static const pxr::TfToken UsdUVTexture("UsdUVTexture", pxr::TfToken::Immortal);
} // namespace usdtokens
/* Add a node of the given type at the given location coordinates. */
static bNode *add_node(
const bContext *C, bNodeTree *ntree, const int type, const float locx, const float locy)
{
bNode *new_node = nodeAddStaticNode(C, ntree, type);
if (new_node) {
new_node->locx = locx;
new_node->locy = locy;
}
return new_node;
}
/* Connect the output socket of node 'source' to the input socket of node 'dest'. */
static void link_nodes(
bNodeTree *ntree, bNode *source, const char *sock_out, bNode *dest, const char *sock_in)
{
bNodeSocket *source_socket = nodeFindSocket(source, SOCK_OUT, sock_out);
if (!source_socket) {
std::cerr << "PROGRAMMER ERROR: Couldn't find output socket " << sock_out << std::endl;
return;
}
bNodeSocket *dest_socket = nodeFindSocket(dest, SOCK_IN, sock_in);
if (!dest_socket) {
std::cerr << "PROGRAMMER ERROR: Couldn't find input socket " << sock_in << std::endl;
return;
}
nodeAddLink(ntree, source, source_socket, dest, dest_socket);
}
/* Returns true if the given shader may have opacity < 1.0, based
* on heuristics. */
static bool needs_blend(const pxr::UsdShadeShader &usd_shader)
{
if (!usd_shader) {
return false;
}
bool needs_blend = false;
if (pxr::UsdShadeInput opacity_input = usd_shader.GetInput(usdtokens::opacity)) {
if (opacity_input.HasConnectedSource()) {
needs_blend = true;
}
else {
pxr::VtValue val;
if (opacity_input.GetAttr().HasAuthoredValue() && opacity_input.GetAttr().Get(&val)) {
float opacity = val.Get<float>();
needs_blend = opacity < 1.0f;
}
}
}
return needs_blend;
}
/* Returns the given shader's opacityThreshold input value, if this input has an
* authored value. Otherwise, returns the given default value. */
static float get_opacity_threshold(const pxr::UsdShadeShader &usd_shader,
float default_value = 0.0f)
{
if (!usd_shader) {
return default_value;
}
pxr::UsdShadeInput opacity_threshold_input = usd_shader.GetInput(usdtokens::opacityThreshold);
if (!opacity_threshold_input) {
return default_value;
}
pxr::VtValue val;
if (opacity_threshold_input.GetAttr().HasAuthoredValue() &&
opacity_threshold_input.GetAttr().Get(&val)) {
return val.Get<float>();
}
return default_value;
}
static pxr::TfToken get_source_color_space(const pxr::UsdShadeShader &usd_shader)
{
if (!usd_shader) {
return pxr::TfToken();
}
pxr::UsdShadeInput color_space_input = usd_shader.GetInput(usdtokens::sourceColorSpace);
if (!color_space_input) {
return pxr::TfToken();
}
pxr::VtValue color_space_val;
if (color_space_input.Get(&color_space_val) && color_space_val.IsHolding<pxr::TfToken>()) {
return color_space_val.Get<pxr::TfToken>();
}
return pxr::TfToken();
}
/* Attempts to return in r_preview_surface the UsdPreviewSurface shader source
* of the given material. Returns true if a UsdPreviewSurface source was found
* and returns false otherwise. */
static bool get_usd_preview_surface(const pxr::UsdShadeMaterial &usd_material,
pxr::UsdShadeShader &r_preview_surface)
{
if (!usd_material) {
return false;
}
if (pxr::UsdShadeShader surf_shader = usd_material.ComputeSurfaceSource()) {
/* Check if we have a UsdPreviewSurface shader. */
pxr::TfToken shader_id;
if (surf_shader.GetShaderId(&shader_id) && shader_id == usdtokens::UsdPreviewSurface) {
r_preview_surface = surf_shader;
return true;
}
}
return false;
}
/* Set the Blender material's viewport display color, metallic and roughness
* properties from the given USD preview surface shader's inputs. */
static void set_viewport_material_props(Material *mtl, const pxr::UsdShadeShader &usd_preview)
{
if (!(mtl && usd_preview)) {
return;
}
if (pxr::UsdShadeInput diffuse_color_input = usd_preview.GetInput(usdtokens::diffuseColor)) {
pxr::VtValue val;
if (diffuse_color_input.GetAttr().HasAuthoredValue() &&
diffuse_color_input.GetAttr().Get(&val) && val.IsHolding<pxr::GfVec3f>()) {
pxr::GfVec3f color = val.UncheckedGet<pxr::GfVec3f>();
mtl->r = color[0];
mtl->g = color[1];
mtl->b = color[2];
}
}
if (pxr::UsdShadeInput metallic_input = usd_preview.GetInput(usdtokens::metallic)) {
pxr::VtValue val;
if (metallic_input.GetAttr().HasAuthoredValue() && metallic_input.GetAttr().Get(&val) &&
val.IsHolding<float>()) {
mtl->metallic = val.Get<float>();
}
}
if (pxr::UsdShadeInput roughness_input = usd_preview.GetInput(usdtokens::roughness)) {
pxr::VtValue val;
if (roughness_input.GetAttr().HasAuthoredValue() && roughness_input.GetAttr().Get(&val) &&
val.IsHolding<float>()) {
mtl->roughness = val.Get<float>();
}
}
}
namespace blender::io::usd {
namespace {
/* Compute the x- and y-coordinates for placing a new node in an unoccupied region of
* the column with the given index. Returns the coordinates in r_locx and r_locy and
* updates the column-occupancy information in r_ctx. */
void compute_node_loc(const int column, float *r_locx, float *r_locy, NodePlacementContext *r_ctx)
{
if (!(r_locx && r_locy && r_ctx)) {
return;
}
(*r_locx) = r_ctx->origx - column * r_ctx->horizontal_step;
if (column >= r_ctx->column_offsets.size()) {
r_ctx->column_offsets.push_back(0.0f);
}
(*r_locy) = r_ctx->origy - r_ctx->column_offsets[column];
/* Record the y-offset of the occupied region in
* the column, including padding. */
r_ctx->column_offsets[column] += r_ctx->vertical_step + 10.0f;
}
} // namespace
USDMaterialReader::USDMaterialReader(const USDImportParams &params, Main *bmain)
: params_(params), bmain_(bmain)
{
}
Material *USDMaterialReader::add_material(const pxr::UsdShadeMaterial &usd_material) const
{
if (!(bmain_ && usd_material)) {
return nullptr;
}
std::string mtl_name = usd_material.GetPrim().GetName().GetString();
/* Create the material. */
Material *mtl = BKE_material_add(bmain_, mtl_name.c_str());
/* Get the UsdPreviewSurface shader source for the material,
* if there is one. */
pxr::UsdShadeShader usd_preview;
if (get_usd_preview_surface(usd_material, usd_preview)) {
set_viewport_material_props(mtl, usd_preview);
/* Optionally, create shader nodes to represent a UsdPreviewSurface. */
if (params_.import_usd_preview) {
import_usd_preview(mtl, usd_preview);
}
}
return mtl;
}
void USDMaterialReader::import_usd_preview(Material *mtl,
const pxr::UsdShadeShader &usd_shader) const
{
if (!(bmain_ && mtl && usd_shader)) {
return;
}
/* Create the Material's node tree containing the principled BSDF
* and output shaders. */
/* Add the node tree. */
bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", "ShaderNodeTree");
mtl->nodetree = ntree;
mtl->use_nodes = true;
/* Create the Principled BSDF shader node. */
bNode *principled = add_node(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED, 0.0f, 300.0f);
if (!principled) {
std::cerr << "ERROR: Couldn't create SH_NODE_BSDF_PRINCIPLED node for USD shader "
<< usd_shader.GetPath() << std::endl;
return;
}
/* Create the material output node. */
bNode *output = add_node(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL, 300.0f, 300.0f);
if (!output) {
std::cerr << "ERROR: Couldn't create SH_NODE_OUTPUT_MATERIAL node for USD shader "
<< usd_shader.GetPath() << std::endl;
return;
}
/* Connect the Principled BSDF node to the output node. */
link_nodes(ntree, principled, "BSDF", output, "Surface");
/* Recursively create the principled shader input networks. */
set_principled_node_inputs(principled, ntree, usd_shader);
nodeSetActive(ntree, output);
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
BKE_ntree_update_main_tree(bmain_, ntree, nullptr);
/* Optionally, set the material blend mode. */
if (params_.set_material_blend) {
if (needs_blend(usd_shader)) {
float opacity_threshold = get_opacity_threshold(usd_shader, 0.0f);
if (opacity_threshold > 0.0f) {
mtl->blend_method = MA_BM_CLIP;
mtl->alpha_threshold = opacity_threshold;
}
else {
mtl->blend_method = MA_BM_BLEND;
}
}
}
}
void USDMaterialReader::set_principled_node_inputs(bNode *principled,
bNodeTree *ntree,
const pxr::UsdShadeShader &usd_shader) const
{
/* The context struct keeps track of the locations for adding
* input nodes. */
NodePlacementContext context(0.0f, 300.0);
/* The column index (from right to left relative to the principled
* node) where we're adding the nodes. */
int column = 0;
/* Recursively set the principled shader inputs. */
if (pxr::UsdShadeInput diffuse_input = usd_shader.GetInput(usdtokens::diffuseColor)) {
set_node_input(diffuse_input, principled, "Base Color", ntree, column, &context);
}
if (pxr::UsdShadeInput emissive_input = usd_shader.GetInput(usdtokens::emissiveColor)) {
set_node_input(emissive_input, principled, "Emission", ntree, column, &context);
}
if (pxr::UsdShadeInput specular_input = usd_shader.GetInput(usdtokens::specularColor)) {
set_node_input(specular_input, principled, "Specular", ntree, column, &context);
}
if (pxr::UsdShadeInput metallic_input = usd_shader.GetInput(usdtokens::metallic)) {
;
set_node_input(metallic_input, principled, "Metallic", ntree, column, &context);
}
if (pxr::UsdShadeInput roughness_input = usd_shader.GetInput(usdtokens::roughness)) {
set_node_input(roughness_input, principled, "Roughness", ntree, column, &context);
}
if (pxr::UsdShadeInput clearcoat_input = usd_shader.GetInput(usdtokens::clearcoat)) {
set_node_input(clearcoat_input, principled, "Clearcoat", ntree, column, &context);
}
if (pxr::UsdShadeInput clearcoat_roughness_input = usd_shader.GetInput(
usdtokens::clearcoatRoughness)) {
set_node_input(
clearcoat_roughness_input, principled, "Clearcoat Roughness", ntree, column, &context);
}
if (pxr::UsdShadeInput opacity_input = usd_shader.GetInput(usdtokens::opacity)) {
set_node_input(opacity_input, principled, "Alpha", ntree, column, &context);
}
if (pxr::UsdShadeInput ior_input = usd_shader.GetInput(usdtokens::ior)) {
set_node_input(ior_input, principled, "IOR", ntree, column, &context);
}
if (pxr::UsdShadeInput normal_input = usd_shader.GetInput(usdtokens::normal)) {
set_node_input(normal_input, principled, "Normal", ntree, column, &context);
}
}
void USDMaterialReader::set_node_input(const pxr::UsdShadeInput &usd_input,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
const int column,
NodePlacementContext *r_ctx) const
{
if (!(usd_input && dest_node && r_ctx)) {
return;
}
if (usd_input.HasConnectedSource()) {
/* The USD shader input has a connected source shader. Follow the connection
* and attempt to convert the connected USD shader to a Blender node. */
follow_connection(usd_input, dest_node, dest_socket_name, ntree, column, r_ctx);
}
else {
/* Set the destination node socket value from the USD shader input value. */
bNodeSocket *sock = nodeFindSocket(dest_node, SOCK_IN, dest_socket_name);
if (!sock) {
std::cerr << "ERROR: couldn't get destination node socket " << dest_socket_name << std::endl;
return;
}
pxr::VtValue val;
if (!usd_input.Get(&val)) {
std::cerr << "ERROR: couldn't get value for usd shader input "
<< usd_input.GetPrim().GetPath() << std::endl;
return;
}
switch (sock->type) {
case SOCK_FLOAT:
if (val.IsHolding<float>()) {
((bNodeSocketValueFloat *)sock->default_value)->value = val.UncheckedGet<float>();
}
else if (val.IsHolding<pxr::GfVec3f>()) {
pxr::GfVec3f v3f = val.UncheckedGet<pxr::GfVec3f>();
float average = (v3f[0] + v3f[1] + v3f[2]) / 3.0f;
((bNodeSocketValueFloat *)sock->default_value)->value = average;
}
break;
case SOCK_RGBA:
if (val.IsHolding<pxr::GfVec3f>()) {
pxr::GfVec3f v3f = val.UncheckedGet<pxr::GfVec3f>();
copy_v3_v3(((bNodeSocketValueRGBA *)sock->default_value)->value, v3f.data());
}
break;
case SOCK_VECTOR:
if (val.IsHolding<pxr::GfVec3f>()) {
pxr::GfVec3f v3f = val.UncheckedGet<pxr::GfVec3f>();
copy_v3_v3(((bNodeSocketValueVector *)sock->default_value)->value, v3f.data());
}
else if (val.IsHolding<pxr::GfVec2f>()) {
pxr::GfVec2f v2f = val.UncheckedGet<pxr::GfVec2f>();
copy_v2_v2(((bNodeSocketValueVector *)sock->default_value)->value, v2f.data());
}
break;
default:
std::cerr << "WARNING: unexpected type " << sock->idname << " for destination node socket "
<< dest_socket_name << std::endl;
break;
}
}
}
void USDMaterialReader::follow_connection(const pxr::UsdShadeInput &usd_input,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
int column,
NodePlacementContext *r_ctx) const
{
if (!(usd_input && dest_node && dest_socket_name && ntree && r_ctx)) {
return;
}
pxr::UsdShadeConnectableAPI source;
pxr::TfToken source_name;
pxr::UsdShadeAttributeType source_type;
usd_input.GetConnectedSource(&source, &source_name, &source_type);
if (!(source && source.GetPrim().IsA<pxr::UsdShadeShader>())) {
return;
}
pxr::UsdShadeShader source_shader(source.GetPrim());
if (!source_shader) {
return;
}
pxr::TfToken shader_id;
if (!source_shader.GetShaderId(&shader_id)) {
std::cerr << "ERROR: couldn't get shader id for source shader "
<< source_shader.GetPrim().GetPath() << std::endl;
return;
}
/* For now, only convert UsdUVTexture and UsdPrimvarReader_float2 inputs. */
if (shader_id == usdtokens::UsdUVTexture) {
if (strcmp(dest_socket_name, "Normal") == 0) {
/* The normal texture input requires creating a normal map node. */
float locx = 0.0f;
float locy = 0.0f;
compute_node_loc(column + 1, &locx, &locy, r_ctx);
bNode *normal_map = add_node(nullptr, ntree, SH_NODE_NORMAL_MAP, locx, locy);
/* Currently, the Normal Map node has Tangent Space as the default,
* which is what we need, so we don't need to explicitly set it. */
/* Connect the Normal Map to the Normal input. */
link_nodes(ntree, normal_map, "Normal", dest_node, "Normal");
/* Now, create the Texture Image node input to the Normal Map "Color" input. */
convert_usd_uv_texture(
source_shader, source_name, normal_map, "Color", ntree, column + 2, r_ctx);
}
else {
convert_usd_uv_texture(
source_shader, source_name, dest_node, dest_socket_name, ntree, column + 1, r_ctx);
}
}
else if (shader_id == usdtokens::UsdPrimvarReader_float2) {
convert_usd_primvar_reader_float2(
source_shader, source_name, dest_node, dest_socket_name, ntree, column + 1, r_ctx);
}
}
void USDMaterialReader::convert_usd_uv_texture(const pxr::UsdShadeShader &usd_shader,
const pxr::TfToken &usd_source_name,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
const int column,
NodePlacementContext *r_ctx) const
{
if (!usd_shader || !dest_node || !ntree || !dest_socket_name || !bmain_ || !r_ctx) {
return;
}
float locx = 0.0f;
float locy = 0.0f;
compute_node_loc(column, &locx, &locy, r_ctx);
/* Create the Texture Image node. */
bNode *tex_image = add_node(nullptr, ntree, SH_NODE_TEX_IMAGE, locx, locy);
if (!tex_image) {
std::cerr << "ERROR: Couldn't create SH_NODE_TEX_IMAGE for node input " << dest_socket_name
<< std::endl;
return;
}
/* Load the texture image. */
load_tex_image(usd_shader, tex_image);
/* Connect to destination node input. */
/* Get the source socket name. */
std::string source_socket_name = usd_source_name == usdtokens::a ? "Alpha" : "Color";
link_nodes(ntree, tex_image, source_socket_name.c_str(), dest_node, dest_socket_name);
/* Connect the texture image node "Vector" input. */
if (pxr::UsdShadeInput st_input = usd_shader.GetInput(usdtokens::st)) {
set_node_input(st_input, tex_image, "Vector", ntree, column, r_ctx);
}
}
void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader,
bNode *tex_image) const
{
if (!(usd_shader && tex_image && tex_image->type == SH_NODE_TEX_IMAGE)) {
return;
}
/* Try to load the texture image. */
pxr::UsdShadeInput file_input = usd_shader.GetInput(usdtokens::file);
if (!file_input) {
std::cerr << "WARNING: Couldn't get file input for USD shader " << usd_shader.GetPath()
<< std::endl;
return;
}
pxr::VtValue file_val;
if (!file_input.Get(&file_val) || !file_val.IsHolding<pxr::SdfAssetPath>()) {
std::cerr << "WARNING: Couldn't get file input value for USD shader " << usd_shader.GetPath()
<< std::endl;
return;
}
const pxr::SdfAssetPath &asset_path = file_val.Get<pxr::SdfAssetPath>();
std::string file_path = asset_path.GetResolvedPath();
if (file_path.empty()) {
std::cerr << "WARNING: Couldn't resolve image asset '" << asset_path
<< "' for Texture Image node." << std::endl;
return;
}
const char *im_file = file_path.c_str();
Image *image = BKE_image_load_exists(bmain_, im_file);
if (!image) {
std::cerr << "WARNING: Couldn't open image file '" << im_file << "' for Texture Image node."
<< std::endl;
return;
}
tex_image->id = &image->id;
/* Set texture color space.
* TODO(makowalski): For now, just checking for RAW color space,
* assuming sRGB otherwise, but more complex logic might be
* required if the color space is "auto". */
pxr::TfToken color_space = get_source_color_space(usd_shader);
if (color_space.IsEmpty()) {
color_space = file_input.GetAttr().GetColorSpace();
}
2021-10-20 10:45:59 +11:00
if (ELEM(color_space, usdtokens::RAW, usdtokens::raw)) {
STRNCPY(image->colorspace_settings.name, "Raw");
}
}
void USDMaterialReader::convert_usd_primvar_reader_float2(
const pxr::UsdShadeShader &usd_shader,
const pxr::TfToken & /* usd_source_name */,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
const int column,
NodePlacementContext *r_ctx) const
{
if (!usd_shader || !dest_node || !ntree || !dest_socket_name || !bmain_ || !r_ctx) {
return;
}
float locx = 0.0f;
float locy = 0.0f;
compute_node_loc(column, &locx, &locy, r_ctx);
/* Create the UV Map node. */
bNode *uv_map = add_node(nullptr, ntree, SH_NODE_UVMAP, locx, locy);
if (!uv_map) {
std::cerr << "ERROR: Couldn't create SH_NODE_UVMAP for node input " << dest_socket_name
<< std::endl;
return;
}
/* Set the texmap name. */
pxr::UsdShadeInput varname_input = usd_shader.GetInput(usdtokens::varname);
if (varname_input) {
pxr::VtValue varname_val;
if (varname_input.Get(&varname_val) && varname_val.IsHolding<pxr::TfToken>()) {
std::string varname = varname_val.Get<pxr::TfToken>().GetString();
if (!varname.empty()) {
NodeShaderUVMap *storage = (NodeShaderUVMap *)uv_map->storage;
BLI_strncpy(storage->uv_map, varname.c_str(), sizeof(storage->uv_map));
}
}
}
/* Connect to destination node input. */
link_nodes(ntree, uv_map, "UV", dest_node, dest_socket_name);
}
} // namespace blender::io::usd