154 lines
5.7 KiB
C++
154 lines
5.7 KiB
C++
/*
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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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* The Original Code is Copyright (C) 2019 Blender Foundation.
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* All rights reserved.
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*/
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#include "usd_writer_abstract.h"
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#include "usd_hierarchy_iterator.h"
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#include <pxr/base/tf/stringUtils.h>
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#include "BLI_assert.h"
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/* TfToken objects are not cheap to construct, so we do it once. */
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namespace usdtokens {
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/* Materials */
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static const pxr::TfToken diffuse_color("diffuseColor", pxr::TfToken::Immortal);
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static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
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static const pxr::TfToken preview_shader("previewShader", pxr::TfToken::Immortal);
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static const pxr::TfToken preview_surface("UsdPreviewSurface", pxr::TfToken::Immortal);
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static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
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static const pxr::TfToken surface("surface", pxr::TfToken::Immortal);
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} // namespace usdtokens
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namespace blender::io::usd {
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USDAbstractWriter::USDAbstractWriter(const USDExporterContext &usd_export_context)
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: usd_export_context_(usd_export_context), frame_has_been_written_(false), is_animated_(false)
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{
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}
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USDAbstractWriter::~USDAbstractWriter()
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{
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}
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bool USDAbstractWriter::is_supported(const HierarchyContext * /*context*/) const
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{
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return true;
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}
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pxr::UsdTimeCode USDAbstractWriter::get_export_time_code() const
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{
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if (is_animated_) {
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return usd_export_context_.hierarchy_iterator->get_export_time_code();
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}
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/* By using the default timecode USD won't even write a single `timeSample` for non-animated
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* data. Instead, it writes it as non-timesampled. */
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static pxr::UsdTimeCode default_timecode = pxr::UsdTimeCode::Default();
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return default_timecode;
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}
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void USDAbstractWriter::write(HierarchyContext &context)
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{
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if (!frame_has_been_written_) {
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is_animated_ = usd_export_context_.export_params.export_animation &&
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check_is_animated(context);
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}
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else if (!is_animated_) {
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/* A frame has already been written, and without animation one frame is enough. */
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return;
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}
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do_write(context);
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frame_has_been_written_ = true;
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}
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const pxr::SdfPath &USDAbstractWriter::usd_path() const
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{
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return usd_export_context_.usd_path;
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}
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pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material)
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{
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static pxr::SdfPath material_library_path("/_materials");
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pxr::UsdStageRefPtr stage = usd_export_context_.stage;
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/* Construct the material. */
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pxr::TfToken material_name(usd_export_context_.hierarchy_iterator->get_id_name(&material->id));
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pxr::SdfPath usd_path = material_library_path.AppendChild(material_name);
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pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Get(stage, usd_path);
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if (usd_material) {
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return usd_material;
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}
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usd_material = pxr::UsdShadeMaterial::Define(stage, usd_path);
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/* Construct the shader. */
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pxr::SdfPath shader_path = usd_path.AppendChild(usdtokens::preview_shader);
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pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(stage, shader_path);
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shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
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shader.CreateInput(usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f)
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.Set(pxr::GfVec3f(material->r, material->g, material->b));
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shader.CreateInput(usdtokens::roughness, pxr::SdfValueTypeNames->Float).Set(material->roughness);
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shader.CreateInput(usdtokens::metallic, pxr::SdfValueTypeNames->Float).Set(material->metallic);
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/* Connect the shader and the material together. */
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usd_material.CreateSurfaceOutput().ConnectToSource(shader, usdtokens::surface);
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return usd_material;
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}
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void USDAbstractWriter::write_visibility(const HierarchyContext &context,
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const pxr::UsdTimeCode timecode,
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pxr::UsdGeomImageable &usd_geometry)
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{
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pxr::UsdAttribute attr_visibility = usd_geometry.CreateVisibilityAttr(pxr::VtValue(), true);
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const bool is_visible = context.is_object_visible(
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usd_export_context_.export_params.evaluation_mode);
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const pxr::TfToken visibility = is_visible ? pxr::UsdGeomTokens->inherited :
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pxr::UsdGeomTokens->invisible;
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usd_value_writer_.SetAttribute(attr_visibility, pxr::VtValue(visibility), timecode);
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}
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/* Reference the original data instead of writing a copy. */
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bool USDAbstractWriter::mark_as_instance(const HierarchyContext &context, const pxr::UsdPrim &prim)
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{
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BLI_assert(context.is_instance());
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if (context.export_path == context.original_export_path) {
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printf("USD ref error: export path is reference path: %s\n", context.export_path.c_str());
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BLI_assert(!"USD reference error");
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return false;
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}
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pxr::SdfPath ref_path(context.original_export_path);
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if (!prim.GetReferences().AddInternalReference(ref_path)) {
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/* See this URL for a description fo why referencing may fail"
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* https://graphics.pixar.com/usd/docs/api/class_usd_references.html#Usd_Failing_References
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*/
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printf("USD Export warning: unable to add reference from %s to %s, not instancing object\n",
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context.export_path.c_str(),
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context.original_export_path.c_str());
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return false;
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}
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return true;
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}
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} // namespace blender::io::usd
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