- Use uppercase NOTE: tags. - Correct bNote -> bNode. - Use colon after parameters. - Use doxy-style doc-strings.
1384 lines
52 KiB
C++
1384 lines
52 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "usd_writer_material.hh"
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#include "usd_exporter_context.hh"
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#include "usd_hook.hh"
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#include "usd_utils.hh"
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#include "usd_writer_abstract.hh"
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#include "BKE_image.h"
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#include "BKE_image_format.h"
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#include "BKE_main.hh"
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#include "BKE_node.hh"
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#include "BKE_node_runtime.hh"
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#include "BKE_report.hh"
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#include "IMB_colormanagement.hh"
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#include "BLI_fileops.h"
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#include "BLI_listbase.h"
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#include "BLI_map.hh"
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#include "BLI_memory_utils.hh"
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#include "BLI_path_util.h"
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#include "BLI_set.hh"
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#include "BLI_string.h"
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#include "BLI_string_utils.hh"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "MEM_guardedalloc.h"
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#include "WM_types.hh"
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#include <pxr/base/tf/stringUtils.h>
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#include "CLG_log.h"
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static CLG_LogRef LOG = {"io.usd"};
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#ifdef WITH_MATERIALX
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# include "shader/materialx/material.h"
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# include "shader/materialx/node_parser.h"
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# include <pxr/usd/sdf/copyUtils.h>
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# include <pxr/usd/usdMtlx/reader.h>
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# include <pxr/usd/usdMtlx/utils.h>
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#endif
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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 clearcoat("clearcoat", pxr::TfToken::Immortal);
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static const pxr::TfToken clearcoatRoughness("clearcoatRoughness", pxr::TfToken::Immortal);
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static const pxr::TfToken diffuse_color("diffuseColor", pxr::TfToken::Immortal);
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static const pxr::TfToken emissive_color("emissiveColor", 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 UsdTransform2d("UsdTransform2d", pxr::TfToken::Immortal);
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static const pxr::TfToken uv_texture("UsdUVTexture", pxr::TfToken::Immortal);
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static const pxr::TfToken primvar_float2("UsdPrimvarReader_float2", pxr::TfToken::Immortal);
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static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
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static const pxr::TfToken specular("specular", pxr::TfToken::Immortal);
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static const pxr::TfToken opacity("opacity", pxr::TfToken::Immortal);
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static const pxr::TfToken opacityThreshold("opacityThreshold", pxr::TfToken::Immortal);
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static const pxr::TfToken surface("surface", pxr::TfToken::Immortal);
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static const pxr::TfToken perspective("perspective", pxr::TfToken::Immortal);
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static const pxr::TfToken orthographic("orthographic", pxr::TfToken::Immortal);
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static const pxr::TfToken rgb("rgb", pxr::TfToken::Immortal);
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static const pxr::TfToken r("r", pxr::TfToken::Immortal);
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static const pxr::TfToken g("g", pxr::TfToken::Immortal);
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static const pxr::TfToken b("b", pxr::TfToken::Immortal);
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static const pxr::TfToken a("a", pxr::TfToken::Immortal);
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static const pxr::TfToken st("st", pxr::TfToken::Immortal);
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static const pxr::TfToken result("result", pxr::TfToken::Immortal);
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static const pxr::TfToken varname("varname", pxr::TfToken::Immortal);
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static const pxr::TfToken out("out", pxr::TfToken::Immortal);
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static const pxr::TfToken normal("normal", pxr::TfToken::Immortal);
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static const pxr::TfToken ior("ior", pxr::TfToken::Immortal);
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static const pxr::TfToken file("file", pxr::TfToken::Immortal);
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static const pxr::TfToken raw("raw", pxr::TfToken::Immortal);
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static const pxr::TfToken scale("scale", pxr::TfToken::Immortal);
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static const pxr::TfToken bias("bias", pxr::TfToken::Immortal);
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static const pxr::TfToken sRGB("sRGB", pxr::TfToken::Immortal);
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static const pxr::TfToken sourceColorSpace("sourceColorSpace", pxr::TfToken::Immortal);
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static const pxr::TfToken Shader("Shader", pxr::TfToken::Immortal);
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static const pxr::TfToken black("black", pxr::TfToken::Immortal);
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static const pxr::TfToken clamp("clamp", pxr::TfToken::Immortal);
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static const pxr::TfToken repeat("repeat", pxr::TfToken::Immortal);
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static const pxr::TfToken mirror("mirror", pxr::TfToken::Immortal);
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static const pxr::TfToken wrapS("wrapS", pxr::TfToken::Immortal);
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static const pxr::TfToken wrapT("wrapT", pxr::TfToken::Immortal);
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static const pxr::TfToken in("in", pxr::TfToken::Immortal);
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static const pxr::TfToken translation("translation", pxr::TfToken::Immortal);
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static const pxr::TfToken rotation("rotation", pxr::TfToken::Immortal);
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} // namespace usdtokens
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/* Cycles specific tokens. */
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namespace cyclestokens {
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static const std::string UVMap("UVMap");
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} // namespace cyclestokens
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namespace blender::io::usd {
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/* Preview surface input specification. */
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struct InputSpec {
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pxr::TfToken input_name;
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pxr::SdfValueTypeName input_type;
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/* Whether a default value should be set
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* if the node socket has not input. Usually
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* false for the Normal input. */
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bool set_default_value;
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};
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/* Map Blender socket names to USD Preview Surface InputSpec structs. */
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using InputSpecMap = blender::Map<std::string, InputSpec>;
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/* Static function forward declarations. */
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static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
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pxr::UsdShadeMaterial &material,
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const char *name,
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int type);
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static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
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pxr::UsdShadeMaterial &material,
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bNode *node);
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static void create_uv_input(const USDExporterContext &usd_export_context,
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bNodeSocket *input_socket,
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pxr::UsdShadeMaterial &usd_material,
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pxr::UsdShadeInput &usd_input,
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const std::string &default_uv,
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ReportList *reports);
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static void export_texture(const USDExporterContext &usd_export_context, bNode *node);
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static bNode *find_bsdf_node(Material *material);
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static void get_absolute_path(Image *ima, char *r_path);
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static std::string get_tex_image_asset_filepath(const USDExporterContext &usd_export_context,
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bNode *node);
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static const InputSpecMap &preview_surface_input_map();
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static bNodeLink *traverse_channel(bNodeSocket *input, short target_type);
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void set_normal_texture_range(pxr::UsdShadeShader &usd_shader, const InputSpec &input_spec);
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/* Create an input on the given shader with name and type
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* provided by the InputSpec and assign the given value to the
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* input. Parameters T1 and T2 indicate the Blender and USD
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* value types, respectively. */
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template<typename T1, typename T2>
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void create_input(pxr::UsdShadeShader &shader,
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const InputSpec &spec,
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const void *value,
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float scale)
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{
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const T1 *cast_value = static_cast<const T1 *>(value);
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shader.CreateInput(spec.input_name, spec.input_type).Set(scale * T2(cast_value->value));
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}
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static void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
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Material *material,
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pxr::UsdShadeMaterial &usd_material,
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const std::string &default_uv,
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ReportList *reports)
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{
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if (!material) {
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return;
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}
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/* Default map when creating UV primvar reader shaders. */
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std::string default_uv_sampler = default_uv.empty() ? cyclestokens::UVMap : default_uv;
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/* We only handle the first instance of either principled or
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* diffuse bsdf nodes in the material's node tree, because
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* USD Preview Surface has no concept of layering materials. */
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bNode *node = find_bsdf_node(material);
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if (!node) {
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return;
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}
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pxr::UsdShadeShader preview_surface = create_usd_preview_shader(
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usd_export_context, usd_material, node);
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const InputSpecMap &input_map = preview_surface_input_map();
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/* Set the preview surface inputs. */
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LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
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/* Check if this socket is mapped to a USD preview shader input. */
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const InputSpec *spec = input_map.lookup_ptr(sock->name);
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if (spec == nullptr) {
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continue;
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}
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/* Allow scaling inputs. */
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float scale = 1.0;
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const InputSpec &input_spec = *spec;
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bNodeLink *input_link = traverse_channel(sock, SH_NODE_TEX_IMAGE);
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if (input_spec.input_name == usdtokens::emissive_color) {
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/* Don't export emission color if strength is zero. */
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bNodeSocket *emission_strength_sock = bke::nodeFindSocket(
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node, SOCK_IN, "Emission Strength");
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if (!emission_strength_sock) {
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continue;
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}
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scale = ((bNodeSocketValueFloat *)emission_strength_sock->default_value)->value;
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if (scale == 0.0f) {
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continue;
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}
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}
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if (input_link) {
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/* Convert the texture image node connected to this input. */
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bNode *input_node = input_link->fromnode;
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pxr::UsdShadeShader usd_shader = create_usd_preview_shader(
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usd_export_context, usd_material, input_node);
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/* Create the UsdUVTexture node output attribute that should be connected to this input. */
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pxr::TfToken source_name;
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if (input_spec.input_type == pxr::SdfValueTypeNames->Float) {
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/* If the input is a float, we check if there is also a Separate Color node in between, if
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* there is use the output channel from that, otherwise connect either the texture alpha or
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* red channels. */
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bNodeLink *input_link_sep_color = traverse_channel(sock, SH_NODE_SEPARATE_COLOR);
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if (input_link_sep_color) {
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if (STREQ(input_link_sep_color->fromsock->identifier, "Red")) {
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source_name = usdtokens::r;
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}
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if (STREQ(input_link_sep_color->fromsock->identifier, "Green")) {
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source_name = usdtokens::g;
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}
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if (STREQ(input_link_sep_color->fromsock->identifier, "Blue")) {
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source_name = usdtokens::b;
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}
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}
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else {
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source_name = STREQ(input_link->fromsock->identifier, "Alpha") ? usdtokens::a :
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usdtokens::r;
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}
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usd_shader.CreateOutput(source_name, pxr::SdfValueTypeNames->Float);
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}
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else {
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source_name = usdtokens::rgb;
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usd_shader.CreateOutput(usdtokens::rgb, pxr::SdfValueTypeNames->Float3);
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}
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/* Create the preview surface input and connect it to the shader. */
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pxr::UsdShadeConnectionSourceInfo source_info(
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usd_shader.ConnectableAPI(), source_name, pxr::UsdShadeAttributeType::Output);
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preview_surface.CreateInput(input_spec.input_name, input_spec.input_type)
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.ConnectToSource(source_info);
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set_normal_texture_range(usd_shader, input_spec);
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/* Export the texture, if necessary. */
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if (usd_export_context.export_params.export_textures) {
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export_texture(usd_export_context, input_node);
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}
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/* If a Vector Math node was detected ahead of the texture node, and it has
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* the correct type, NODE_VECTOR_MATH_MULTIPLY_ADD, assume it's meant to be
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* used for scale-bias. */
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bNodeLink *scale_link = traverse_channel(sock, SH_NODE_VECTOR_MATH);
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if (scale_link) {
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bNode *vector_math_node = scale_link->fromnode;
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if (vector_math_node->custom1 == NODE_VECTOR_MATH_MULTIPLY_ADD) {
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/* Attempt one more traversal in case the current node is not not the
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* correct NODE_VECTOR_MATH_MULTIPLY_ADD (see code in usd_reader_material). */
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bNodeSocket *sock_current = bke::nodeFindSocket(vector_math_node, SOCK_IN, "Vector");
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bNodeLink *temp_link = traverse_channel(sock_current, SH_NODE_VECTOR_MATH);
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if (temp_link && temp_link->fromnode->custom1 == NODE_VECTOR_MATH_MULTIPLY_ADD) {
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vector_math_node = temp_link->fromnode;
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}
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bNodeSocket *sock_scale = bke::nodeFindSocket(vector_math_node, SOCK_IN, "Vector_001");
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bNodeSocket *sock_bias = bke::nodeFindSocket(vector_math_node, SOCK_IN, "Vector_002");
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const float *scale_value =
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static_cast<bNodeSocketValueVector *>(sock_scale->default_value)->value;
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const float *bias_value =
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static_cast<bNodeSocketValueVector *>(sock_bias->default_value)->value;
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const pxr::GfVec4f scale(scale_value[0], scale_value[1], scale_value[2], 1.0f);
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const pxr::GfVec4f bias(bias_value[0], bias_value[1], bias_value[2], 0.0f);
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pxr::UsdShadeInput scale_attr = usd_shader.GetInput(usdtokens::scale);
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if (!scale_attr) {
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scale_attr = usd_shader.CreateInput(usdtokens::scale, pxr::SdfValueTypeNames->Float4);
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}
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scale_attr.Set(scale);
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pxr::UsdShadeInput bias_attr = usd_shader.GetInput(usdtokens::bias);
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if (!bias_attr) {
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bias_attr = usd_shader.CreateInput(usdtokens::bias, pxr::SdfValueTypeNames->Float4);
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}
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bias_attr.Set(bias);
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}
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}
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/* Look for a connected uvmap node. */
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if (bNodeSocket *socket = bke::nodeFindSocket(input_node, SOCK_IN, "Vector")) {
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if (pxr::UsdShadeInput st_input = usd_shader.CreateInput(usdtokens::st,
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pxr::SdfValueTypeNames->Float2))
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{
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create_uv_input(
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usd_export_context, socket, usd_material, st_input, default_uv_sampler, reports);
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}
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}
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/* Set opacityThreshold if an alpha cutout is used. */
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if (input_spec.input_name == usdtokens::opacity) {
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float threshold = 0.0f;
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/* The immediate upstream node should either be a Math Round or a Math 1-minus. */
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bNodeLink *math_link = traverse_channel(sock, SH_NODE_MATH);
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if (math_link && math_link->fromnode) {
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bNode *math_node = math_link->fromnode;
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if (math_node->custom1 == NODE_MATH_ROUND) {
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threshold = 0.5f;
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}
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else if (math_node->custom1 == NODE_MATH_SUBTRACT) {
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/* If this is the 1-minus node, we need to search upstream to find the less-than. */
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bNodeSocket *sock = blender::bke::nodeFindSocket(math_node, SOCK_IN, "Value");
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if (((bNodeSocketValueFloat *)sock->default_value)->value == 1.0f) {
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sock = blender::bke::nodeFindSocket(math_node, SOCK_IN, "Value_001");
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math_link = traverse_channel(sock, SH_NODE_MATH);
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if (math_link && math_link->fromnode) {
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math_node = math_link->fromnode;
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if (math_node->custom1 == NODE_MATH_LESS_THAN) {
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/* We found the upstream less-than with the threshold value. */
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bNodeSocket *threshold_sock = blender::bke::nodeFindSocket(
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math_node, SOCK_IN, "Value_001");
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threshold = ((bNodeSocketValueFloat *)threshold_sock->default_value)->value;
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}
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}
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}
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}
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}
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if (threshold > 0.0f) {
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pxr::UsdShadeInput opacity_threshold_input = preview_surface.CreateInput(
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usdtokens::opacityThreshold, pxr::SdfValueTypeNames->Float);
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opacity_threshold_input.GetAttr().Set(pxr::VtValue(threshold));
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}
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}
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}
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else if (input_spec.set_default_value) {
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/* Set hardcoded value. */
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switch (sock->type) {
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case SOCK_FLOAT: {
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create_input<bNodeSocketValueFloat, float>(
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preview_surface, input_spec, sock->default_value, scale);
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} break;
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case SOCK_VECTOR: {
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create_input<bNodeSocketValueVector, pxr::GfVec3f>(
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preview_surface, input_spec, sock->default_value, scale);
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} break;
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case SOCK_RGBA: {
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create_input<bNodeSocketValueRGBA, pxr::GfVec3f>(
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preview_surface, input_spec, sock->default_value, scale);
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} break;
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default:
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break;
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}
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}
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}
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}
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void set_normal_texture_range(pxr::UsdShadeShader &usd_shader, const InputSpec &input_spec)
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{
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/* Set the scale and bias for normal map textures
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* The USD spec requires them to be within the -1 to 1 space. */
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/* Only run if this input_spec is for a normal. */
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if (input_spec.input_name != usdtokens::normal) {
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return;
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}
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/* Make sure this is a texture shader prim. */
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pxr::TfToken shader_id;
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if (!usd_shader.GetIdAttr().Get(&shader_id) || shader_id != usdtokens::uv_texture) {
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return;
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}
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/* We should only be setting this if the colorspace is raw. sRGB will not map the same. */
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pxr::TfToken colorspace;
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auto colorspace_attr = usd_shader.GetInput(usdtokens::sourceColorSpace);
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if (!colorspace_attr || !colorspace_attr.Get(&colorspace) || colorspace != usdtokens::raw) {
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return;
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}
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/* Get or Create the scale attribute and set it. */
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auto scale_attr = usd_shader.GetInput(usdtokens::scale);
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if (!scale_attr) {
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scale_attr = usd_shader.CreateInput(usdtokens::scale, pxr::SdfValueTypeNames->Float4);
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}
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scale_attr.Set(pxr::GfVec4f(2.0f, 2.0f, 2.0f, 2.0f));
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/* Get or Create the bias attribute and set it. */
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auto bias_attr = usd_shader.GetInput(usdtokens::bias);
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if (!bias_attr) {
|
|
bias_attr = usd_shader.CreateInput(usdtokens::bias, pxr::SdfValueTypeNames->Float4);
|
|
}
|
|
bias_attr.Set(pxr::GfVec4f(-1.0f, -1.0f, -1.0f, -1.0f));
|
|
}
|
|
|
|
/* Create USD Shade Material network from Blender viewport display settings. */
|
|
static void create_usd_viewport_material(const USDExporterContext &usd_export_context,
|
|
Material *material,
|
|
pxr::UsdShadeMaterial &usd_material)
|
|
{
|
|
/* Construct the shader. */
|
|
pxr::SdfPath shader_path = usd_material.GetPath().AppendChild(usdtokens::preview_shader);
|
|
pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(usd_export_context.stage, shader_path);
|
|
|
|
shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
|
|
shader.CreateInput(usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f)
|
|
.Set(pxr::GfVec3f(material->r, material->g, material->b));
|
|
shader.CreateInput(usdtokens::roughness, pxr::SdfValueTypeNames->Float).Set(material->roughness);
|
|
shader.CreateInput(usdtokens::metallic, pxr::SdfValueTypeNames->Float).Set(material->metallic);
|
|
|
|
/* Connect the shader and the material together. */
|
|
usd_material.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), usdtokens::surface);
|
|
}
|
|
|
|
/* Return USD Preview Surface input map singleton. */
|
|
static const InputSpecMap &preview_surface_input_map()
|
|
{
|
|
static const InputSpecMap input_map = []() {
|
|
InputSpecMap map;
|
|
map.add_new("Base Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f, true});
|
|
map.add_new("Emission Color",
|
|
{usdtokens::emissive_color, pxr::SdfValueTypeNames->Color3f, true});
|
|
map.add_new("Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f, true});
|
|
map.add_new("Roughness", {usdtokens::roughness, pxr::SdfValueTypeNames->Float, true});
|
|
map.add_new("Metallic", {usdtokens::metallic, pxr::SdfValueTypeNames->Float, true});
|
|
map.add_new("Specular IOR Level", {usdtokens::specular, pxr::SdfValueTypeNames->Float, true});
|
|
map.add_new("Alpha", {usdtokens::opacity, pxr::SdfValueTypeNames->Float, true});
|
|
map.add_new("IOR", {usdtokens::ior, pxr::SdfValueTypeNames->Float, true});
|
|
|
|
/* Note that for the Normal input set_default_value is false. */
|
|
map.add_new("Normal", {usdtokens::normal, pxr::SdfValueTypeNames->Float3, false});
|
|
map.add_new("Coat Weight", {usdtokens::clearcoat, pxr::SdfValueTypeNames->Float, true});
|
|
map.add_new("Coat Roughness",
|
|
{usdtokens::clearcoatRoughness, pxr::SdfValueTypeNames->Float, true});
|
|
return map;
|
|
}();
|
|
|
|
return input_map;
|
|
}
|
|
|
|
/* Find the UVMAP node input to the given texture image node and convert it
|
|
* to a USD primvar reader shader. If no UVMAP node is found, create a primvar
|
|
* reader for the given default uv set. The primvar reader will be attached to
|
|
* the 'st' input of the given USD texture shader. */
|
|
static void create_uvmap_shader(const USDExporterContext &usd_export_context,
|
|
bNodeLink *uvmap_link,
|
|
pxr::UsdShadeMaterial &usd_material,
|
|
pxr::UsdShadeInput &usd_input,
|
|
const std::string &default_uv,
|
|
ReportList *reports)
|
|
|
|
{
|
|
bNode *uv_node = (uvmap_link && uvmap_link->fromnode ? uvmap_link->fromnode : nullptr);
|
|
|
|
BLI_assert(!uv_node || uv_node->type == SH_NODE_UVMAP);
|
|
|
|
const char *shader_name = uv_node ? uv_node->name : "uvmap";
|
|
|
|
pxr::UsdShadeShader uv_shader = create_usd_preview_shader(
|
|
usd_export_context, usd_material, shader_name, SH_NODE_UVMAP);
|
|
|
|
if (!uv_shader) {
|
|
BKE_reportf(reports, RPT_WARNING, "%s: Couldn't create USD shader for UV map", __func__);
|
|
return;
|
|
}
|
|
|
|
std::string uv_name = default_uv;
|
|
if (uv_node && uv_node->storage) {
|
|
NodeShaderUVMap *shader_uv_map = static_cast<NodeShaderUVMap *>(uv_node->storage);
|
|
/* We need to make valid here because actual uv primvar has been. */
|
|
uv_name = make_safe_name(shader_uv_map->uv_map,
|
|
usd_export_context.export_params.allow_unicode);
|
|
}
|
|
|
|
uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->String).Set(uv_name);
|
|
usd_input.ConnectToSource(uv_shader.ConnectableAPI(), usdtokens::result);
|
|
}
|
|
|
|
static void create_transform2d_shader(const USDExporterContext &usd_export_context,
|
|
bNodeLink *mapping_link,
|
|
pxr::UsdShadeMaterial &usd_material,
|
|
pxr::UsdShadeInput &usd_input,
|
|
const std::string &default_uv,
|
|
ReportList *reports)
|
|
|
|
{
|
|
bNode *mapping_node = (mapping_link && mapping_link->fromnode ? mapping_link->fromnode :
|
|
nullptr);
|
|
|
|
BLI_assert(mapping_node && mapping_node->type == SH_NODE_MAPPING);
|
|
|
|
if (!mapping_node) {
|
|
return;
|
|
}
|
|
|
|
if (mapping_node->custom1 != TEXMAP_TYPE_POINT) {
|
|
if (bNodeSocket *socket = bke::nodeFindSocket(mapping_node, SOCK_IN, "Vector")) {
|
|
create_uv_input(usd_export_context, socket, usd_material, usd_input, default_uv, reports);
|
|
}
|
|
return;
|
|
}
|
|
|
|
pxr::UsdShadeShader transform2d_shader = create_usd_preview_shader(
|
|
usd_export_context, usd_material, mapping_node);
|
|
|
|
if (!transform2d_shader) {
|
|
BKE_reportf(reports, RPT_WARNING, "%s: Couldn't create USD shader for mapping node", __func__);
|
|
return;
|
|
}
|
|
|
|
usd_input.ConnectToSource(transform2d_shader.ConnectableAPI(), usdtokens::result);
|
|
|
|
float scale[3] = {1.0f, 1.0f, 1.0f};
|
|
float loc[3] = {0.0f, 0.0f, 0.0f};
|
|
float rot[3] = {0.0f, 0.0f, 0.0f};
|
|
|
|
if (bNodeSocket *scale_socket = bke::nodeFindSocket(mapping_node, SOCK_IN, "Scale")) {
|
|
copy_v3_v3(scale, ((bNodeSocketValueVector *)scale_socket->default_value)->value);
|
|
/* Ignore the Z scale. */
|
|
scale[2] = 1.0f;
|
|
}
|
|
|
|
if (bNodeSocket *loc_socket = bke::nodeFindSocket(mapping_node, SOCK_IN, "Location")) {
|
|
copy_v3_v3(loc, ((bNodeSocketValueVector *)loc_socket->default_value)->value);
|
|
/* Ignore the Z translation. */
|
|
loc[2] = 0.0f;
|
|
}
|
|
|
|
if (bNodeSocket *rot_socket = bke::nodeFindSocket(mapping_node, SOCK_IN, "Rotation")) {
|
|
copy_v3_v3(rot, ((bNodeSocketValueVector *)rot_socket->default_value)->value);
|
|
/* Ignore the X and Y rotations. */
|
|
rot[0] = 0.0f;
|
|
rot[1] = 0.0f;
|
|
}
|
|
|
|
if (pxr::UsdShadeInput scale_input = transform2d_shader.CreateInput(
|
|
usdtokens::scale, pxr::SdfValueTypeNames->Float2))
|
|
{
|
|
pxr::GfVec2f scale_val(scale[0], scale[1]);
|
|
scale_input.Set(scale_val);
|
|
}
|
|
|
|
if (pxr::UsdShadeInput trans_input = transform2d_shader.CreateInput(
|
|
usdtokens::translation, pxr::SdfValueTypeNames->Float2))
|
|
{
|
|
pxr::GfVec2f trans_val(loc[0], loc[1]);
|
|
trans_input.Set(trans_val);
|
|
}
|
|
|
|
if (pxr::UsdShadeInput rot_input = transform2d_shader.CreateInput(usdtokens::rotation,
|
|
pxr::SdfValueTypeNames->Float))
|
|
{
|
|
/* Convert to degrees. */
|
|
float rot_val = rot[2] * 180.0f / M_PI;
|
|
rot_input.Set(rot_val);
|
|
}
|
|
|
|
if (bNodeSocket *socket = bke::nodeFindSocket(mapping_node, SOCK_IN, "Vector")) {
|
|
if (pxr::UsdShadeInput in_input = transform2d_shader.CreateInput(
|
|
usdtokens::in, pxr::SdfValueTypeNames->Float2))
|
|
{
|
|
create_uv_input(usd_export_context, socket, usd_material, in_input, default_uv, reports);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void create_uv_input(const USDExporterContext &usd_export_context,
|
|
bNodeSocket *input_socket,
|
|
pxr::UsdShadeMaterial &usd_material,
|
|
pxr::UsdShadeInput &usd_input,
|
|
const std::string &default_uv,
|
|
ReportList *reports)
|
|
{
|
|
if (!(usd_material && usd_input)) {
|
|
return;
|
|
}
|
|
|
|
if (bNodeLink *mapping_link = traverse_channel(input_socket, SH_NODE_MAPPING)) {
|
|
create_transform2d_shader(
|
|
usd_export_context, mapping_link, usd_material, usd_input, default_uv, reports);
|
|
return;
|
|
}
|
|
|
|
bNodeLink *uvmap_link = traverse_channel(input_socket, SH_NODE_UVMAP);
|
|
|
|
/* Note that uvmap_link might be null, but create_uv_shader() can handle this case. */
|
|
create_uvmap_shader(
|
|
usd_export_context, uvmap_link, usd_material, usd_input, default_uv, reports);
|
|
}
|
|
|
|
/* Generate a file name for an in-memory image that doesn't have a
|
|
* filepath already defined. */
|
|
static std::string get_in_memory_texture_filename(Image *ima)
|
|
{
|
|
bool is_dirty = BKE_image_is_dirty(ima);
|
|
bool is_generated = ima->source == IMA_SRC_GENERATED;
|
|
bool is_packed = BKE_image_has_packedfile(ima);
|
|
if (!(is_generated || is_dirty || is_packed)) {
|
|
return "";
|
|
}
|
|
|
|
/* Determine the correct file extension from the image format. */
|
|
ImBuf *imbuf = BKE_image_acquire_ibuf(ima, nullptr, nullptr);
|
|
if (!imbuf) {
|
|
return "";
|
|
}
|
|
|
|
ImageFormatData imageFormat;
|
|
BKE_image_format_from_imbuf(&imageFormat, imbuf);
|
|
BKE_image_release_ibuf(ima, imbuf, nullptr);
|
|
|
|
char file_name[FILE_MAX];
|
|
/* Use the image name for the file name. */
|
|
STRNCPY(file_name, ima->id.name + 2);
|
|
|
|
BKE_image_path_ext_from_imformat_ensure(file_name, sizeof(file_name), &imageFormat);
|
|
|
|
return file_name;
|
|
}
|
|
|
|
static void export_in_memory_texture(Image *ima,
|
|
const std::string &export_dir,
|
|
const bool allow_overwrite,
|
|
ReportList *reports)
|
|
{
|
|
char image_abs_path[FILE_MAX];
|
|
|
|
char file_name[FILE_MAX];
|
|
if (ima->filepath[0]) {
|
|
get_absolute_path(ima, image_abs_path);
|
|
BLI_path_split_file_part(image_abs_path, file_name, FILE_MAX);
|
|
}
|
|
else {
|
|
/* Use the image name for the file name. */
|
|
STRNCPY(file_name, ima->id.name + 2);
|
|
}
|
|
|
|
ImBuf *imbuf = BKE_image_acquire_ibuf(ima, nullptr, nullptr);
|
|
BLI_SCOPED_DEFER([&]() { BKE_image_release_ibuf(ima, imbuf, nullptr); });
|
|
if (!imbuf) {
|
|
return;
|
|
}
|
|
|
|
ImageFormatData imageFormat;
|
|
BKE_image_format_from_imbuf(&imageFormat, imbuf);
|
|
|
|
/* This image in its current state only exists in Blender memory.
|
|
* So we have to export it. The export will keep the image state intact,
|
|
* so the exported file will not be associated with the image. */
|
|
|
|
BKE_image_path_ext_from_imformat_ensure(file_name, sizeof(file_name), &imageFormat);
|
|
|
|
char export_path[FILE_MAX];
|
|
BLI_path_join(export_path, FILE_MAX, export_dir.c_str(), file_name);
|
|
|
|
if (!allow_overwrite && BLI_exists(export_path)) {
|
|
return;
|
|
}
|
|
|
|
if ((BLI_path_cmp_normalized(export_path, image_abs_path) == 0) && BLI_exists(image_abs_path)) {
|
|
/* As a precaution, don't overwrite the original path. */
|
|
return;
|
|
}
|
|
|
|
CLOG_INFO(&LOG, 2, "Exporting in-memory texture to '%s'", export_path);
|
|
|
|
if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) == 0) {
|
|
BKE_reportf(
|
|
reports, RPT_WARNING, "USD export: couldn't export in-memory texture to %s", export_path);
|
|
}
|
|
}
|
|
|
|
/* Get the absolute filepath of the given image. Assumes
|
|
* r_path result array is of length FILE_MAX. */
|
|
static void get_absolute_path(Image *ima, char *r_path)
|
|
{
|
|
/* Make absolute source path. */
|
|
BLI_strncpy(r_path, ima->filepath, FILE_MAX);
|
|
BLI_path_abs(r_path, ID_BLEND_PATH_FROM_GLOBAL(&ima->id));
|
|
BLI_path_normalize(r_path);
|
|
}
|
|
|
|
static pxr::TfToken get_node_tex_image_color_space(bNode *node)
|
|
{
|
|
if (!node->id) {
|
|
return pxr::TfToken();
|
|
}
|
|
|
|
Image *ima = reinterpret_cast<Image *>(node->id);
|
|
|
|
if (IMB_colormanagement_space_name_is_data(ima->colorspace_settings.name)) {
|
|
return usdtokens::raw;
|
|
}
|
|
if (IMB_colormanagement_space_name_is_srgb(ima->colorspace_settings.name)) {
|
|
return usdtokens::sRGB;
|
|
}
|
|
|
|
return pxr::TfToken();
|
|
}
|
|
|
|
static pxr::TfToken get_node_tex_image_wrap(bNode *node)
|
|
{
|
|
if (node->type != SH_NODE_TEX_IMAGE) {
|
|
return pxr::TfToken();
|
|
}
|
|
|
|
if (node->storage == nullptr) {
|
|
return pxr::TfToken();
|
|
}
|
|
|
|
NodeTexImage *tex_image = static_cast<NodeTexImage *>(node->storage);
|
|
|
|
pxr::TfToken wrap;
|
|
|
|
switch (tex_image->extension) {
|
|
case SHD_IMAGE_EXTENSION_REPEAT:
|
|
wrap = usdtokens::repeat;
|
|
break;
|
|
case SHD_IMAGE_EXTENSION_EXTEND:
|
|
wrap = usdtokens::clamp;
|
|
break;
|
|
case SHD_IMAGE_EXTENSION_CLIP:
|
|
wrap = usdtokens::black;
|
|
break;
|
|
case SHD_IMAGE_EXTENSION_MIRROR:
|
|
wrap = usdtokens::mirror;
|
|
break;
|
|
}
|
|
|
|
return wrap;
|
|
}
|
|
|
|
/* Search the upstream node links connected to the given socket and return the first occurrence
|
|
* of the link connected to the node of the given type. Return null if no such link was found.
|
|
* The 'fromnode' and 'fromsock' members of the returned link are guaranteed to be not null. */
|
|
static bNodeLink *traverse_channel(bNodeSocket *input, const short target_type)
|
|
{
|
|
if (!(input->link && input->link->fromnode && input->link->fromsock)) {
|
|
return nullptr;
|
|
}
|
|
|
|
bNode *linked_node = input->link->fromnode;
|
|
if (linked_node->type == target_type) {
|
|
/* Return match. */
|
|
return input->link;
|
|
}
|
|
|
|
/* Recursively traverse the linked node's sockets. */
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &linked_node->inputs) {
|
|
if (bNodeLink *found_link = traverse_channel(sock, target_type)) {
|
|
return found_link;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/* Returns the first occurrence of a principled BSDF or a diffuse BSDF node found in the given
|
|
* material's node tree. Returns null if no instance of either type was found. */
|
|
static bNode *find_bsdf_node(Material *material)
|
|
{
|
|
for (bNode *node : material->nodetree->all_nodes()) {
|
|
if (ELEM(node->type, SH_NODE_BSDF_PRINCIPLED, SH_NODE_BSDF_DIFFUSE)) {
|
|
return node;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/* Creates a USD Preview Surface shader based on the given cycles node name and type. */
|
|
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
|
|
pxr::UsdShadeMaterial &material,
|
|
const char *name,
|
|
const int type)
|
|
{
|
|
pxr::SdfPath shader_path = material.GetPath().AppendChild(
|
|
pxr::TfToken(make_safe_name(name, usd_export_context.export_params.allow_unicode)));
|
|
pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(usd_export_context.stage, shader_path);
|
|
|
|
switch (type) {
|
|
case SH_NODE_TEX_IMAGE: {
|
|
shader.CreateIdAttr(pxr::VtValue(usdtokens::uv_texture));
|
|
break;
|
|
}
|
|
case SH_NODE_MAPPING: {
|
|
shader.CreateIdAttr(pxr::VtValue(usdtokens::UsdTransform2d));
|
|
break;
|
|
}
|
|
case SH_NODE_TEX_COORD:
|
|
case SH_NODE_UVMAP: {
|
|
shader.CreateIdAttr(pxr::VtValue(usdtokens::primvar_float2));
|
|
break;
|
|
}
|
|
case SH_NODE_BSDF_DIFFUSE:
|
|
case SH_NODE_BSDF_PRINCIPLED: {
|
|
shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
|
|
material.CreateSurfaceOutput().ConnectToSource(shader.ConnectableAPI(), usdtokens::surface);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
/* Creates a USD Preview Surface shader based on the given cycles shading node.
|
|
* Due to the limited nodes in the USD Preview Surface specification, only the following nodes
|
|
* are supported:
|
|
* - UVMap
|
|
* - Texture Coordinate
|
|
* - Image Texture
|
|
* - Principled BSDF
|
|
* More may be added in the future.
|
|
*/
|
|
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
|
|
pxr::UsdShadeMaterial &material,
|
|
bNode *node)
|
|
{
|
|
pxr::UsdShadeShader shader = create_usd_preview_shader(
|
|
usd_export_context, material, node->name, node->type);
|
|
|
|
if (node->type != SH_NODE_TEX_IMAGE) {
|
|
return shader;
|
|
}
|
|
|
|
/* For texture image nodes we set the image path and color space. */
|
|
std::string imagePath = get_tex_image_asset_filepath(usd_export_context, node);
|
|
if (!imagePath.empty()) {
|
|
shader.CreateInput(usdtokens::file, pxr::SdfValueTypeNames->Asset)
|
|
.Set(pxr::SdfAssetPath(imagePath));
|
|
}
|
|
|
|
pxr::TfToken colorSpace = get_node_tex_image_color_space(node);
|
|
if (!colorSpace.IsEmpty()) {
|
|
shader.CreateInput(usdtokens::sourceColorSpace, pxr::SdfValueTypeNames->Token).Set(colorSpace);
|
|
}
|
|
|
|
pxr::TfToken wrap = get_node_tex_image_wrap(node);
|
|
if (!wrap.IsEmpty()) {
|
|
shader.CreateInput(usdtokens::wrapS, pxr::SdfValueTypeNames->Token).Set(wrap);
|
|
shader.CreateInput(usdtokens::wrapT, pxr::SdfValueTypeNames->Token).Set(wrap);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
static std::string get_tex_image_asset_filepath(Image *ima)
|
|
{
|
|
char filepath[FILE_MAX];
|
|
get_absolute_path(ima, filepath);
|
|
|
|
return std::string(filepath);
|
|
}
|
|
|
|
static std::string get_tex_image_asset_filepath(const USDExporterContext &usd_export_context,
|
|
bNode *node)
|
|
{
|
|
return get_tex_image_asset_filepath(
|
|
node, usd_export_context.stage, usd_export_context.export_params);
|
|
}
|
|
|
|
static std::string get_tex_image_asset_filepath(Image *ima,
|
|
const pxr::UsdStageRefPtr stage,
|
|
const USDExportParams &export_params)
|
|
{
|
|
std::string stage_path = stage->GetRootLayer()->GetRealPath();
|
|
|
|
if (!ima) {
|
|
return "";
|
|
}
|
|
|
|
std::string path;
|
|
|
|
if (ima->filepath[0]) {
|
|
/* Get absolute path. */
|
|
path = get_tex_image_asset_filepath(ima);
|
|
}
|
|
else if (export_params.export_textures) {
|
|
/* Image has no filepath, but since we are exporting textures,
|
|
* check if this is an in-memory texture for which we can
|
|
* generate a file name. */
|
|
path = get_in_memory_texture_filename(ima);
|
|
}
|
|
|
|
if (path.empty()) {
|
|
return path;
|
|
}
|
|
|
|
if (export_params.export_textures) {
|
|
/* The texture is exported to a 'textures' directory next to the
|
|
* USD root layer. */
|
|
|
|
char exp_path[FILE_MAX];
|
|
char file_path[FILE_MAX];
|
|
BLI_path_split_file_part(path.c_str(), file_path, FILE_MAX);
|
|
|
|
if (export_params.relative_paths) {
|
|
BLI_path_join(exp_path, FILE_MAX, ".", "textures", file_path);
|
|
}
|
|
else {
|
|
/* Create absolute path in the textures directory. */
|
|
char dir_path[FILE_MAX];
|
|
BLI_path_split_dir_part(stage_path.c_str(), dir_path, FILE_MAX);
|
|
BLI_path_join(exp_path, FILE_MAX, dir_path, "textures", file_path);
|
|
}
|
|
BLI_string_replace_char(exp_path, '\\', '/');
|
|
return exp_path;
|
|
}
|
|
|
|
if (export_params.relative_paths) {
|
|
/* Get the path relative to the USD. */
|
|
char rel_path[FILE_MAX];
|
|
STRNCPY(rel_path, path.c_str());
|
|
|
|
BLI_path_rel(rel_path, stage_path.c_str());
|
|
if (!BLI_path_is_rel(rel_path)) {
|
|
return path;
|
|
}
|
|
BLI_string_replace_char(rel_path, '\\', '/');
|
|
return rel_path + 2;
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
std::string get_tex_image_asset_filepath(bNode *node,
|
|
const pxr::UsdStageRefPtr stage,
|
|
const USDExportParams &export_params)
|
|
{
|
|
|
|
Image *ima = reinterpret_cast<Image *>(node->id);
|
|
return get_tex_image_asset_filepath(ima, stage, export_params);
|
|
}
|
|
|
|
/* If the given image is tiled, copy the image tiles to the given
|
|
* destination directory. */
|
|
static void copy_tiled_textures(Image *ima,
|
|
const std::string &dest_dir,
|
|
const bool allow_overwrite,
|
|
ReportList *reports)
|
|
{
|
|
char src_path[FILE_MAX];
|
|
get_absolute_path(ima, src_path);
|
|
|
|
eUDIM_TILE_FORMAT tile_format;
|
|
char *udim_pattern = BKE_image_get_tile_strformat(src_path, &tile_format);
|
|
|
|
/* Only <UDIM> tile formats are supported by USD right now. */
|
|
if (tile_format != UDIM_TILE_FORMAT_UDIM) {
|
|
CLOG_WARN(&LOG, "Unsupported tile format for '%s'", src_path);
|
|
MEM_SAFE_FREE(udim_pattern);
|
|
return;
|
|
}
|
|
|
|
/* Copy all tiles. */
|
|
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
|
|
char src_tile_path[FILE_MAX];
|
|
BKE_image_set_filepath_from_tile_number(
|
|
src_tile_path, udim_pattern, tile_format, tile->tile_number);
|
|
|
|
char dest_filename[FILE_MAXFILE];
|
|
BLI_path_split_file_part(src_tile_path, dest_filename, sizeof(dest_filename));
|
|
|
|
char dest_tile_path[FILE_MAX];
|
|
BLI_path_join(dest_tile_path, FILE_MAX, dest_dir.c_str(), dest_filename);
|
|
|
|
if (!allow_overwrite && BLI_exists(dest_tile_path)) {
|
|
continue;
|
|
}
|
|
|
|
if (BLI_path_cmp_normalized(src_tile_path, dest_tile_path) == 0) {
|
|
/* Source and destination paths are the same, don't copy. */
|
|
continue;
|
|
}
|
|
|
|
CLOG_INFO(&LOG, 2, "Copying texture tile from '%s' to '%s'", src_tile_path, dest_tile_path);
|
|
|
|
/* Copy the file. */
|
|
if (BLI_copy(src_tile_path, dest_tile_path) != 0) {
|
|
BKE_reportf(reports,
|
|
RPT_WARNING,
|
|
"USD export: could not copy texture tile from %s to %s",
|
|
src_tile_path,
|
|
dest_tile_path);
|
|
}
|
|
}
|
|
MEM_SAFE_FREE(udim_pattern);
|
|
}
|
|
|
|
/* Copy the given image to the destination directory. */
|
|
static void copy_single_file(Image *ima,
|
|
const std::string &dest_dir,
|
|
const bool allow_overwrite,
|
|
ReportList *reports)
|
|
{
|
|
char source_path[FILE_MAX];
|
|
get_absolute_path(ima, source_path);
|
|
|
|
char file_name[FILE_MAX];
|
|
BLI_path_split_file_part(source_path, file_name, FILE_MAX);
|
|
|
|
char dest_path[FILE_MAX];
|
|
BLI_path_join(dest_path, FILE_MAX, dest_dir.c_str(), file_name);
|
|
|
|
if (!allow_overwrite && BLI_exists(dest_path)) {
|
|
return;
|
|
}
|
|
|
|
if (BLI_path_cmp_normalized(source_path, dest_path) == 0) {
|
|
/* Source and destination paths are the same, don't copy. */
|
|
return;
|
|
}
|
|
|
|
CLOG_INFO(&LOG, 2, "Copying texture from '%s' to '%s'", source_path, dest_path);
|
|
|
|
/* Copy the file. */
|
|
if (BLI_copy(source_path, dest_path) != 0) {
|
|
BKE_reportf(reports,
|
|
RPT_WARNING,
|
|
"USD export: could not copy texture from %s to %s",
|
|
source_path,
|
|
dest_path);
|
|
}
|
|
}
|
|
|
|
static void export_texture(Image *ima,
|
|
const pxr::UsdStageRefPtr stage,
|
|
const bool allow_overwrite,
|
|
ReportList *reports)
|
|
{
|
|
std::string export_path = stage->GetRootLayer()->GetRealPath();
|
|
if (export_path.empty()) {
|
|
return;
|
|
}
|
|
|
|
char usd_dir_path[FILE_MAX];
|
|
BLI_path_split_dir_part(export_path.c_str(), usd_dir_path, FILE_MAX);
|
|
|
|
char tex_dir_path[FILE_MAX];
|
|
BLI_path_join(tex_dir_path, FILE_MAX, usd_dir_path, "textures", SEP_STR);
|
|
|
|
BLI_dir_create_recursive(tex_dir_path);
|
|
|
|
const bool is_dirty = BKE_image_is_dirty(ima);
|
|
const bool is_generated = ima->source == IMA_SRC_GENERATED;
|
|
const bool is_packed = BKE_image_has_packedfile(ima);
|
|
|
|
std::string dest_dir(tex_dir_path);
|
|
|
|
if (is_generated || is_dirty || is_packed) {
|
|
export_in_memory_texture(ima, dest_dir, allow_overwrite, reports);
|
|
}
|
|
else if (ima->source == IMA_SRC_TILED) {
|
|
copy_tiled_textures(ima, dest_dir, allow_overwrite, reports);
|
|
}
|
|
else {
|
|
copy_single_file(ima, dest_dir, allow_overwrite, reports);
|
|
}
|
|
}
|
|
|
|
void export_texture(bNode *node,
|
|
const pxr::UsdStageRefPtr stage,
|
|
const bool allow_overwrite,
|
|
ReportList *reports)
|
|
{
|
|
if (!ELEM(node->type, SH_NODE_TEX_IMAGE, SH_NODE_TEX_ENVIRONMENT)) {
|
|
return;
|
|
}
|
|
|
|
Image *ima = reinterpret_cast<Image *>(node->id);
|
|
if (!ima) {
|
|
return;
|
|
}
|
|
|
|
return export_texture(ima, stage, allow_overwrite, reports);
|
|
}
|
|
|
|
static void export_texture(const USDExporterContext &usd_export_context, bNode *node)
|
|
{
|
|
export_texture(node,
|
|
usd_export_context.stage,
|
|
usd_export_context.export_params.overwrite_textures,
|
|
usd_export_context.export_params.worker_status->reports);
|
|
}
|
|
|
|
static void export_texture(const USDExporterContext &usd_export_context, Image *ima)
|
|
{
|
|
export_texture(ima,
|
|
usd_export_context.stage,
|
|
usd_export_context.export_params.overwrite_textures,
|
|
usd_export_context.export_params.worker_status->reports);
|
|
}
|
|
|
|
const pxr::TfToken token_for_input(const char *input_name)
|
|
{
|
|
const InputSpecMap &input_map = preview_surface_input_map();
|
|
const InputSpec *spec = input_map.lookup_ptr(input_name);
|
|
|
|
if (spec == nullptr) {
|
|
return {};
|
|
}
|
|
|
|
return spec->input_name;
|
|
}
|
|
|
|
#ifdef WITH_MATERIALX
|
|
/* A wrapper for the MaterialX code to re-use the standard Texture export code */
|
|
static std::string materialx_export_image(
|
|
const USDExporterContext &usd_export_context, Main *, Scene *, Image *ima, ImageUser *)
|
|
{
|
|
auto tex_path = get_tex_image_asset_filepath(
|
|
ima, usd_export_context.stage, usd_export_context.export_params);
|
|
|
|
export_texture(usd_export_context, ima);
|
|
return tex_path;
|
|
}
|
|
|
|
/* Utility function to reflow connections and paths within the temporary document
|
|
* to their final location in the USD document. */
|
|
static pxr::SdfPath reflow_materialx_paths(pxr::SdfPath input_path,
|
|
pxr::SdfPath temp_path,
|
|
const pxr::SdfPath &target_path,
|
|
const Map<std::string, std::string> &rename_pairs)
|
|
{
|
|
|
|
auto input_path_string = input_path.GetString();
|
|
/* First we see if the path is in the rename_pairs,
|
|
* otherwise we check if it starts with any items in the list plus a path separator (/ or .) .
|
|
* Checking for the path separators, removes false positives from other prefixed elements. */
|
|
auto value_lookup_ptr = rename_pairs.lookup_ptr(input_path_string);
|
|
if (value_lookup_ptr) {
|
|
input_path = pxr::SdfPath(*value_lookup_ptr);
|
|
}
|
|
else {
|
|
for (const auto &pair : rename_pairs.items()) {
|
|
if (input_path_string.length() > pair.key.length() &&
|
|
pxr::TfStringStartsWith(input_path_string, pair.key) &&
|
|
(input_path_string[pair.key.length()] == '/' ||
|
|
input_path_string[pair.key.length()] == '.'))
|
|
{
|
|
input_path = input_path.ReplacePrefix(pxr::SdfPath(pair.key), pxr::SdfPath(pair.value));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return input_path.ReplacePrefix(temp_path, target_path);
|
|
}
|
|
|
|
/* Exports the material as a MaterialX node-graph within the USD layer. */
|
|
static void create_usd_materialx_material(const USDExporterContext &usd_export_context,
|
|
pxr::SdfPath usd_path,
|
|
Material *material,
|
|
pxr::UsdShadeMaterial &usd_material)
|
|
{
|
|
|
|
/* We want to re-use the same MaterialX document generation code as used by the renderer.
|
|
* While the graph is traversed, we also want it to export the textures out. */
|
|
ExportImageFunction export_image_fn = (usd_export_context.export_image_fn) ?
|
|
usd_export_context.export_image_fn :
|
|
std::bind(materialx_export_image,
|
|
usd_export_context,
|
|
std::placeholders::_1,
|
|
std::placeholders::_2,
|
|
std::placeholders::_3,
|
|
std::placeholders::_4);
|
|
std::string material_name = usd_path.GetElementString();
|
|
MaterialX::DocumentPtr doc = blender::nodes::materialx::export_to_materialx(
|
|
usd_export_context.depsgraph, material, material_name, export_image_fn);
|
|
|
|
/* We want to merge the MaterialX graph under the same Material as the USDPreviewSurface
|
|
* This allows for the same material assignment to have two levels of complexity so other
|
|
* applications and renderers can easily pick which one they want.
|
|
* This does mean that we need to pre-process the resulting graph so that there are no
|
|
* name conflicts.
|
|
* So we first gather all the existing names in this namespace to avoid that. */
|
|
Set<std::string> used_names;
|
|
auto material_prim = usd_material.GetPrim();
|
|
for (const auto &child : material_prim.GetChildren()) {
|
|
used_names.add(child.GetName().GetString());
|
|
}
|
|
|
|
/* usdMtlx assumes a workflow where the mtlx file is referenced in,
|
|
* but the resulting structure is not ideal for when the file is inlined.
|
|
* Some of the issues include turning every shader input into a separate constant, which
|
|
* leads to very unwieldy shader graphs in other applications. There are also extra nodes
|
|
* that are only needed when referencing in the file that make editing the graph harder.
|
|
* Therefore, we opt to copy just what we need over.
|
|
*
|
|
* To do this, we first open a temporary stage to process the structure inside */
|
|
|
|
auto temp_stage = pxr::UsdStage::CreateInMemory();
|
|
pxr::UsdMtlxRead(doc, temp_stage, pxr::SdfPath("/root"));
|
|
|
|
/* Next we need to find the Material that matches this materials name */
|
|
auto temp_material_path = pxr::SdfPath("/root/Materials");
|
|
temp_material_path = temp_material_path.AppendChild(material_prim.GetName());
|
|
auto temp_material_prim = temp_stage->GetPrimAtPath(temp_material_path);
|
|
if (!temp_material_prim) {
|
|
return;
|
|
}
|
|
|
|
pxr::UsdShadeMaterial temp_material{temp_material_prim};
|
|
if (!temp_material) {
|
|
return;
|
|
}
|
|
|
|
/* Once we have the material, we need to prepare for renaming any conflicts.
|
|
* However, we must make sure any new names don't conflict with names in the temp stage either */
|
|
Set<std::string> temp_used_names;
|
|
for (const auto &child : temp_material_prim.GetChildren()) {
|
|
temp_used_names.add(child.GetName().GetString());
|
|
}
|
|
|
|
/* We loop through the top level children of the material, and make sure that the names are
|
|
* unique across both the destination stage, and this temporary stage.
|
|
* This is stored for later use so that we can reflow any connections */
|
|
Map<std::string, std::string> rename_pairs;
|
|
for (const auto &temp_material_child : temp_material_prim.GetChildren()) {
|
|
uint32_t conflict_counter = 0;
|
|
auto name = temp_material_child.GetName().GetString();
|
|
auto target_name = name;
|
|
while (used_names.contains(target_name)) {
|
|
++conflict_counter;
|
|
target_name = name + "_mtlx" + std::to_string(conflict_counter);
|
|
|
|
while (temp_used_names.contains(target_name)) {
|
|
++conflict_counter;
|
|
target_name = name + "_mtlx" + std::to_string(conflict_counter);
|
|
}
|
|
}
|
|
|
|
if (conflict_counter == 0) {
|
|
continue;
|
|
}
|
|
|
|
temp_used_names.add(target_name);
|
|
auto original_path = temp_material_child.GetPath().GetString();
|
|
auto new_path =
|
|
temp_material_child.GetPath().ReplaceName(pxr::TfToken(target_name)).GetString();
|
|
|
|
rename_pairs.add_overwrite(original_path, new_path);
|
|
}
|
|
|
|
/* We now need to find the connections from the material to the surface shader
|
|
* and modify it to match the final target location */
|
|
for (auto &temp_material_output : temp_material.GetOutputs()) {
|
|
pxr::SdfPathVector output_paths;
|
|
|
|
temp_material_output.GetAttr().GetConnections(&output_paths);
|
|
if (output_paths.size() == 1) {
|
|
output_paths[0] = reflow_materialx_paths(
|
|
output_paths[0], temp_material_path, usd_path, rename_pairs);
|
|
|
|
auto target_material_output = usd_material.CreateOutput(temp_material_output.GetBaseName(),
|
|
temp_material_output.GetTypeName());
|
|
target_material_output.GetAttr().SetConnections(output_paths);
|
|
}
|
|
}
|
|
|
|
/* Next we need to iterate through every shader descendant recursively, to process them */
|
|
for (const auto &temp_child : temp_material_prim.GetAllDescendants()) {
|
|
/* We only care about shader children */
|
|
auto temp_shader = pxr::UsdShadeShader(temp_child);
|
|
if (!temp_shader) {
|
|
continue;
|
|
}
|
|
|
|
/* First, we process any inputs */
|
|
for (auto &shader_input : temp_shader.GetInputs()) {
|
|
pxr::SdfPathVector connection_paths;
|
|
shader_input.GetAttr().GetConnections(&connection_paths);
|
|
|
|
if (connection_paths.size() != 1) {
|
|
continue;
|
|
}
|
|
|
|
auto connection_path = connection_paths[0];
|
|
|
|
auto connection_source = pxr::UsdShadeConnectionSourceInfo(temp_stage, connection_path);
|
|
auto connection_source_prim = connection_source.source.GetPrim();
|
|
if (connection_source_prim == temp_material_prim) {
|
|
/* If it's connected to the material prim, we should just bake down the value.
|
|
* usdMtlx connects them to constants because it wants to maximize separation between the
|
|
* input mtlx file and the resulting graph, but this isn't the ideal structure when the
|
|
* graph is inlined.
|
|
* Baking the values down makes this much more usable. */
|
|
auto connection_source_attr = temp_stage->GetAttributeAtPath(connection_path);
|
|
if (connection_source_attr && shader_input.DisconnectSource()) {
|
|
pxr::VtValue val;
|
|
if (connection_source_attr.Get(&val) && !val.IsEmpty()) {
|
|
shader_input.GetAttr().Set(val);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* If it's connected to another prim, then we should fix the path to that prim
|
|
* SdfCopySpec below will handle some cases, but only if the target path exists first
|
|
* which is impossible to guarantee in a graph. */
|
|
|
|
connection_paths[0] = reflow_materialx_paths(
|
|
connection_paths[0], temp_material_path, usd_path, rename_pairs);
|
|
shader_input.GetAttr().SetConnections(connection_paths);
|
|
}
|
|
}
|
|
|
|
/* Next we iterate through the outputs */
|
|
for (auto &shader_output : temp_shader.GetOutputs()) {
|
|
pxr::SdfPathVector connection_paths;
|
|
shader_output.GetAttr().GetConnections(&connection_paths);
|
|
|
|
if (connection_paths.size() != 1) {
|
|
continue;
|
|
}
|
|
|
|
connection_paths[0] = reflow_materialx_paths(
|
|
connection_paths[0], temp_material_path, usd_path, rename_pairs);
|
|
shader_output.GetAttr().SetConnections(connection_paths);
|
|
} /* Iterate through outputs */
|
|
|
|
} /* Iterate through material prim children */
|
|
|
|
auto temp_layer = temp_stage->Flatten();
|
|
|
|
/* Copy the primspecs from the temporary stage over to the target stage */
|
|
auto target_root_layer = usd_export_context.stage->GetRootLayer();
|
|
for (const auto &temp_material_child : temp_material_prim.GetChildren()) {
|
|
auto target_path = reflow_materialx_paths(
|
|
temp_material_child.GetPath(), temp_material_path, usd_path, rename_pairs);
|
|
pxr::SdfCopySpec(temp_layer, temp_material_child.GetPath(), target_root_layer, target_path);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
pxr::UsdShadeMaterial create_usd_material(const USDExporterContext &usd_export_context,
|
|
pxr::SdfPath usd_path,
|
|
Material *material,
|
|
const std::string &active_uv,
|
|
ReportList *reports)
|
|
{
|
|
pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Define(usd_export_context.stage,
|
|
usd_path);
|
|
|
|
if (material->use_nodes && usd_export_context.export_params.generate_preview_surface) {
|
|
create_usd_preview_surface_material(
|
|
usd_export_context, material, usd_material, active_uv, reports);
|
|
}
|
|
else {
|
|
create_usd_viewport_material(usd_export_context, material, usd_material);
|
|
}
|
|
|
|
#ifdef WITH_MATERIALX
|
|
if (material->use_nodes && usd_export_context.export_params.generate_materialx_network) {
|
|
create_usd_materialx_material(usd_export_context, usd_path, material, usd_material);
|
|
}
|
|
#endif
|
|
|
|
call_material_export_hooks(usd_export_context.stage,
|
|
material,
|
|
usd_material,
|
|
usd_export_context.export_params.worker_status->reports);
|
|
|
|
return usd_material;
|
|
}
|
|
|
|
} // namespace blender::io::usd
|