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Diffstat (limited to 'source/blender/io/usd/intern/usd_reader_material.cc')
-rw-r--r--source/blender/io/usd/intern/usd_reader_material.cc703
1 files changed, 703 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
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+++ b/source/blender/io/usd/intern/usd_reader_material.cc
@@ -0,0 +1,703 @@
+/*
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2021 NVIDIA Corporation.
+ * All rights reserved.
+ */
+
+#include "usd_reader_material.h"
+
+#include "BKE_image.h"
+#include "BKE_main.h"
+#include "BKE_material.h"
+#include "BKE_node.h"
+
+#include "BLI_math_vector.h"
+#include "BLI_string.h"
+
+#include "DNA_material_types.h"
+
+#include <pxr/base/gf/vec3f.h>
+#include <pxr/usd/usdShade/material.h>
+#include <pxr/usd/usdShade/shader.h>
+
+#include <iostream>
+#include <vector>
+
+namespace usdtokens {
+
+/* Parameter names. */
+static const pxr::TfToken a("a", pxr::TfToken::Immortal);
+static const pxr::TfToken b("b", pxr::TfToken::Immortal);
+static const pxr::TfToken clearcoat("clearcoat", pxr::TfToken::Immortal);
+static const pxr::TfToken clearcoatRoughness("clearcoatRoughness", pxr::TfToken::Immortal);
+static const pxr::TfToken diffuseColor("diffuseColor", pxr::TfToken::Immortal);
+static const pxr::TfToken emissiveColor("emissiveColor", pxr::TfToken::Immortal);
+static const pxr::TfToken file("file", pxr::TfToken::Immortal);
+static const pxr::TfToken g("g", pxr::TfToken::Immortal);
+static const pxr::TfToken ior("ior", pxr::TfToken::Immortal);
+static const pxr::TfToken metallic("metallic", pxr::TfToken::Immortal);
+static const pxr::TfToken normal("normal", pxr::TfToken::Immortal);
+static const pxr::TfToken occlusion("occlusion", pxr::TfToken::Immortal);
+static const pxr::TfToken opacity("opacity", pxr::TfToken::Immortal);
+static const pxr::TfToken opacityThreshold("opacityThreshold", pxr::TfToken::Immortal);
+static const pxr::TfToken r("r", pxr::TfToken::Immortal);
+static const pxr::TfToken result("result", pxr::TfToken::Immortal);
+static const pxr::TfToken rgb("rgb", pxr::TfToken::Immortal);
+static const pxr::TfToken rgba("rgba", pxr::TfToken::Immortal);
+static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
+static const pxr::TfToken sourceColorSpace("sourceColorSpace", pxr::TfToken::Immortal);
+static const pxr::TfToken specularColor("specularColor", pxr::TfToken::Immortal);
+static const pxr::TfToken st("st", pxr::TfToken::Immortal);
+static const pxr::TfToken varname("varname", pxr::TfToken::Immortal);
+
+/* Color space names. */
+static const pxr::TfToken raw("raw", pxr::TfToken::Immortal);
+static const pxr::TfToken RAW("RAW", pxr::TfToken::Immortal);
+
+/* USD shader names. */
+static const pxr::TfToken UsdPreviewSurface("UsdPreviewSurface", pxr::TfToken::Immortal);
+static const pxr::TfToken UsdPrimvarReader_float2("UsdPrimvarReader_float2",
+ pxr::TfToken::Immortal);
+static const pxr::TfToken UsdUVTexture("UsdUVTexture", pxr::TfToken::Immortal);
+} // namespace usdtokens
+
+/* Add a node of the given type at the given location coordinates. */
+static bNode *add_node(
+ const bContext *C, bNodeTree *ntree, const int type, const float locx, const float locy)
+{
+ bNode *new_node = nodeAddStaticNode(C, ntree, type);
+
+ if (new_node) {
+ new_node->locx = locx;
+ new_node->locy = locy;
+ }
+
+ return new_node;
+}
+
+/* Connect the output socket of node 'source' to the input socket of node 'dest'. */
+static void link_nodes(
+ bNodeTree *ntree, bNode *source, const char *sock_out, bNode *dest, const char *sock_in)
+{
+ bNodeSocket *source_socket = nodeFindSocket(source, SOCK_OUT, sock_out);
+
+ if (!source_socket) {
+ std::cerr << "PROGRAMMER ERROR: Couldn't find output socket " << sock_out << std::endl;
+ return;
+ }
+
+ bNodeSocket *dest_socket = nodeFindSocket(dest, SOCK_IN, sock_in);
+
+ if (!dest_socket) {
+ std::cerr << "PROGRAMMER ERROR: Couldn't find input socket " << sock_in << std::endl;
+ return;
+ }
+
+ nodeAddLink(ntree, source, source_socket, dest, dest_socket);
+}
+
+/* Returns true if the given shader may have opacity < 1.0, based
+ * on heuristics. */
+static bool needs_blend(const pxr::UsdShadeShader &usd_shader)
+{
+ if (!usd_shader) {
+ return false;
+ }
+
+ bool needs_blend = false;
+
+ if (pxr::UsdShadeInput opacity_input = usd_shader.GetInput(usdtokens::opacity)) {
+
+ if (opacity_input.HasConnectedSource()) {
+ needs_blend = true;
+ }
+ else {
+ pxr::VtValue val;
+ if (opacity_input.GetAttr().HasAuthoredValue() && opacity_input.GetAttr().Get(&val)) {
+ float opacity = val.Get<float>();
+ needs_blend = opacity < 1.0f;
+ }
+ }
+ }
+
+ return needs_blend;
+}
+
+/* Returns the given shader's opacityThreshold input value, if this input has an
+ * authored value. Otherwise, returns the given default value. */
+static float get_opacity_threshold(const pxr::UsdShadeShader &usd_shader,
+ float default_value = 0.0f)
+{
+ if (!usd_shader) {
+ return default_value;
+ }
+
+ pxr::UsdShadeInput opacity_threshold_input = usd_shader.GetInput(usdtokens::opacityThreshold);
+
+ if (!opacity_threshold_input) {
+ return default_value;
+ }
+
+ pxr::VtValue val;
+ if (opacity_threshold_input.GetAttr().HasAuthoredValue() &&
+ opacity_threshold_input.GetAttr().Get(&val)) {
+ return val.Get<float>();
+ }
+
+ return default_value;
+}
+
+static pxr::TfToken get_source_color_space(const pxr::UsdShadeShader &usd_shader)
+{
+ if (!usd_shader) {
+ return pxr::TfToken();
+ }
+
+ pxr::UsdShadeInput color_space_input = usd_shader.GetInput(usdtokens::sourceColorSpace);
+
+ if (!color_space_input) {
+ return pxr::TfToken();
+ }
+
+ pxr::VtValue color_space_val;
+ if (color_space_input.Get(&color_space_val) && color_space_val.IsHolding<pxr::TfToken>()) {
+ return color_space_val.Get<pxr::TfToken>();
+ }
+
+ return pxr::TfToken();
+}
+
+/* Attempts to return in r_preview_surface the UsdPreviewSurface shader source
+ * of the given material. Returns true if a UsdPreviewSurface source was found
+ * and returns false otherwise. */
+static bool get_usd_preview_surface(const pxr::UsdShadeMaterial &usd_material,
+ pxr::UsdShadeShader &r_preview_surface)
+{
+ if (!usd_material) {
+ return false;
+ }
+
+ if (pxr::UsdShadeShader surf_shader = usd_material.ComputeSurfaceSource()) {
+ /* Check if we have a UsdPreviewSurface shader. */
+ pxr::TfToken shader_id;
+ if (surf_shader.GetShaderId(&shader_id) && shader_id == usdtokens::UsdPreviewSurface) {
+ r_preview_surface = surf_shader;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/* Set the Blender material's viewport display color, metallic and roughness
+ * properties from the given USD preview surface shader's inputs. */
+static void set_viewport_material_props(Material *mtl, const pxr::UsdShadeShader &usd_preview)
+{
+ if (!(mtl && usd_preview)) {
+ return;
+ }
+
+ if (pxr::UsdShadeInput diffuse_color_input = usd_preview.GetInput(usdtokens::diffuseColor)) {
+ pxr::VtValue val;
+ if (diffuse_color_input.GetAttr().HasAuthoredValue() &&
+ diffuse_color_input.GetAttr().Get(&val) && val.IsHolding<pxr::GfVec3f>()) {
+ pxr::GfVec3f color = val.UncheckedGet<pxr::GfVec3f>();
+ mtl->r = color[0];
+ mtl->g = color[1];
+ mtl->b = color[2];
+ }
+ }
+
+ if (pxr::UsdShadeInput metallic_input = usd_preview.GetInput(usdtokens::metallic)) {
+ pxr::VtValue val;
+ if (metallic_input.GetAttr().HasAuthoredValue() && metallic_input.GetAttr().Get(&val) &&
+ val.IsHolding<float>()) {
+ mtl->metallic = val.Get<float>();
+ }
+ }
+
+ if (pxr::UsdShadeInput roughness_input = usd_preview.GetInput(usdtokens::roughness)) {
+ pxr::VtValue val;
+ if (roughness_input.GetAttr().HasAuthoredValue() && roughness_input.GetAttr().Get(&val) &&
+ val.IsHolding<float>()) {
+ mtl->roughness = val.Get<float>();
+ }
+ }
+}
+
+namespace blender::io::usd {
+
+namespace {
+
+/* Compute the x- and y-coordinates for placing a new node in an unoccupied region of
+ * the column with the given index. Returns the coordinates in r_locx and r_locy and
+ * updates the column-occupancy information in r_ctx. */
+void compute_node_loc(const int column, float *r_locx, float *r_locy, NodePlacementContext *r_ctx)
+{
+ if (!(r_locx && r_locy && r_ctx)) {
+ return;
+ }
+
+ (*r_locx) = r_ctx->origx - column * r_ctx->horizontal_step;
+
+ if (column >= r_ctx->column_offsets.size()) {
+ r_ctx->column_offsets.push_back(0.0f);
+ }
+
+ (*r_locy) = r_ctx->origy - r_ctx->column_offsets[column];
+
+ /* Record the y-offset of the occupied region in
+ * the column, including padding. */
+ r_ctx->column_offsets[column] += r_ctx->vertical_step + 10.0f;
+}
+
+} // End anonymous namespace.
+
+USDMaterialReader::USDMaterialReader(const USDImportParams &params, Main *bmain)
+ : params_(params), bmain_(bmain)
+{
+}
+
+Material *USDMaterialReader::add_material(const pxr::UsdShadeMaterial &usd_material) const
+{
+ if (!(bmain_ && usd_material)) {
+ return nullptr;
+ }
+
+ std::string mtl_name = usd_material.GetPrim().GetName().GetString();
+
+ /* Create the material. */
+ Material *mtl = BKE_material_add(bmain_, mtl_name.c_str());
+
+ /* Get the UsdPreviewSurface shader source for the material,
+ * if there is one. */
+ pxr::UsdShadeShader usd_preview;
+ if (get_usd_preview_surface(usd_material, usd_preview)) {
+
+ set_viewport_material_props(mtl, usd_preview);
+
+ /* Optionally, create shader nodes to represent a UsdPreviewSurface. */
+ if (params_.import_usd_preview) {
+ import_usd_preview(mtl, usd_preview);
+ }
+ }
+
+ return mtl;
+}
+
+/* Create the Principled BSDF shader node network. */
+void USDMaterialReader::import_usd_preview(Material *mtl,
+ const pxr::UsdShadeShader &usd_shader) const
+{
+ if (!(bmain_ && mtl && usd_shader)) {
+ return;
+ }
+
+ /* Create the Material's node tree containing the principled BSDF
+ * and output shaders. */
+
+ /* Add the node tree. */
+ bNodeTree *ntree = ntreeAddTree(nullptr, "Shader Nodetree", "ShaderNodeTree");
+ mtl->nodetree = ntree;
+ mtl->use_nodes = true;
+
+ /* Create the Principled BSDF shader node. */
+ bNode *principled = add_node(nullptr, ntree, SH_NODE_BSDF_PRINCIPLED, 0.0f, 300.0f);
+
+ if (!principled) {
+ std::cerr << "ERROR: Couldn't create SH_NODE_BSDF_PRINCIPLED node for USD shader "
+ << usd_shader.GetPath() << std::endl;
+ return;
+ }
+
+ /* Create the material output node. */
+ bNode *output = add_node(nullptr, ntree, SH_NODE_OUTPUT_MATERIAL, 300.0f, 300.0f);
+
+ if (!output) {
+ std::cerr << "ERROR: Couldn't create SH_NODE_OUTPUT_MATERIAL node for USD shader "
+ << usd_shader.GetPath() << std::endl;
+ return;
+ }
+
+ /* Connect the Principled BSDF node to the output node. */
+ link_nodes(ntree, principled, "BSDF", output, "Surface");
+
+ /* Recursively create the principled shader input networks. */
+ set_principled_node_inputs(principled, ntree, usd_shader);
+
+ nodeSetActive(ntree, output);
+
+ ntreeUpdateTree(bmain_, ntree);
+
+ /* Optionally, set the material blend mode. */
+
+ if (params_.set_material_blend) {
+ if (needs_blend(usd_shader)) {
+ float opacity_threshold = get_opacity_threshold(usd_shader, 0.0f);
+ if (opacity_threshold > 0.0f) {
+ mtl->blend_method = MA_BM_CLIP;
+ mtl->alpha_threshold = opacity_threshold;
+ }
+ else {
+ mtl->blend_method = MA_BM_BLEND;
+ }
+ }
+ }
+}
+
+void USDMaterialReader::set_principled_node_inputs(bNode *principled,
+ bNodeTree *ntree,
+ const pxr::UsdShadeShader &usd_shader) const
+{
+ /* The context struct keeps track of the locations for adding
+ * input nodes. */
+ NodePlacementContext context(0.0f, 300.0);
+
+ /* The column index (from right to left relative to the principled
+ * node) where we're adding the nodes. */
+ int column = 0;
+
+ /* Recursively set the principled shader inputs. */
+
+ if (pxr::UsdShadeInput diffuse_input = usd_shader.GetInput(usdtokens::diffuseColor)) {
+ set_node_input(diffuse_input, principled, "Base Color", ntree, column, &context);
+ }
+
+ if (pxr::UsdShadeInput emissive_input = usd_shader.GetInput(usdtokens::emissiveColor)) {
+ set_node_input(emissive_input, principled, "Emission", ntree, column, &context);
+ }
+
+ if (pxr::UsdShadeInput specular_input = usd_shader.GetInput(usdtokens::specularColor)) {
+ set_node_input(specular_input, principled, "Specular", 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 clearcoat_input = usd_shader.GetInput(usdtokens::clearcoat)) {
+ set_node_input(clearcoat_input, principled, "Clearcoat", ntree, column, &context);
+ }
+
+ if (pxr::UsdShadeInput clearcoat_roughness_input = usd_shader.GetInput(
+ usdtokens::clearcoatRoughness)) {
+ set_node_input(
+ clearcoat_roughness_input, principled, "Clearcoat 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);
+ }
+}
+
+/* Convert the given USD shader input to an input on the given Blender node. */
+void 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;
+ }
+
+ 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. */
+ 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;
+ }
+
+ 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;
+ }
+
+ switch (sock->type) {
+ case SOCK_FLOAT:
+ if (val.IsHolding<float>()) {
+ ((bNodeSocketValueFloat *)sock->default_value)->value = val.UncheckedGet<float>();
+ }
+ 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;
+ }
+ 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());
+ }
+ 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());
+ }
+ else if (val.IsHolding<pxr::GfVec2f>()) {
+ pxr::GfVec2f v2f = val.UncheckedGet<pxr::GfVec2f>();
+ copy_v2_v2(((bNodeSocketValueVector *)sock->default_value)->value, v2f.data());
+ }
+ break;
+ default:
+ std::cerr << "WARNING: unexpected type " << sock->idname << " for destination node socket "
+ << dest_socket_name << std::endl;
+ break;
+ }
+ }
+}
+
+/* Follow the connected source of the USD input to create corresponding inputs
+ * for the given Blender node. */
+void 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;
+ }
+
+ 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;
+ }
+
+ pxr::UsdShadeShader source_shader(source.GetPrim());
+
+ if (!source_shader) {
+ return;
+ }
+
+ 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;
+ }
+
+ /* For now, only convert UsdUVTexture and UsdPrimvarReader_float2 inputs. */
+ if (shader_id == usdtokens::UsdUVTexture) {
+
+ if (strcmp(dest_socket_name, "Normal") == 0) {
+
+ /* 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);
+ }
+}
+
+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;
+ }
+
+ float locx = 0.0f;
+ float locy = 0.0f;
+ compute_node_loc(column, &locx, &locy, r_ctx);
+
+ /* Create the Texture Image node. */
+ bNode *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;
+ }
+
+ /* 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);
+ }
+}
+
+/* Load the texture image node's texture from the path given by the USD shader's
+ * file input value. */
+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()) {
+ std::cerr << "WARNING: Couldn't resolve image asset '" << asset_path
+ << "' for Texture Image node." << std::endl;
+ return;
+ }
+
+ 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;
+ }
+
+ 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 (color_space == usdtokens::RAW || color_space == usdtokens::raw) {
+ STRNCPY(image->colorspace_settings.name, "Raw");
+ }
+}
+
+/* This function creates a Blender UV Map node, under the simplifying assumption that
+ * UsdPrimvarReader_float2 shaders output UV coordinates.
+ * TODO(makowalski): investigate supporting conversion to other Blender node types
+ * (e.g., Attribute Nodes) if needed. */
+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;
+ }
+
+ float locx = 0.0f;
+ float locy = 0.0f;
+ compute_node_loc(column, &locx, &locy, r_ctx);
+
+ /* Create the UV Map node. */
+ bNode *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;
+ }
+
+ /* Set the texmap name. */
+ pxr::UsdShadeInput varname_input = usd_shader.GetInput(usdtokens::varname);
+ if (varname_input) {
+ pxr::VtValue varname_val;
+ if (varname_input.Get(&varname_val) && varname_val.IsHolding<pxr::TfToken>()) {
+ std::string varname = varname_val.Get<pxr::TfToken>().GetString();
+ if (!varname.empty()) {
+ NodeShaderUVMap *storage = (NodeShaderUVMap *)uv_map->storage;
+ BLI_strncpy(storage->uv_map, varname.c_str(), sizeof(storage->uv_map));
+ }
+ }
+ }
+
+ /* Connect to destination node input. */
+ link_nodes(ntree, uv_map, "UV", dest_node, dest_socket_name);
+}
+
+} // namespace blender::io::usd