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Diffstat (limited to 'source/blender/io/usd/intern/usd_writer_abstract.cc')
-rw-r--r--source/blender/io/usd/intern/usd_writer_abstract.cc39
1 files changed, 27 insertions, 12 deletions
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;
}