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-rw-r--r--source/blender/blenkernel/BKE_customdata.h6
-rw-r--r--source/blender/blenkernel/intern/customdata.cc7
-rw-r--r--source/blender/blenlib/BLI_path_util.h5
-rw-r--r--source/blender/blenlib/intern/path_util.c18
-rw-r--r--source/blender/editors/io/io_usd.c55
-rw-r--r--source/blender/io/usd/CMakeLists.txt2
-rw-r--r--source/blender/io/usd/intern/usd_writer_abstract.cc39
-rw-r--r--source/blender/io/usd/intern/usd_writer_abstract.h2
-rw-r--r--source/blender/io/usd/intern/usd_writer_material.cc767
-rw-r--r--source/blender/io/usd/intern/usd_writer_material.h55
-rw-r--r--source/blender/io/usd/intern/usd_writer_mesh.cc4
-rw-r--r--source/blender/io/usd/usd.h4
12 files changed, 949 insertions, 15 deletions
diff --git a/source/blender/blenkernel/BKE_customdata.h b/source/blender/blenkernel/BKE_customdata.h
index 00eae2e8e6e..76389b0c66f 100644
--- a/source/blender/blenkernel/BKE_customdata.h
+++ b/source/blender/blenkernel/BKE_customdata.h
@@ -437,6 +437,12 @@ int CustomData_get_clone_layer(const struct CustomData *data, int type);
int CustomData_get_stencil_layer(const struct CustomData *data, int type);
/**
+ * Returns name of the active layer of the given type or NULL
+ * if no such active layer is defined.
+ */
+const char *CustomData_get_active_layer_name(const struct CustomData *data, int type);
+
+/**
* Copies the data from source to the data element at index in the first layer of type
* no effect if there is no layer of type.
*/
diff --git a/source/blender/blenkernel/intern/customdata.cc b/source/blender/blenkernel/intern/customdata.cc
index 5e3beab9b72..02b50027ef9 100644
--- a/source/blender/blenkernel/intern/customdata.cc
+++ b/source/blender/blenkernel/intern/customdata.cc
@@ -2427,6 +2427,13 @@ int CustomData_get_stencil_layer(const CustomData *data, int type)
return (layer_index != -1) ? data->layers[layer_index].active_mask : -1;
}
+const char *CustomData_get_active_layer_name(const struct CustomData *data, const int type)
+{
+ /* Get the layer index of the active layer of this type. */
+ const int layer_index = CustomData_get_active_layer_index(data, type);
+ return layer_index < 0 ? NULL : data->layers[layer_index].name;
+}
+
void CustomData_set_layer_active(CustomData *data, int type, int n)
{
for (int i = 0; i < data->totlayer; i++) {
diff --git a/source/blender/blenlib/BLI_path_util.h b/source/blender/blenlib/BLI_path_util.h
index 658cc0c3825..a2bb8ca47c5 100644
--- a/source/blender/blenlib/BLI_path_util.h
+++ b/source/blender/blenlib/BLI_path_util.h
@@ -381,6 +381,11 @@ void BLI_path_normalize_unc(char *path_16, int maxlen);
#endif
/**
+ * Returns true if the given paths are equal.
+ */
+bool BLI_paths_equal(const char *p1, const char *p2);
+
+/**
* Appends a suffix to the string, fitting it before the extension
*
* string = Foo.png, suffix = 123, separator = _
diff --git a/source/blender/blenlib/intern/path_util.c b/source/blender/blenlib/intern/path_util.c
index 64bde1193a6..250415c11f9 100644
--- a/source/blender/blenlib/intern/path_util.c
+++ b/source/blender/blenlib/intern/path_util.c
@@ -1829,3 +1829,21 @@ void BLI_path_slash_native(char *path)
BLI_str_replace_char(path + BLI_path_unc_prefix_len(path), ALTSEP, SEP);
#endif
}
+
+bool BLI_paths_equal(const char *p1, const char *p2)
+{
+ /* Normalize the paths so we can compare them. */
+ char norm_p1[FILE_MAX];
+ char norm_p2[FILE_MAX];
+
+ BLI_strncpy(norm_p1, p1, sizeof(norm_p1));
+ BLI_strncpy(norm_p2, p2, sizeof(norm_p2));
+
+ BLI_path_slash_native(norm_p1);
+ BLI_path_slash_native(norm_p2);
+
+ BLI_path_normalize(NULL, norm_p1);
+ BLI_path_normalize(NULL, norm_p2);
+
+ return BLI_path_cmp(norm_p1, norm_p2) == 0;
+}
diff --git a/source/blender/editors/io/io_usd.c b/source/blender/editors/io/io_usd.c
index 4e2ccea36ab..49d60ede277 100644
--- a/source/blender/editors/io/io_usd.c
+++ b/source/blender/editors/io/io_usd.c
@@ -131,6 +131,11 @@ static int wm_usd_export_exec(bContext *C, wmOperator *op)
const bool use_instancing = RNA_boolean_get(op->ptr, "use_instancing");
const bool evaluation_mode = RNA_enum_get(op->ptr, "evaluation_mode");
+ const bool generate_preview_surface = RNA_boolean_get(op->ptr, "generate_preview_surface");
+ const bool export_textures = RNA_boolean_get(op->ptr, "export_textures");
+ const bool overwrite_textures = RNA_boolean_get(op->ptr, "overwrite_textures");
+ const bool relative_texture_paths = RNA_boolean_get(op->ptr, "relative_texture_paths");
+
struct USDExportParams params = {
export_animation,
export_hair,
@@ -141,6 +146,10 @@ static int wm_usd_export_exec(bContext *C, wmOperator *op)
visible_objects_only,
use_instancing,
evaluation_mode,
+ generate_preview_surface,
+ export_textures,
+ overwrite_textures,
+ relative_texture_paths,
};
bool ok = USD_export(C, filename, &params, as_background_job);
@@ -173,6 +182,26 @@ static void wm_usd_export_draw(bContext *UNUSED(C), wmOperator *op)
uiItemR(col, ptr, "evaluation_mode", 0, NULL, ICON_NONE);
box = uiLayoutBox(layout);
+ col = uiLayoutColumnWithHeading(box, true, IFACE_("Materials"));
+ uiItemR(col, ptr, "generate_preview_surface", 0, NULL, ICON_NONE);
+ const bool export_mtl = RNA_boolean_get(ptr, "export_materials");
+ uiLayoutSetActive(col, export_mtl);
+
+ uiLayout *row = uiLayoutRow(col, true);
+ uiItemR(row, ptr, "export_textures", 0, NULL, ICON_NONE);
+ const bool preview = RNA_boolean_get(ptr, "generate_preview_surface");
+ uiLayoutSetActive(row, export_mtl && preview);
+
+ row = uiLayoutRow(col, true);
+ uiItemR(row, ptr, "overwrite_textures", 0, NULL, ICON_NONE);
+ const bool export_tex = RNA_boolean_get(ptr, "export_textures");
+ uiLayoutSetActive(row, export_mtl && preview && export_tex);
+
+ row = uiLayoutRow(col, true);
+ uiItemR(row, ptr, "relative_texture_paths", 0, NULL, ICON_NONE);
+ uiLayoutSetActive(row, export_mtl && preview);
+
+ box = uiLayoutBox(layout);
uiItemL(box, IFACE_("Experimental"), ICON_NONE);
uiItemR(box, ptr, "use_instancing", 0, NULL, ICON_NONE);
}
@@ -249,6 +278,32 @@ void WM_OT_usd_export(struct wmOperatorType *ot)
"Use Settings for",
"Determines visibility of objects, modifier settings, and other areas where there "
"are different settings for viewport and rendering");
+
+ RNA_def_boolean(ot->srna,
+ "generate_preview_surface",
+ true,
+ "To USD Preview Surface",
+ "Generate an approximate USD Preview Surface shader "
+ "representation of a Principled BSDF node network");
+
+ RNA_def_boolean(ot->srna,
+ "export_textures",
+ true,
+ "Export Textures",
+ "If exporting materials, export textures referenced by material nodes "
+ "to a 'textures' directory in the same directory as the USD file");
+
+ RNA_def_boolean(ot->srna,
+ "overwrite_textures",
+ false,
+ "Overwrite Textures",
+ "Allow overwriting existing texture files when exporting textures");
+
+ RNA_def_boolean(ot->srna,
+ "relative_texture_paths",
+ true,
+ "Relative Texture Paths",
+ "Make texture asset paths relative to the USD file");
}
/* ====== USD Import ====== */
diff --git a/source/blender/io/usd/CMakeLists.txt b/source/blender/io/usd/CMakeLists.txt
index 12015bf1698..980f33fffa1 100644
--- a/source/blender/io/usd/CMakeLists.txt
+++ b/source/blender/io/usd/CMakeLists.txt
@@ -64,6 +64,7 @@ set(SRC
intern/usd_writer_camera.cc
intern/usd_writer_hair.cc
intern/usd_writer_light.cc
+ intern/usd_writer_material.cc
intern/usd_writer_mesh.cc
intern/usd_writer_metaball.cc
intern/usd_writer_transform.cc
@@ -89,6 +90,7 @@ set(SRC
intern/usd_writer_camera.h
intern/usd_writer_hair.h
intern/usd_writer_light.h
+ intern/usd_writer_material.h
intern/usd_writer_mesh.h
intern/usd_writer_metaball.h
intern/usd_writer_transform.h
diff --git a/source/blender/io/usd/intern/usd_writer_abstract.cc b/source/blender/io/usd/intern/usd_writer_abstract.cc
index 2b5326eb4c1..a358c563c88 100644
--- a/source/blender/io/usd/intern/usd_writer_abstract.cc
+++ b/source/blender/io/usd/intern/usd_writer_abstract.cc
@@ -18,11 +18,15 @@
*/
#include "usd_writer_abstract.h"
#include "usd_hierarchy_iterator.h"
+#include "usd_writer_material.h"
#include <pxr/base/tf/stringUtils.h>
+#include "BKE_customdata.h"
#include "BLI_assert.h"
+#include "DNA_mesh_types.h"
+
/* TfToken objects are not cheap to construct, so we do it once. */
namespace usdtokens {
/* Materials */
@@ -34,6 +38,19 @@ static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
static const pxr::TfToken surface("surface", pxr::TfToken::Immortal);
} // namespace usdtokens
+static std::string get_mesh_active_uvlayer_name(const Object *ob)
+{
+ if (!ob || ob->type != OB_MESH || !ob->data) {
+ return "";
+ }
+
+ const Mesh *me = static_cast<Mesh *>(ob->data);
+
+ const char *name = CustomData_get_active_layer_name(&me->ldata, CD_MLOOPUV);
+
+ return name ? name : "";
+}
+
namespace blender::io::usd {
USDAbstractWriter::USDAbstractWriter(const USDExporterContext &usd_export_context)
@@ -78,7 +95,8 @@ const pxr::SdfPath &USDAbstractWriter::usd_path() const
return usd_export_context_.usd_path;
}
-pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material)
+pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(const HierarchyContext &context,
+ Material *material)
{
static pxr::SdfPath material_library_path("/_materials");
pxr::UsdStageRefPtr stage = usd_export_context_.stage;
@@ -92,17 +110,14 @@ pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material)
}
usd_material = pxr::UsdShadeMaterial::Define(stage, usd_path);
- /* Construct the shader. */
- pxr::SdfPath shader_path = usd_path.AppendChild(usdtokens::preview_shader);
- pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(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, usdtokens::surface);
+ if (material->use_nodes && this->usd_export_context_.export_params.generate_preview_surface) {
+ std::string active_uv = get_mesh_active_uvlayer_name(context.object);
+ create_usd_preview_surface_material(
+ this->usd_export_context_, material, usd_material, active_uv);
+ }
+ else {
+ create_usd_viewport_material(this->usd_export_context_, material, usd_material);
+ }
return usd_material;
}
diff --git a/source/blender/io/usd/intern/usd_writer_abstract.h b/source/blender/io/usd/intern/usd_writer_abstract.h
index dd81dd47c83..c67aa824263 100644
--- a/source/blender/io/usd/intern/usd_writer_abstract.h
+++ b/source/blender/io/usd/intern/usd_writer_abstract.h
@@ -69,7 +69,7 @@ class USDAbstractWriter : public AbstractHierarchyWriter {
virtual void do_write(HierarchyContext &context) = 0;
pxr::UsdTimeCode get_export_time_code() const;
- pxr::UsdShadeMaterial ensure_usd_material(Material *material);
+ pxr::UsdShadeMaterial ensure_usd_material(const HierarchyContext &context, Material *material);
void write_visibility(const HierarchyContext &context,
const pxr::UsdTimeCode timecode,
diff --git a/source/blender/io/usd/intern/usd_writer_material.cc b/source/blender/io/usd/intern/usd_writer_material.cc
new file mode 100644
index 00000000000..34fd884f51a
--- /dev/null
+++ b/source/blender/io/usd/intern/usd_writer_material.cc
@@ -0,0 +1,767 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "usd_writer_material.h"
+
+#include "usd.h"
+#include "usd_exporter_context.h"
+
+#include "BKE_image.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+
+#include "BLI_fileops.h"
+#include "BLI_linklist.h"
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_path_util.h"
+#include "BLI_string.h"
+
+#include "DNA_material_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "WM_api.h"
+
+#include <pxr/base/tf/stringUtils.h>
+#include <pxr/pxr.h>
+#include <pxr/usd/usdGeom/scope.h>
+
+#include <iostream>
+
+/* TfToken objects are not cheap to construct, so we do it once. */
+namespace usdtokens {
+// Materials
+static const pxr::TfToken clearcoat("clearcoat", pxr::TfToken::Immortal);
+static const pxr::TfToken clearcoatRoughness("clearcoatRoughness", pxr::TfToken::Immortal);
+static const pxr::TfToken diffuse_color("diffuseColor", pxr::TfToken::Immortal);
+static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
+static const pxr::TfToken preview_shader("previewShader", pxr::TfToken::Immortal);
+static const pxr::TfToken preview_surface("UsdPreviewSurface", pxr::TfToken::Immortal);
+static const pxr::TfToken uv_texture("UsdUVTexture", pxr::TfToken::Immortal);
+static const pxr::TfToken primvar_float2("UsdPrimvarReader_float2", pxr::TfToken::Immortal);
+static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
+static const pxr::TfToken specular("specular", pxr::TfToken::Immortal);
+static const pxr::TfToken opacity("opacity", pxr::TfToken::Immortal);
+static const pxr::TfToken surface("surface", pxr::TfToken::Immortal);
+static const pxr::TfToken perspective("perspective", pxr::TfToken::Immortal);
+static const pxr::TfToken orthographic("orthographic", pxr::TfToken::Immortal);
+static const pxr::TfToken rgb("rgb", pxr::TfToken::Immortal);
+static const pxr::TfToken r("r", pxr::TfToken::Immortal);
+static const pxr::TfToken g("g", pxr::TfToken::Immortal);
+static const pxr::TfToken b("b", pxr::TfToken::Immortal);
+static const pxr::TfToken st("st", pxr::TfToken::Immortal);
+static const pxr::TfToken result("result", pxr::TfToken::Immortal);
+static const pxr::TfToken varname("varname", pxr::TfToken::Immortal);
+static const pxr::TfToken out("out", pxr::TfToken::Immortal);
+static const pxr::TfToken normal("normal", pxr::TfToken::Immortal);
+static const pxr::TfToken ior("ior", pxr::TfToken::Immortal);
+static const pxr::TfToken file("file", pxr::TfToken::Immortal);
+static const pxr::TfToken preview("preview", pxr::TfToken::Immortal);
+static const pxr::TfToken raw("raw", pxr::TfToken::Immortal);
+static const pxr::TfToken sRGB("sRGB", pxr::TfToken::Immortal);
+static const pxr::TfToken sourceColorSpace("sourceColorSpace", pxr::TfToken::Immortal);
+static const pxr::TfToken Shader("Shader", pxr::TfToken::Immortal);
+} // namespace usdtokens
+
+/* Cycles specific tokens. */
+namespace cyclestokens {
+static const pxr::TfToken UVMap("UVMap", pxr::TfToken::Immortal);
+} // namespace cyclestokens
+
+namespace blender::io::usd {
+
+/* Preview surface input specification. */
+struct InputSpec {
+ pxr::TfToken input_name;
+ pxr::SdfValueTypeName input_type;
+ pxr::TfToken source_name;
+ /* Whether a default value should be set
+ * if the node socket has not input. Usually
+ * false for the Normal input. */
+ bool set_default_value;
+};
+
+/* Map Blender socket names to USD Preview Surface InputSpec structs. */
+typedef std::map<std::string, InputSpec> InputSpecMap;
+
+/* Static function forward declarations. */
+static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
+ pxr::UsdShadeMaterial &material,
+ const char *name,
+ int type);
+static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
+ pxr::UsdShadeMaterial &material,
+ bNode *node);
+static void create_uvmap_shader(const USDExporterContext &usd_export_context,
+ bNode *tex_node,
+ pxr::UsdShadeMaterial &usd_material,
+ pxr::UsdShadeShader &usd_tex_shader,
+ const pxr::TfToken &default_uv);
+static void export_texture(bNode *node,
+ const pxr::UsdStageRefPtr stage,
+ const bool allow_overwrite = false);
+static bNode *find_bsdf_node(Material *material);
+static void get_absolute_path(Image *ima, char *r_path);
+static std::string get_tex_image_asset_path(bNode *node,
+ const pxr::UsdStageRefPtr stage,
+ const USDExportParams &export_params);
+static InputSpecMap &preview_surface_input_map();
+static bNode *traverse_channel(bNodeSocket *input, short target_type);
+
+template<typename T1, typename T2>
+void create_input(pxr::UsdShadeShader &shader, const InputSpec &spec, const void *value);
+
+void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
+ Material *material,
+ pxr::UsdShadeMaterial &usd_material,
+ const std::string &default_uv)
+{
+ if (!material) {
+ return;
+ }
+
+ /* Define a 'preview' scope beneath the material which will contain the preview shaders. */
+ pxr::UsdGeomScope::Define(usd_export_context.stage,
+ usd_material.GetPath().AppendChild(usdtokens::preview));
+
+ /* Default map when creating UV primvar reader shaders. */
+ pxr::TfToken default_uv_sampler = default_uv.empty() ? cyclestokens::UVMap :
+ pxr::TfToken(default_uv);
+
+ /* We only handle the first instance of either principled or
+ * diffuse bsdf nodes in the material's node tree, because
+ * USD Preview Surface has no concept of layering materials. */
+ bNode *node = find_bsdf_node(material);
+ if (!node) {
+ return;
+ }
+
+ pxr::UsdShadeShader preview_surface = create_usd_preview_shader(
+ usd_export_context, usd_material, node);
+
+ const InputSpecMap &input_map = preview_surface_input_map();
+
+ /* Set the preview surface inputs. */
+ LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
+
+ /* Check if this socket is mapped to a USD preview shader input. */
+ const InputSpecMap::const_iterator it = input_map.find(sock->name);
+
+ if (it == input_map.end()) {
+ continue;
+ }
+
+ pxr::UsdShadeShader created_shader;
+
+ bNode *input_node = traverse_channel(sock, SH_NODE_TEX_IMAGE);
+
+ const InputSpec &input_spec = it->second;
+
+ if (input_node) {
+ /* Create connection. */
+ created_shader = create_usd_preview_shader(usd_export_context, usd_material, input_node);
+
+ preview_surface.CreateInput(input_spec.input_name, input_spec.input_type)
+ .ConnectToSource(created_shader, input_spec.source_name);
+ }
+ else if (input_spec.set_default_value) {
+ /* Set hardcoded value. */
+ switch (sock->type) {
+ case SOCK_FLOAT: {
+ create_input<bNodeSocketValueFloat, float>(
+ preview_surface, input_spec, sock->default_value);
+ } break;
+ case SOCK_VECTOR: {
+ create_input<bNodeSocketValueVector, pxr::GfVec3f>(
+ preview_surface, input_spec, sock->default_value);
+ } break;
+ case SOCK_RGBA: {
+ create_input<bNodeSocketValueRGBA, pxr::GfVec3f>(
+ preview_surface, input_spec, sock->default_value);
+ } break;
+ default:
+ break;
+ }
+ }
+
+ /* If any input texture node has been found, export the texture, if necessary,
+ * and look for a connected uv node. */
+ if (!(created_shader && input_node && input_node->type == SH_NODE_TEX_IMAGE)) {
+ continue;
+ }
+
+ if (usd_export_context.export_params.export_textures) {
+ export_texture(input_node,
+ usd_export_context.stage,
+ usd_export_context.export_params.overwrite_textures);
+ }
+
+ create_uvmap_shader(
+ usd_export_context, input_node, usd_material, created_shader, default_uv_sampler);
+ }
+}
+
+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, usdtokens::surface);
+}
+
+/* Return USD Preview Surface input map singleton. */
+static InputSpecMap &preview_surface_input_map()
+{
+ static InputSpecMap input_map = {
+ {"Base Color",
+ {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, usdtokens::rgb, true}},
+ {"Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, usdtokens::rgb, true}},
+ {"Roughness", {usdtokens::roughness, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ {"Metallic", {usdtokens::metallic, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ {"Specular", {usdtokens::specular, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ {"Alpha", {usdtokens::opacity, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ {"IOR", {usdtokens::ior, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ /* Note that for the Normal input set_default_value is false. */
+ {"Normal", {usdtokens::normal, pxr::SdfValueTypeNames->Float3, usdtokens::rgb, false}},
+ {"Clearcoat", {usdtokens::clearcoat, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ {"Clearcoat Roughness",
+ {usdtokens::clearcoatRoughness, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
+ };
+
+ return input_map;
+}
+
+/* Create an input on the given shader with name and type
+ * provided by the InputSpec and assign the given value to the
+ * input. Parameters T1 and T2 indicate the Blender and USD
+ * value types, respectively. */
+template<typename T1, typename T2>
+void create_input(pxr::UsdShadeShader &shader, const InputSpec &spec, const void *value)
+{
+ const T1 *cast_value = static_cast<const T1 *>(value);
+ shader.CreateInput(spec.input_name, spec.input_type).Set(T2(cast_value->value));
+}
+
+/* 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,
+ bNode *tex_node,
+ pxr::UsdShadeMaterial &usd_material,
+ pxr::UsdShadeShader &usd_tex_shader,
+ const pxr::TfToken &default_uv)
+{
+ bool found_uv_node = false;
+
+ /* Find UV input to the texture node. */
+ LISTBASE_FOREACH (bNodeSocket *, tex_node_sock, &tex_node->inputs) {
+
+ if (!tex_node_sock->link || !STREQ(tex_node_sock->name, "Vector")) {
+ continue;
+ }
+
+ bNode *uv_node = traverse_channel(tex_node_sock, SH_NODE_UVMAP);
+ if (uv_node == NULL) {
+ continue;
+ }
+
+ pxr::UsdShadeShader uv_shader = create_usd_preview_shader(
+ usd_export_context, usd_material, uv_node);
+
+ if (!uv_shader.GetPrim().IsValid()) {
+ continue;
+ }
+
+ found_uv_node = true;
+
+ if (NodeShaderUVMap *shader_uv_map = static_cast<NodeShaderUVMap *>(uv_node->storage)) {
+ /* We need to make valid here because actual uv primvar has been. */
+ std::string uv_set = pxr::TfMakeValidIdentifier(shader_uv_map->uv_map);
+
+ uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->Token)
+ .Set(pxr::TfToken(uv_set));
+ usd_tex_shader.CreateInput(usdtokens::st, pxr::SdfValueTypeNames->Float2)
+ .ConnectToSource(uv_shader, usdtokens::result);
+ }
+ else {
+ uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->Token).Set(default_uv);
+ usd_tex_shader.CreateInput(usdtokens::st, pxr::SdfValueTypeNames->Float2)
+ .ConnectToSource(uv_shader, usdtokens::result);
+ }
+ }
+
+ if (!found_uv_node) {
+ /* No UVMAP node was linked to the texture node. However, we generate
+ * a primvar reader node that specifies the UV set to sample, as some
+ * DCCs require this. */
+
+ pxr::UsdShadeShader uv_shader = create_usd_preview_shader(
+ usd_export_context, usd_material, "uvmap", SH_NODE_TEX_COORD);
+
+ if (uv_shader.GetPrim().IsValid()) {
+ uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->Token).Set(default_uv);
+ usd_tex_shader.CreateInput(usdtokens::st, pxr::SdfValueTypeNames->Float2)
+ .ConnectToSource(uv_shader, usdtokens::result);
+ }
+ }
+}
+
+/* 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_imbuf_to_image_format(&imageFormat, imbuf);
+
+ char file_name[FILE_MAX];
+ /* Use the image name for the file name. */
+ strcpy(file_name, ima->id.name + 2);
+
+ BKE_image_path_ensure_ext_from_imformat(file_name, &imageFormat);
+
+ return file_name;
+}
+
+static void export_in_memory_texture(Image *ima,
+ const std::string &export_dir,
+ const bool allow_overwrite)
+{
+ char image_abs_path[FILE_MAX];
+
+ char file_name[FILE_MAX];
+ if (strlen(ima->filepath) > 0) {
+ get_absolute_path(ima, image_abs_path);
+ BLI_split_file_part(image_abs_path, file_name, FILE_MAX);
+ }
+ else {
+ /* Use the image name for the file name. */
+ strcpy(file_name, ima->id.name + 2);
+ }
+
+ ImBuf *imbuf = BKE_image_acquire_ibuf(ima, nullptr, nullptr);
+ if (!imbuf) {
+ return;
+ }
+
+ ImageFormatData imageFormat;
+ BKE_imbuf_to_image_format(&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_ensure_ext_from_imformat(file_name, &imageFormat);
+
+ char export_path[FILE_MAX];
+ BLI_path_join(export_path, FILE_MAX, export_dir.c_str(), file_name, NULL);
+
+ if (!allow_overwrite && BLI_exists(export_path)) {
+ return;
+ }
+
+ if (BLI_paths_equal(export_path, image_abs_path) && BLI_exists(image_abs_path)) {
+ /* As a precaution, don't overwrite the original path. */
+ return;
+ }
+
+ std::cout << "Exporting in-memory texture to " << export_path << std::endl;
+
+ if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) == 0) {
+ WM_reportf(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(nullptr, 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 (strcmp(ima->colorspace_settings.name, "Raw") == 0) {
+ return usdtokens::raw;
+ }
+ if (strcmp(ima->colorspace_settings.name, "Non-Color") == 0) {
+ return usdtokens::raw;
+ }
+ if (strcmp(ima->colorspace_settings.name, "sRGB") == 0) {
+ return usdtokens::sRGB;
+ }
+
+ return pxr::TfToken();
+}
+
+/* Search the upstream nodes connected to the given socket and return the first occurrance
+ * of the node of the given type. Return null if no node of this type was found. */
+static bNode *traverse_channel(bNodeSocket *input, const short target_type)
+{
+ if (!input->link) {
+ return nullptr;
+ }
+
+ bNode *linked_node = input->link->fromnode;
+ if (linked_node->type == target_type) {
+ /* Return match. */
+ return linked_node;
+ }
+
+ /* Recursively traverse the linked node's sockets. */
+ LISTBASE_FOREACH (bNodeSocket *, sock, &linked_node->inputs) {
+ if (bNode *found_node = traverse_channel(sock, target_type)) {
+ return found_node;
+ }
+ }
+
+ return nullptr;
+}
+
+/* Returns the first occurence 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)
+{
+ LISTBASE_FOREACH (bNode *, node, &material->nodetree->nodes) {
+ if (node->type == SH_NODE_BSDF_PRINCIPLED || node->type == 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(usdtokens::preview)
+ .AppendChild(pxr::TfToken(pxr::TfMakeValidIdentifier(name)));
+ 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_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, usdtokens::surface);
+ break;
+ }
+
+ default:
+ break;
+ }
+
+ return shader;
+}
+
+/* Creates a USD Preview Surface shader based on the given cycles shading node. */
+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_path(
+ node, usd_export_context.stage, usd_export_context.export_params);
+ 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);
+ }
+
+ return shader;
+}
+
+static std::string get_tex_image_asset_path(Image *ima)
+{
+ char filepath[FILE_MAX];
+ get_absolute_path(ima, filepath);
+
+ return std::string(filepath);
+}
+
+/* Gets an asset path for the given texture image node. The resulting path
+ * may be absolute, relative to the USD file, or in a 'textures' directory
+ * in the same directory as the USD file, depending on the export parameters.
+ * The filename is typically the image filepath but might also be automatically
+ * generated based on the image name for in-memory textures when exporting textures.
+ * This function may return an empty string if the image does not have a filepath
+ * assigned and no asset path could be determined. */
+static std::string get_tex_image_asset_path(bNode *node,
+ const pxr::UsdStageRefPtr stage,
+ const USDExportParams &export_params)
+{
+ Image *ima = reinterpret_cast<Image *>(node->id);
+ if (!ima) {
+ return "";
+ }
+
+ std::string path;
+
+ if (strlen(ima->filepath) > 0) {
+ /* Get absolute path. */
+ path = get_tex_image_asset_path(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_split_file_part(path.c_str(), file_path, FILE_MAX);
+
+ if (export_params.relative_texture_paths) {
+ BLI_path_join(exp_path, FILE_MAX, ".", "textures", file_path, NULL);
+ }
+ else {
+ /* Create absolute path in the textures directory. */
+ pxr::SdfLayerHandle layer = stage->GetRootLayer();
+ std::string stage_path = layer->GetRealPath();
+ if (stage_path.empty()) {
+ return path;
+ }
+
+ char dir_path[FILE_MAX];
+ BLI_split_dir_part(stage_path.c_str(), dir_path, FILE_MAX);
+ BLI_path_join(exp_path, FILE_MAX, dir_path, "textures", file_path, NULL);
+ }
+ return exp_path;
+ }
+
+ if (export_params.relative_texture_paths) {
+ /* Get the path relative to the USD. */
+ pxr::SdfLayerHandle layer = stage->GetRootLayer();
+ std::string stage_path = layer->GetRealPath();
+ if (stage_path.empty()) {
+ return path;
+ }
+
+ char rel_path[FILE_MAX];
+ strcpy(rel_path, path.c_str());
+
+ BLI_path_rel(rel_path, stage_path.c_str());
+
+ /* BLI_path_rel adds '//' as a prefix to the path, if
+ * generating the relative path was successful. */
+ if (rel_path[0] != '/' || rel_path[1] != '/') {
+ /* No relative path generated. */
+ return path;
+ }
+
+ return rel_path + 2;
+ }
+
+ return path;
+}
+
+/* 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)
+{
+ 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) {
+ std::cout << "WARNING: unsupported tile format for `" << src_path << "`" << std::endl;
+ 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_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, nullptr);
+
+ if (!allow_overwrite && BLI_exists(dest_tile_path)) {
+ continue;
+ }
+
+ if (BLI_paths_equal(src_tile_path, dest_tile_path)) {
+ /* Source and destination paths are the same, don't copy. */
+ continue;
+ }
+
+ std::cout << "Copying texture tile from " << src_tile_path << " to " << dest_tile_path
+ << std::endl;
+
+ /* Copy the file. */
+ if (BLI_copy(src_tile_path, dest_tile_path) != 0) {
+ WM_reportf(RPT_WARNING,
+ "USD export: couldn't 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)
+{
+ char source_path[FILE_MAX];
+ get_absolute_path(ima, source_path);
+
+ char file_name[FILE_MAX];
+ BLI_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, NULL);
+
+ if (!allow_overwrite && BLI_exists(dest_path)) {
+ return;
+ }
+
+ if (BLI_paths_equal(source_path, dest_path)) {
+ /* Source and destination paths are the same, don't copy. */
+ return;
+ }
+
+ std::cout << "Copying texture from " << source_path << " to " << dest_path << std::endl;
+
+ /* Copy the file. */
+ if (BLI_copy(source_path, dest_path) != 0) {
+ WM_reportf(
+ RPT_WARNING, "USD export: couldn't copy texture from %s to %s", source_path, dest_path);
+ }
+}
+
+/* Export the given texture node's image to a 'textures' directory
+ * next to given stage's root layer USD.
+ * Based on ImagesExporter::export_UV_Image() */
+static void export_texture(bNode *node,
+ const pxr::UsdStageRefPtr stage,
+ const bool allow_overwrite)
+{
+ if (node->type != SH_NODE_TEX_IMAGE && node->type != SH_NODE_TEX_ENVIRONMENT) {
+ return;
+ }
+
+ Image *ima = reinterpret_cast<Image *>(node->id);
+ if (!ima) {
+ return;
+ }
+
+ pxr::SdfLayerHandle layer = stage->GetRootLayer();
+ std::string stage_path = layer->GetRealPath();
+ if (stage_path.empty()) {
+ return;
+ }
+
+ char usd_dir_path[FILE_MAX];
+ BLI_split_dir_part(stage_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, NULL);
+
+ 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);
+ }
+ else if (ima->source == IMA_SRC_TILED) {
+ copy_tiled_textures(ima, dest_dir, allow_overwrite);
+ }
+ else {
+ copy_single_file(ima, dest_dir, allow_overwrite);
+ }
+}
+
+} // namespace blender::io::usd
diff --git a/source/blender/io/usd/intern/usd_writer_material.h b/source/blender/io/usd/intern/usd_writer_material.h
new file mode 100644
index 00000000000..b2c732963dc
--- /dev/null
+++ b/source/blender/io/usd/intern/usd_writer_material.h
@@ -0,0 +1,55 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+#pragma once
+
+#include <pxr/pxr.h>
+#include <pxr/usd/usd/prim.h>
+#include <pxr/usd/usd/stage.h>
+#include <pxr/usd/usdShade/material.h>
+
+#include <string>
+
+struct bNode;
+struct bNodeTree;
+struct Material;
+struct USDExportParams;
+
+namespace blender::io::usd {
+
+struct USDExporterContext;
+
+/* Entry point to create an approximate USD Preview Surface network from a Cycles node graph.
+ * 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.
+ *
+ * The 'default_uv' paramter is used as the default UV set name sampled by the primvar
+ * reader shaders generated for image texture nodes that don't have an attached UVMAp node. */
+void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
+ Material *material,
+ pxr::UsdShadeMaterial &usd_material,
+ const std::string &default_uv = "");
+
+/* Entry point to create USD Shade Material network from Blender viewport display settings. */
+void create_usd_viewport_material(const USDExporterContext &usd_export_context,
+ Material *material,
+ pxr::UsdShadeMaterial &usd_material);
+
+} // namespace blender::io::usd
diff --git a/source/blender/io/usd/intern/usd_writer_mesh.cc b/source/blender/io/usd/intern/usd_writer_mesh.cc
index b061a2ff795..1d3a5f5280d 100644
--- a/source/blender/io/usd/intern/usd_writer_mesh.cc
+++ b/source/blender/io/usd/intern/usd_writer_mesh.cc
@@ -361,7 +361,7 @@ void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
continue;
}
- pxr::UsdShadeMaterial usd_material = ensure_usd_material(material);
+ pxr::UsdShadeMaterial usd_material = ensure_usd_material(context, material);
material_binding_api.Bind(usd_material);
/* USD seems to support neither per-material nor per-face-group double-sidedness, so we just
@@ -395,7 +395,7 @@ void USDGenericMeshWriter::assign_materials(const HierarchyContext &context,
continue;
}
- pxr::UsdShadeMaterial usd_material = ensure_usd_material(material);
+ pxr::UsdShadeMaterial usd_material = ensure_usd_material(context, material);
pxr::TfToken material_name = usd_material.GetPath().GetNameToken();
pxr::UsdGeomSubset usd_face_subset = material_binding_api.CreateMaterialBindSubset(
diff --git a/source/blender/io/usd/usd.h b/source/blender/io/usd/usd.h
index 16bd826ecdd..505f917ede5 100644
--- a/source/blender/io/usd/usd.h
+++ b/source/blender/io/usd/usd.h
@@ -41,6 +41,10 @@ struct USDExportParams {
bool visible_objects_only;
bool use_instancing;
enum eEvaluationMode evaluation_mode;
+ bool generate_preview_surface;
+ bool export_textures;
+ bool overwrite_textures;
+ bool relative_texture_paths;
};
struct USDImportParams {