Don't export color if strength is 0, and on import set strength to 1 when there is a color. This is more important now that the default is color white and strength 0 in the Principled BSDF. Ref #99447 Ref #112848
921 lines
31 KiB
C++
921 lines
31 KiB
C++
/* SPDX-FileCopyrightText: 2021 NVIDIA Corporation. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "usd_reader_material.h"
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#include "usd_asset_utils.h"
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#include "BKE_appdir.h"
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#include "BKE_image.h"
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#include "BKE_lib_id.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.hh"
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#include "BKE_node_tree_update.h"
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#include "BLI_fileops.h"
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#include "BLI_math_vector.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_vector.hh"
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#include "DNA_material_types.h"
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#include <pxr/base/gf/vec3f.h>
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#include <pxr/usd/ar/packageUtils.h>
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#include <pxr/usd/usdShade/material.h>
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#include <pxr/usd/usdShade/shader.h>
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#include <iostream>
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#include <vector>
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namespace usdtokens {
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/* Parameter names. */
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static const pxr::TfToken a("a", pxr::TfToken::Immortal);
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static const pxr::TfToken b("b", pxr::TfToken::Immortal);
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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 diffuseColor("diffuseColor", pxr::TfToken::Immortal);
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static const pxr::TfToken emissiveColor("emissiveColor", pxr::TfToken::Immortal);
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static const pxr::TfToken file("file", pxr::TfToken::Immortal);
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static const pxr::TfToken g("g", pxr::TfToken::Immortal);
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static const pxr::TfToken ior("ior", pxr::TfToken::Immortal);
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static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
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static const pxr::TfToken normal("normal", pxr::TfToken::Immortal);
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static const pxr::TfToken occlusion("occlusion", 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 r("r", pxr::TfToken::Immortal);
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static const pxr::TfToken result("result", pxr::TfToken::Immortal);
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static const pxr::TfToken rgb("rgb", pxr::TfToken::Immortal);
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static const pxr::TfToken rgba("rgba", pxr::TfToken::Immortal);
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static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
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static const pxr::TfToken sourceColorSpace("sourceColorSpace", pxr::TfToken::Immortal);
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static const pxr::TfToken specularColor("specularColor", pxr::TfToken::Immortal);
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static const pxr::TfToken st("st", pxr::TfToken::Immortal);
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static const pxr::TfToken varname("varname", pxr::TfToken::Immortal);
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/* Color space names. */
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static const pxr::TfToken raw("raw", pxr::TfToken::Immortal);
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static const pxr::TfToken RAW("RAW", pxr::TfToken::Immortal);
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/* USD shader names. */
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static const pxr::TfToken UsdPreviewSurface("UsdPreviewSurface", pxr::TfToken::Immortal);
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static const pxr::TfToken UsdPrimvarReader_float2("UsdPrimvarReader_float2",
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pxr::TfToken::Immortal);
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static const pxr::TfToken UsdUVTexture("UsdUVTexture", pxr::TfToken::Immortal);
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} // namespace usdtokens
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/* Temporary folder for saving imported textures prior to packing.
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* CAUTION: this directory is recursively deleted after material
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* import. */
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static const char *temp_textures_dir()
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{
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static bool inited = false;
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static char temp_dir[FILE_MAXDIR] = {'\0'};
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if (!inited) {
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BLI_path_join(temp_dir, sizeof(temp_dir), BKE_tempdir_session(), "usd_textures_tmp", SEP_STR);
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inited = true;
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}
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return temp_dir;
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}
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using blender::io::usd::ShaderToNodeMap;
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/* Returns the Blender node previously cached for
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* the given USD shader in the given map. Returns
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* null if no cached shader was found. */
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static bNode *get_cached_node(const ShaderToNodeMap &node_cache,
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const pxr::UsdShadeShader &usd_shader)
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{
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if (bNode *const *node_ptr = node_cache.lookup_ptr(usd_shader.GetPath().GetAsString())) {
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return *node_ptr;
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}
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return nullptr;
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}
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/* Cache the Blender node translated from the given USD shader
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* in the given map. */
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static void cache_node(ShaderToNodeMap &node_cache,
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const pxr::UsdShadeShader &usd_shader,
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bNode *node)
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{
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node_cache.add(usd_shader.GetPath().GetAsString(), node);
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}
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/* Add a node of the given type at the given location coordinates. */
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static bNode *add_node(
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const bContext *C, bNodeTree *ntree, const int type, const float locx, const float locy)
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{
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bNode *new_node = nodeAddStaticNode(C, ntree, type);
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if (new_node) {
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new_node->locx = locx;
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new_node->locy = locy;
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}
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return new_node;
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}
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/* Connect the output socket of node 'source' to the input socket of node 'dest'. */
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static void link_nodes(
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bNodeTree *ntree, bNode *source, const char *sock_out, bNode *dest, const char *sock_in)
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{
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bNodeSocket *source_socket = nodeFindSocket(source, SOCK_OUT, sock_out);
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if (!source_socket) {
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std::cerr << "PROGRAMMER ERROR: Couldn't find output socket " << sock_out << std::endl;
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return;
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}
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bNodeSocket *dest_socket = nodeFindSocket(dest, SOCK_IN, sock_in);
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if (!dest_socket) {
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std::cerr << "PROGRAMMER ERROR: Couldn't find input socket " << sock_in << std::endl;
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return;
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}
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nodeAddLink(ntree, source, source_socket, dest, dest_socket);
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}
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/* Returns a layer handle retrieved from the given attribute's property specs.
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* Note that the returned handle may be invalid if no layer could be found. */
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static pxr::SdfLayerHandle get_layer_handle(const pxr::UsdAttribute &attribute)
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{
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for (auto PropertySpec : attribute.GetPropertyStack(pxr::UsdTimeCode::EarliestTime())) {
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if (PropertySpec->HasDefaultValue() ||
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PropertySpec->GetLayer()->GetNumTimeSamplesForPath(PropertySpec->GetPath()) > 0)
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{
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return PropertySpec->GetLayer();
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}
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}
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return pxr::SdfLayerHandle();
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}
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/* For the given UDIM path (assumed to contain the UDIM token), returns an array
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* containing valid tile indices. */
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static blender::Vector<int> get_udim_tiles(const std::string &file_path)
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{
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char base_udim_path[FILE_MAX];
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STRNCPY(base_udim_path, file_path.c_str());
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blender::Vector<int> udim_tiles;
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/* Extract the tile numbers from all files on disk. */
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ListBase tiles = {nullptr, nullptr};
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int tile_start, tile_range;
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bool result = BKE_image_get_tile_info(base_udim_path, &tiles, &tile_start, &tile_range);
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if (result) {
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LISTBASE_FOREACH (LinkData *, tile, &tiles) {
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int tile_number = POINTER_AS_INT(tile->data);
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udim_tiles.append(tile_number);
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}
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}
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BLI_freelistN(&tiles);
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return udim_tiles;
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}
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/* Add tiles with the given indices to the given image. */
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static void add_udim_tiles(Image *image, const blender::Vector<int> &indices)
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{
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image->source = IMA_SRC_TILED;
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for (int tile_number : indices) {
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BKE_image_add_tile(image, tile_number, nullptr);
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}
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}
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/* Returns true if the given shader may have opacity < 1.0, based
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* on heuristics. */
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static bool needs_blend(const pxr::UsdShadeShader &usd_shader)
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{
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if (!usd_shader) {
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return false;
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}
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bool needs_blend = false;
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if (pxr::UsdShadeInput opacity_input = usd_shader.GetInput(usdtokens::opacity)) {
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if (opacity_input.HasConnectedSource()) {
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needs_blend = true;
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}
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else {
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pxr::VtValue val;
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if (opacity_input.GetAttr().HasAuthoredValue() && opacity_input.GetAttr().Get(&val)) {
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float opacity = val.Get<float>();
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needs_blend = opacity < 1.0f;
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}
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}
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}
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return needs_blend;
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}
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/* Returns the given shader's opacityThreshold input value, if this input has an
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* authored value. Otherwise, returns the given default value. */
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static float get_opacity_threshold(const pxr::UsdShadeShader &usd_shader,
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float default_value = 0.0f)
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{
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if (!usd_shader) {
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return default_value;
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}
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pxr::UsdShadeInput opacity_threshold_input = usd_shader.GetInput(usdtokens::opacityThreshold);
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if (!opacity_threshold_input) {
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return default_value;
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}
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pxr::VtValue val;
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if (opacity_threshold_input.GetAttr().HasAuthoredValue() &&
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opacity_threshold_input.GetAttr().Get(&val))
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{
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return val.Get<float>();
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}
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return default_value;
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}
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static pxr::TfToken get_source_color_space(const pxr::UsdShadeShader &usd_shader)
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{
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if (!usd_shader) {
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return pxr::TfToken();
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}
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pxr::UsdShadeInput color_space_input = usd_shader.GetInput(usdtokens::sourceColorSpace);
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if (!color_space_input) {
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return pxr::TfToken();
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}
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pxr::VtValue color_space_val;
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if (color_space_input.Get(&color_space_val) && color_space_val.IsHolding<pxr::TfToken>()) {
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return color_space_val.Get<pxr::TfToken>();
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}
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return pxr::TfToken();
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}
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/* Attempts to return in r_preview_surface the UsdPreviewSurface shader source
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* of the given material. Returns true if a UsdPreviewSurface source was found
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* and returns false otherwise. */
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static bool get_usd_preview_surface(const pxr::UsdShadeMaterial &usd_material,
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pxr::UsdShadeShader &r_preview_surface)
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{
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if (!usd_material) {
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return false;
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}
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if (pxr::UsdShadeShader surf_shader = usd_material.ComputeSurfaceSource()) {
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/* Check if we have a UsdPreviewSurface shader. */
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pxr::TfToken shader_id;
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if (surf_shader.GetShaderId(&shader_id) && shader_id == usdtokens::UsdPreviewSurface) {
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r_preview_surface = surf_shader;
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return true;
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}
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}
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return false;
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}
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/* Set the Blender material's viewport display color, metallic and roughness
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* properties from the given USD preview surface shader's inputs. */
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static void set_viewport_material_props(Material *mtl, const pxr::UsdShadeShader &usd_preview)
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{
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if (!(mtl && usd_preview)) {
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return;
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}
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if (pxr::UsdShadeInput diffuse_color_input = usd_preview.GetInput(usdtokens::diffuseColor)) {
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pxr::VtValue val;
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if (diffuse_color_input.GetAttr().HasAuthoredValue() &&
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diffuse_color_input.GetAttr().Get(&val) && val.IsHolding<pxr::GfVec3f>())
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{
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pxr::GfVec3f color = val.UncheckedGet<pxr::GfVec3f>();
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mtl->r = color[0];
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mtl->g = color[1];
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mtl->b = color[2];
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}
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}
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if (pxr::UsdShadeInput metallic_input = usd_preview.GetInput(usdtokens::metallic)) {
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pxr::VtValue val;
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if (metallic_input.GetAttr().HasAuthoredValue() && metallic_input.GetAttr().Get(&val) &&
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val.IsHolding<float>())
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{
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mtl->metallic = val.Get<float>();
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}
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}
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if (pxr::UsdShadeInput roughness_input = usd_preview.GetInput(usdtokens::roughness)) {
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pxr::VtValue val;
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if (roughness_input.GetAttr().HasAuthoredValue() && roughness_input.GetAttr().Get(&val) &&
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val.IsHolding<float>())
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{
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mtl->roughness = val.Get<float>();
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}
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}
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}
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namespace blender::io::usd {
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namespace {
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/* Compute the x- and y-coordinates for placing a new node in an unoccupied region of
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* the column with the given index. Returns the coordinates in r_locx and r_locy and
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* updates the column-occupancy information in r_ctx. */
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void compute_node_loc(const int column, float *r_locx, float *r_locy, NodePlacementContext *r_ctx)
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{
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if (!(r_locx && r_locy && r_ctx)) {
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return;
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}
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(*r_locx) = r_ctx->origx - column * r_ctx->horizontal_step;
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if (column >= r_ctx->column_offsets.size()) {
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r_ctx->column_offsets.push_back(0.0f);
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}
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(*r_locy) = r_ctx->origy - r_ctx->column_offsets[column];
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/* Record the y-offset of the occupied region in
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* the column, including padding. */
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r_ctx->column_offsets[column] += r_ctx->vertical_step + 10.0f;
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}
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} // namespace
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USDMaterialReader::USDMaterialReader(const USDImportParams ¶ms, Main *bmain)
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: params_(params), bmain_(bmain)
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{
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}
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Material *USDMaterialReader::add_material(const pxr::UsdShadeMaterial &usd_material) const
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{
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if (!(bmain_ && usd_material)) {
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return nullptr;
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}
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std::string mtl_name = usd_material.GetPrim().GetName().GetString();
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/* Create the material. */
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Material *mtl = BKE_material_add(bmain_, mtl_name.c_str());
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id_us_min(&mtl->id);
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/* Get the UsdPreviewSurface shader source for the material,
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* if there is one. */
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pxr::UsdShadeShader usd_preview;
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if (get_usd_preview_surface(usd_material, usd_preview)) {
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set_viewport_material_props(mtl, usd_preview);
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/* Optionally, create shader nodes to represent a UsdPreviewSurface. */
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if (params_.import_usd_preview) {
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import_usd_preview(mtl, usd_preview);
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}
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}
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return mtl;
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}
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void USDMaterialReader::import_usd_preview(Material *mtl,
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const pxr::UsdShadeShader &usd_shader) const
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{
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if (!(bmain_ && mtl && usd_shader)) {
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return;
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}
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/* Create the Material's node tree containing the principled BSDF
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* and output shaders. */
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/* Add the node tree. */
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bNodeTree *ntree = blender::bke::ntreeAddTreeEmbedded(
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nullptr, &mtl->id, "Shader Nodetree", "ShaderNodeTree");
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mtl->use_nodes = true;
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/* Create the Principled BSDF shader node. */
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bNode *principled = add_node(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED, 0.0f, 300.0f);
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if (!principled) {
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std::cerr << "ERROR: Couldn't create SH_NODE_BSDF_PRINCIPLED node for USD shader "
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<< usd_shader.GetPath() << std::endl;
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return;
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}
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/* Create the material output node. */
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bNode *output = add_node(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL, 300.0f, 300.0f);
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if (!output) {
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std::cerr << "ERROR: Couldn't create SH_NODE_OUTPUT_MATERIAL node for USD shader "
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<< usd_shader.GetPath() << std::endl;
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return;
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}
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/* Connect the Principled BSDF node to the output node. */
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link_nodes(ntree, principled, "BSDF", output, "Surface");
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/* Recursively create the principled shader input networks. */
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set_principled_node_inputs(principled, ntree, usd_shader);
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nodeSetActive(ntree, output);
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BKE_ntree_update_main_tree(bmain_, ntree, nullptr);
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/* Optionally, set the material blend mode. */
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if (params_.set_material_blend) {
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if (needs_blend(usd_shader)) {
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float opacity_threshold = get_opacity_threshold(usd_shader, 0.0f);
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if (opacity_threshold > 0.0f) {
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mtl->blend_method = MA_BM_CLIP;
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mtl->alpha_threshold = opacity_threshold;
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}
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else {
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mtl->blend_method = MA_BM_BLEND;
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}
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}
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}
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}
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void USDMaterialReader::set_principled_node_inputs(bNode *principled,
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bNodeTree *ntree,
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const pxr::UsdShadeShader &usd_shader) const
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{
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/* The context struct keeps track of the locations for adding
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* input nodes. */
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NodePlacementContext context(0.0f, 300.0);
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/* The column index (from right to left relative to the principled
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* node) where we're adding the nodes. */
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int column = 0;
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/* Recursively set the principled shader inputs. */
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if (pxr::UsdShadeInput diffuse_input = usd_shader.GetInput(usdtokens::diffuseColor)) {
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set_node_input(diffuse_input, principled, "Base Color", ntree, column, &context);
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}
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float emission_strength = 0.0f;
|
|
if (pxr::UsdShadeInput emissive_input = usd_shader.GetInput(usdtokens::emissiveColor)) {
|
|
if (set_node_input(emissive_input, principled, "Emission Color", ntree, column, &context)) {
|
|
emission_strength = 1.0f;
|
|
}
|
|
}
|
|
|
|
bNodeSocket *emission_strength_sock = nodeFindSocket(principled, SOCK_IN, "Emission Strength");
|
|
((bNodeSocketValueFloat *)emission_strength_sock->default_value)->value = emission_strength;
|
|
|
|
if (pxr::UsdShadeInput specular_input = usd_shader.GetInput(usdtokens::specularColor)) {
|
|
set_node_input(specular_input, principled, "Specular Tint", 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 coat_input = usd_shader.GetInput(usdtokens::clearcoat)) {
|
|
set_node_input(coat_input, principled, "Coat Weight", ntree, column, &context);
|
|
}
|
|
|
|
if (pxr::UsdShadeInput coat_roughness_input = usd_shader.GetInput(usdtokens::clearcoatRoughness))
|
|
{
|
|
set_node_input(coat_roughness_input, principled, "Coat 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);
|
|
}
|
|
}
|
|
|
|
bool 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 false;
|
|
}
|
|
|
|
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. */
|
|
return 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 false;
|
|
}
|
|
|
|
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 false;
|
|
}
|
|
|
|
switch (sock->type) {
|
|
case SOCK_FLOAT:
|
|
if (val.IsHolding<float>()) {
|
|
((bNodeSocketValueFloat *)sock->default_value)->value = val.UncheckedGet<float>();
|
|
return true;
|
|
}
|
|
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;
|
|
return true;
|
|
}
|
|
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());
|
|
return true;
|
|
}
|
|
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());
|
|
return true;
|
|
}
|
|
else if (val.IsHolding<pxr::GfVec2f>()) {
|
|
pxr::GfVec2f v2f = val.UncheckedGet<pxr::GfVec2f>();
|
|
copy_v2_v2(((bNodeSocketValueVector *)sock->default_value)->value, v2f.data());
|
|
return true;
|
|
}
|
|
break;
|
|
default:
|
|
std::cerr << "WARNING: unexpected type " << sock->idname << " for destination node socket "
|
|
<< dest_socket_name << std::endl;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool 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 false;
|
|
}
|
|
|
|
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 false;
|
|
}
|
|
|
|
pxr::UsdShadeShader source_shader(source.GetPrim());
|
|
|
|
if (!source_shader) {
|
|
return false;
|
|
}
|
|
|
|
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 false;
|
|
}
|
|
|
|
/* For now, only convert UsdUVTexture and UsdPrimvarReader_float2 inputs. */
|
|
if (shader_id == usdtokens::UsdUVTexture) {
|
|
|
|
if (STREQ(dest_socket_name, "Normal")) {
|
|
|
|
/* 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);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bNode *tex_image = get_cached_node(r_ctx->node_cache, usd_shader);
|
|
|
|
if (tex_image == nullptr) {
|
|
float locx = 0.0f;
|
|
float locy = 0.0f;
|
|
compute_node_loc(column, &locx, &locy, r_ctx);
|
|
|
|
/* Create the Texture Image node. */
|
|
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;
|
|
}
|
|
|
|
/* Cache newly created node. */
|
|
cache_node(r_ctx->node_cache, usd_shader, tex_image);
|
|
|
|
/* 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()) {
|
|
/* No resolved path, so use the asset path (usually
|
|
* necessary for UDIM paths). */
|
|
file_path = asset_path.GetAssetPath();
|
|
|
|
/* Texture paths are frequently relative to the USD, so get
|
|
* the absolute path. */
|
|
if (pxr::SdfLayerHandle layer_handle = get_layer_handle(file_input.GetAttr())) {
|
|
file_path = layer_handle->ComputeAbsolutePath(file_path);
|
|
}
|
|
}
|
|
|
|
if (file_path.empty()) {
|
|
std::cerr << "WARNING: Couldn't resolve image asset '" << asset_path
|
|
<< "' for Texture Image node." << std::endl;
|
|
return;
|
|
}
|
|
|
|
/* Optionally copy the asset if it's inside a USDZ package. */
|
|
|
|
const bool import_textures = params_.import_textures_mode != USD_TEX_IMPORT_NONE &&
|
|
pxr::ArIsPackageRelativePath(file_path);
|
|
|
|
if (import_textures) {
|
|
/* If we are packing the imported textures, we first write them
|
|
* to a temporary directory. */
|
|
const char *textures_dir = params_.import_textures_mode == USD_TEX_IMPORT_PACK ?
|
|
temp_textures_dir() :
|
|
params_.import_textures_dir;
|
|
|
|
const eUSDTexNameCollisionMode name_collision_mode = params_.import_textures_mode ==
|
|
USD_TEX_IMPORT_PACK ?
|
|
USD_TEX_NAME_COLLISION_OVERWRITE :
|
|
params_.tex_name_collision_mode;
|
|
|
|
file_path = import_asset(file_path.c_str(), textures_dir, name_collision_mode);
|
|
}
|
|
|
|
/* If this is a UDIM texture, this will store the
|
|
* UDIM tile indices. */
|
|
blender::Vector<int> udim_tiles;
|
|
|
|
if (is_udim_path(file_path)) {
|
|
udim_tiles = get_udim_tiles(file_path);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if (udim_tiles.size() > 0) {
|
|
add_udim_tiles(image, udim_tiles);
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
if (ELEM(color_space, usdtokens::RAW, usdtokens::raw)) {
|
|
STRNCPY(image->colorspace_settings.name, "Raw");
|
|
}
|
|
|
|
if (import_textures && params_.import_textures_mode == USD_TEX_IMPORT_PACK &&
|
|
!BKE_image_has_packedfile(image))
|
|
{
|
|
BKE_image_packfiles(nullptr, image, ID_BLEND_PATH(bmain_, &image->id));
|
|
if (BLI_is_dir(temp_textures_dir())) {
|
|
BLI_delete(temp_textures_dir(), true, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bNode *uv_map = get_cached_node(r_ctx->node_cache, usd_shader);
|
|
|
|
if (uv_map == nullptr) {
|
|
float locx = 0.0f;
|
|
float locy = 0.0f;
|
|
compute_node_loc(column, &locx, &locy, r_ctx);
|
|
|
|
/* Create the UV Map node. */
|
|
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;
|
|
}
|
|
|
|
/* Cache newly created node. */
|
|
cache_node(r_ctx->node_cache, usd_shader, uv_map);
|
|
|
|
/* Set the texmap name. */
|
|
pxr::UsdShadeInput varname_input = usd_shader.GetInput(usdtokens::varname);
|
|
|
|
/* First check if the shader's "varname" input is connected to another source,
|
|
* and use that instead if so. */
|
|
if (varname_input) {
|
|
for (const pxr::UsdShadeConnectionSourceInfo &source_info :
|
|
varname_input.GetConnectedSources()) {
|
|
pxr::UsdShadeShader shader = pxr::UsdShadeShader(source_info.source.GetPrim());
|
|
pxr::UsdShadeInput secondary_varname_input = shader.GetInput(source_info.sourceName);
|
|
if (secondary_varname_input) {
|
|
varname_input = secondary_varname_input;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (varname_input) {
|
|
pxr::VtValue varname_val;
|
|
/* The varname input may be a string or TfToken, so just cast it to a string.
|
|
* The Cast function is defined to provide an empty result if it fails. */
|
|
if (varname_input.Get(&varname_val) && varname_val.CanCastToTypeid(typeid(std::string))) {
|
|
std::string varname = varname_val.Cast<std::string>().Get<std::string>();
|
|
if (!varname.empty()) {
|
|
NodeShaderUVMap *storage = (NodeShaderUVMap *)uv_map->storage;
|
|
STRNCPY(storage->uv_map, varname.c_str());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Connect to destination node input. */
|
|
link_nodes(ntree, uv_map, "UV", dest_node, dest_socket_name);
|
|
}
|
|
|
|
void build_material_map(const Main *bmain, std::map<std::string, Material *> *r_mat_map)
|
|
{
|
|
BLI_assert_msg(r_mat_map, "...");
|
|
|
|
LISTBASE_FOREACH (Material *, material, &bmain->materials) {
|
|
std::string usd_name = pxr::TfMakeValidIdentifier(material->id.name + 2);
|
|
(*r_mat_map)[usd_name] = material;
|
|
}
|
|
}
|
|
|
|
Material *find_existing_material(const pxr::SdfPath &usd_mat_path,
|
|
const USDImportParams ¶ms,
|
|
const std::map<std::string, Material *> &mat_map,
|
|
const std::map<std::string, std::string> &usd_path_to_mat_name)
|
|
{
|
|
if (params.mtl_name_collision_mode == USD_MTL_NAME_COLLISION_MAKE_UNIQUE) {
|
|
/* Check if we've already created the Blender material with a modified name. */
|
|
std::map<std::string, std::string>::const_iterator path_to_name_iter =
|
|
usd_path_to_mat_name.find(usd_mat_path.GetAsString());
|
|
|
|
if (path_to_name_iter == usd_path_to_mat_name.end()) {
|
|
return nullptr;
|
|
}
|
|
|
|
std::string mat_name = path_to_name_iter->second;
|
|
std::map<std::string, Material *>::const_iterator mat_iter = mat_map.find(mat_name);
|
|
BLI_assert_msg(mat_iter != mat_map.end(),
|
|
"Previously created material cannot be found any more");
|
|
return mat_iter->second;
|
|
}
|
|
|
|
std::string mat_name = usd_mat_path.GetName();
|
|
std::map<std::string, Material *>::const_iterator mat_iter = mat_map.find(mat_name);
|
|
|
|
if (mat_iter == mat_map.end()) {
|
|
return nullptr;
|
|
}
|
|
|
|
return mat_iter->second;
|
|
}
|
|
|
|
} // namespace blender::io::usd
|