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test2/source/blender/io/usd/hydra/hydra_scene_delegate.hh

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C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <pxr/base/gf/vec2f.h>
#include <pxr/imaging/hd/sceneDelegate.h>
#include "DEG_depsgraph.hh"
#include "CLG_log.h"
#include "curves.hh"
#include "instancer.hh"
#include "light.hh"
#include "mesh.hh"
#include "object.hh"
#include "volume.hh"
#include "world.hh"
struct Depsgraph;
struct Main;
struct Scene;
struct View3D;
namespace blender::io::hydra {
extern struct CLG_LogRef *LOG_HYDRA_SCENE;
class Engine;
class HydraSceneDelegate : public pxr::HdSceneDelegate {
friend ObjectData; /* has access to materials */
friend MaterialData; /* has access to objects and instancers */
public:
struct ShadingSettings {
bool use_scene_lights = true;
bool use_scene_world = true;
std::string studiolight_name;
float studiolight_rotation;
float studiolight_intensity;
bool operator==(const ShadingSettings &other) const;
};
Depsgraph *depsgraph = nullptr;
const View3D *view3d = nullptr;
Main *bmain = nullptr;
Scene *scene = nullptr;
ShadingSettings shading_settings;
bool use_materialx = true;
private:
ObjectDataMap objects_;
MaterialDataMap materials_;
std::unique_ptr<InstancerData> instancer_data_;
std::unique_ptr<WorldData> world_data_;
public:
HydraSceneDelegate(pxr::HdRenderIndex *parent_index,
pxr::SdfPath const &delegate_id,
bool use_materialx);
~HydraSceneDelegate() override = default;
/* Delegate methods */
pxr::HdMeshTopology GetMeshTopology(pxr::SdfPath const &id) override;
pxr::HdBasisCurvesTopology GetBasisCurvesTopology(pxr::SdfPath const &id) override;
pxr::GfMatrix4d GetTransform(pxr::SdfPath const &id) override;
pxr::VtValue Get(pxr::SdfPath const &id, pxr::TfToken const &key) override;
pxr::VtValue GetLightParamValue(pxr::SdfPath const &id, pxr::TfToken const &key) override;
pxr::HdPrimvarDescriptorVector GetPrimvarDescriptors(
pxr::SdfPath const &id, pxr::HdInterpolation interpolation) override;
pxr::SdfPath GetMaterialId(pxr::SdfPath const &rprim_id) override;
pxr::VtValue GetMaterialResource(pxr::SdfPath const &material_id) override;
bool GetVisible(pxr::SdfPath const &id) override;
bool GetDoubleSided(pxr::SdfPath const &id) override;
pxr::HdCullStyle GetCullStyle(pxr::SdfPath const &id) override;
pxr::SdfPath GetInstancerId(pxr::SdfPath const &prim_id) override;
pxr::SdfPathVector GetInstancerPrototypes(pxr::SdfPath const &instancer_id) override;
pxr::VtIntArray GetInstanceIndices(pxr::SdfPath const &instancer_id,
pxr::SdfPath const &prototype_id) override;
pxr::GfMatrix4d GetInstancerTransform(pxr::SdfPath const &instancer_id) override;
pxr::HdVolumeFieldDescriptorVector GetVolumeFieldDescriptors(
pxr::SdfPath const &volume_id) override;
void populate(Depsgraph *depsgraph, View3D *v3d);
void clear();
private:
pxr::SdfPath prim_id(const ID *id, const char *prefix) const;
pxr::SdfPath object_prim_id(const Object *object) const;
pxr::SdfPath material_prim_id(const Material *mat) const;
pxr::SdfPath hair_prim_id(Object *parent_obj, const ParticleSystem *psys) const;
pxr::SdfPath instancer_prim_id() const;
pxr::SdfPath world_prim_id() const;
ObjectData *object_data(pxr::SdfPath const &id) const;
MeshData *mesh_data(pxr::SdfPath const &id) const;
CurvesData *curves_data(pxr::SdfPath const &id) const;
VolumeData *volume_data(pxr::SdfPath const &id) const;
LightData *light_data(pxr::SdfPath const &id) const;
MaterialData *material_data(pxr::SdfPath const &id) const;
HairData *hair_data(pxr::SdfPath const &id) const;
InstancerData *instancer_data(pxr::SdfPath const &id, bool child_id = false) const;
void check_updates();
void update_collection();
bool set_light_shading_settings();
bool set_world_shading_settings();
};
} // namespace blender::io::hydra