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authorMichael Kowalski <makowalski@nvidia.com>2022-08-04 18:30:48 +0300
committerMichael Kowalski <makowalski@nvidia.com>2022-08-04 18:30:48 +0300
commit4655ddf3a2b7fee669f7d01f6f70d5f3711205c6 (patch)
tree9c391626a02517a7e03a9f351e095f36d9c0e427 /source/blender/io/usd/intern
parent3faf5d3252479dae426016b33d17f47d83741020 (diff)
T90535: import UDIM textures from USD
Added logic to the USD Preview Surface importer to convert UDIM textures. Reviewed by: Sybren and Jesse Differential Revision: https://developer.blender.org/D15379
Diffstat (limited to 'source/blender/io/usd/intern')
-rw-r--r--source/blender/io/usd/intern/usd_reader_material.cc81
1 files changed, 81 insertions, 0 deletions
diff --git a/source/blender/io/usd/intern/usd_reader_material.cc b/source/blender/io/usd/intern/usd_reader_material.cc
index 8feceee55ed..f59b8be147e 100644
--- a/source/blender/io/usd/intern/usd_reader_material.cc
+++ b/source/blender/io/usd/intern/usd_reader_material.cc
@@ -9,8 +9,11 @@
#include "BKE_node.h"
#include "BKE_node_tree_update.h"
+#include "BLI_fileops.h"
#include "BLI_math_vector.h"
+#include "BLI_path_util.h"
#include "BLI_string.h"
+#include "BLI_vector.hh"
#include "DNA_material_types.h"
@@ -94,6 +97,60 @@ static void link_nodes(
nodeAddLink(ntree, source, source_socket, dest, dest_socket);
}
+/* Returns a layer handle retrieved from the given attribute's property specs.
+ * Note that the returned handle may be invalid if no layer could be found. */
+static pxr::SdfLayerHandle get_layer_handle(const pxr::UsdAttribute &attribute)
+{
+ for (auto PropertySpec : attribute.GetPropertyStack(pxr::UsdTimeCode::EarliestTime())) {
+ if (PropertySpec->HasDefaultValue() ||
+ PropertySpec->GetLayer()->GetNumTimeSamplesForPath(PropertySpec->GetPath()) > 0) {
+ return PropertySpec->GetLayer();
+ }
+ }
+
+ return pxr::SdfLayerHandle();
+}
+
+static bool is_udim_path(const std::string &path)
+{
+ return path.find("<UDIM>") != std::string::npos;
+}
+
+/* For the given UDIM path (assumed to contain the UDIM token), returns an array
+ * containing valid tile indices. */
+static blender::Vector<int> get_udim_tiles(const std::string &file_path)
+{
+ char base_udim_path[FILE_MAX];
+ BLI_strncpy(base_udim_path, file_path.c_str(), sizeof(base_udim_path));
+
+ blender::Vector<int> udim_tiles;
+
+ /* Extract the tile numbers from all files on disk. */
+ ListBase tiles = {nullptr, nullptr};
+ int tile_start, tile_range;
+ bool result = BKE_image_get_tile_info(base_udim_path, &tiles, &tile_start, &tile_range);
+ if (result) {
+ LISTBASE_FOREACH (LinkData *, tile, &tiles) {
+ int tile_number = POINTER_AS_INT(tile->data);
+ udim_tiles.append(tile_number);
+ }
+ }
+
+ BLI_freelistN(&tiles);
+
+ return udim_tiles;
+}
+
+/* Add tiles with the given indices to the given image. */
+static void add_udim_tiles(Image *image, const blender::Vector<int> &indices)
+{
+ image->source = IMA_SRC_TILED;
+
+ for (int tile_number : indices) {
+ BKE_image_add_tile(image, tile_number, nullptr);
+ }
+}
+
/* Returns true if the given shader may have opacity < 1.0, based
* on heuristics. */
static bool needs_blend(const pxr::UsdShadeShader &usd_shader)
@@ -601,11 +658,31 @@ void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader,
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;
}
+ /* 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) {
@@ -614,6 +691,10 @@ void USDMaterialReader::load_tex_image(const pxr::UsdShadeShader &usd_shader,
return;
}
+ if (udim_tiles.size() > 0) {
+ add_udim_tiles(image, udim_tiles);
+ }
+
tex_image->id = &image->id;
/* Set texture color space.