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Diffstat (limited to 'source/blender/io/usd/intern/usd_writer_material.h')
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diff --git a/source/blender/io/usd/intern/usd_writer_material.h b/source/blender/io/usd/intern/usd_writer_material.h
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+/*
+ * 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