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Diffstat (limited to 'source/blender/io/usd/intern')
-rw-r--r--source/blender/io/usd/intern/usd_reader_material.cc81
-rw-r--r--source/blender/io/usd/intern/usd_reader_mesh.cc54
-rw-r--r--source/blender/io/usd/intern/usd_reader_mesh.h9
-rw-r--r--source/blender/io/usd/intern/usd_writer_mesh.cc15
-rw-r--r--source/blender/io/usd/intern/usd_writer_volume.cc2
5 files changed, 135 insertions, 26 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.
diff --git a/source/blender/io/usd/intern/usd_reader_mesh.cc b/source/blender/io/usd/intern/usd_reader_mesh.cc
index 45657525527..89a98097780 100644
--- a/source/blender/io/usd/intern/usd_reader_mesh.cc
+++ b/source/blender/io/usd/intern/usd_reader_mesh.cc
@@ -6,6 +6,7 @@
#include "usd_reader_mesh.h"
#include "usd_reader_material.h"
+#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "BKE_main.h"
#include "BKE_material.h"
@@ -64,12 +65,26 @@ static void build_mat_map(const Main *bmain, std::map<std::string, Material *> *
static pxr::UsdShadeMaterial compute_bound_material(const pxr::UsdPrim &prim)
{
- return pxr::UsdShadeMaterialBindingAPI(prim).ComputeBoundMaterial();
+ pxr::UsdShadeMaterialBindingAPI api = pxr::UsdShadeMaterialBindingAPI(prim);
+
+ /* Compute generically bound ('allPurpose') materials. */
+ pxr::UsdShadeMaterial mtl = api.ComputeBoundMaterial();
+
+ /* If no generic material could be resolved, also check for 'preview' and
+ * 'full' purpose materials as fallbacks. */
+ if (!mtl) {
+ mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->preview);
+ }
+
+ if (!mtl) {
+ mtl = api.ComputeBoundMaterial(pxr::UsdShadeTokens->full);
+ }
+
+ return mtl;
}
-/* Returns an existing Blender material that corresponds to the USD
- * material with with the given path. Returns null if no such material
- * exists. */
+/* Returns an existing Blender material that corresponds to the USD material with the given path.
+ * Returns null if no such material exists. */
static Material *find_existing_material(
const pxr::SdfPath &usd_mat_path,
const USDImportParams &params,
@@ -193,7 +208,8 @@ static void *add_customdata_cb(Mesh *mesh, const char *name, const int data_type
/* Create a new layer. */
numloops = mesh->totloop;
- cd_ptr = CustomData_add_layer_named(loopdata, cd_data_type, CD_DEFAULT, nullptr, numloops, name);
+ cd_ptr = CustomData_add_layer_named(
+ loopdata, cd_data_type, CD_SET_DEFAULT, nullptr, numloops, name);
return cd_ptr;
}
@@ -304,7 +320,6 @@ void USDMeshReader::read_mpolys(Mesh *mesh)
MPoly &poly = mpolys[i];
poly.loopstart = loop_index;
poly.totloop = face_size;
- poly.mat_nr = 0;
/* Polygons are always assumed to be smooth-shaded. If the mesh should be flat-shaded,
* this is encoded in custom loop normals. */
@@ -562,7 +577,7 @@ void USDMeshReader::read_vertex_creases(Mesh *mesh, const double motionSampleTim
}
float *creases = static_cast<float *>(
- CustomData_add_layer(&mesh->vdata, CD_CREASE, CD_DEFAULT, nullptr, mesh->totvert));
+ CustomData_add_layer(&mesh->vdata, CD_CREASE, CD_SET_DEFAULT, nullptr, mesh->totvert));
for (size_t i = 0; i < corner_indices.size(); i++) {
creases[corner_indices[i]] = corner_sharpnesses[i];
@@ -720,10 +735,9 @@ void USDMeshReader::read_mesh_sample(ImportSettings *settings,
}
}
-void USDMeshReader::assign_facesets_to_mpoly(double motionSampleTime,
- MPoly *mpoly,
- const int /* totpoly */,
- std::map<pxr::SdfPath, int> *r_mat_map)
+void USDMeshReader::assign_facesets_to_material_indices(double motionSampleTime,
+ MutableSpan<int> material_indices,
+ std::map<pxr::SdfPath, int> *r_mat_map)
{
if (r_mat_map == nullptr) {
return;
@@ -763,9 +777,8 @@ void USDMeshReader::assign_facesets_to_mpoly(double motionSampleTime,
pxr::VtIntArray indices;
indicesAttribute.Get(&indices, motionSampleTime);
- for (int i = 0; i < indices.size(); i++) {
- MPoly &poly = mpoly[indices[i]];
- poly.mat_nr = mat_idx;
+ for (const int i : indices) {
+ material_indices[i] = mat_idx;
}
}
}
@@ -790,7 +803,12 @@ void USDMeshReader::readFaceSetsSample(Main *bmain, Mesh *mesh, const double mot
}
std::map<pxr::SdfPath, int> mat_map;
- assign_facesets_to_mpoly(motionSampleTime, mesh->mpoly, mesh->totpoly, &mat_map);
+
+ bke::MutableAttributeAccessor attributes = bke::mesh_attributes_for_write(*mesh);
+ bke::SpanAttributeWriter<int> material_indices =
+ attributes.lookup_or_add_for_write_only_span<int>("material_index", ATTR_DOMAIN_FACE);
+ this->assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
+ material_indices.finish();
/* Build material name map if it's not built yet. */
if (this->settings_->mat_name_to_mat.empty()) {
utils::build_mat_map(bmain, &this->settings_->mat_name_to_mat);
@@ -896,7 +914,11 @@ Mesh *USDMeshReader::read_mesh(Mesh *existing_mesh,
size_t num_polys = active_mesh->totpoly;
if (num_polys > 0 && import_params_.import_materials) {
std::map<pxr::SdfPath, int> mat_map;
- assign_facesets_to_mpoly(motionSampleTime, active_mesh->mpoly, num_polys, &mat_map);
+ bke::MutableAttributeAccessor attributes = bke::mesh_attributes_for_write(*active_mesh);
+ bke::SpanAttributeWriter<int> material_indices =
+ attributes.lookup_or_add_for_write_only_span<int>("material_index", ATTR_DOMAIN_FACE);
+ assign_facesets_to_material_indices(motionSampleTime, material_indices.span, &mat_map);
+ material_indices.finish();
}
}
diff --git a/source/blender/io/usd/intern/usd_reader_mesh.h b/source/blender/io/usd/intern/usd_reader_mesh.h
index 5e33ce8b5e8..9a3b0565668 100644
--- a/source/blender/io/usd/intern/usd_reader_mesh.h
+++ b/source/blender/io/usd/intern/usd_reader_mesh.h
@@ -3,6 +3,8 @@
* Modifications Copyright 2021 Tangent Animation and. NVIDIA Corporation. All rights reserved. */
#pragma once
+#include "BLI_span.hh"
+
#include "usd.h"
#include "usd_reader_geom.h"
@@ -61,10 +63,9 @@ class USDMeshReader : public USDGeomReader {
/** Set USD uniform (per-face) normals as Blender loop normals. */
void process_normals_uniform(Mesh *mesh);
void readFaceSetsSample(Main *bmain, Mesh *mesh, double motionSampleTime);
- void assign_facesets_to_mpoly(double motionSampleTime,
- struct MPoly *mpoly,
- int totpoly,
- std::map<pxr::SdfPath, int> *r_mat_map);
+ void assign_facesets_to_material_indices(double motionSampleTime,
+ MutableSpan<int> material_indices,
+ std::map<pxr::SdfPath, int> *r_mat_map);
void read_mpolys(Mesh *mesh);
void read_uvs(Mesh *mesh, double motionSampleTime, bool load_uvs = false);
diff --git a/source/blender/io/usd/intern/usd_writer_mesh.cc b/source/blender/io/usd/intern/usd_writer_mesh.cc
index b76f74cfd3d..ade75fdb365 100644
--- a/source/blender/io/usd/intern/usd_writer_mesh.cc
+++ b/source/blender/io/usd/intern/usd_writer_mesh.cc
@@ -11,6 +11,7 @@
#include "BLI_math_vector.h"
#include "BKE_attribute.h"
+#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "BKE_lib_id.h"
#include "BKE_material.h"
@@ -255,7 +256,15 @@ static void get_loops_polys(const Mesh *mesh, USDMeshData &usd_mesh_data)
{
/* Only construct face groups (a.k.a. geometry subsets) when we need them for material
* assignments. */
- bool construct_face_groups = mesh->totcol > 1;
+ const bke::AttributeAccessor attributes = bke::mesh_attributes(*mesh);
+ const VArray<int> material_indices = attributes.lookup_or_default<int>(
+ "material_index", ATTR_DOMAIN_FACE, 0);
+ if (!material_indices.is_single() && mesh->totcol > 1) {
+ const VArraySpan<int> indices_span(material_indices);
+ for (const int i : indices_span.index_range()) {
+ usd_mesh_data.face_groups[indices_span[i]].push_back(i);
+ }
+ }
usd_mesh_data.face_vertex_counts.reserve(mesh->totpoly);
usd_mesh_data.face_indices.reserve(mesh->totloop);
@@ -268,10 +277,6 @@ static void get_loops_polys(const Mesh *mesh, USDMeshData &usd_mesh_data)
for (int j = 0; j < mpoly->totloop; ++j, ++loop) {
usd_mesh_data.face_indices.push_back(loop->v);
}
-
- if (construct_face_groups) {
- usd_mesh_data.face_groups[mpoly->mat_nr].push_back(i);
- }
}
}
diff --git a/source/blender/io/usd/intern/usd_writer_volume.cc b/source/blender/io/usd/intern/usd_writer_volume.cc
index 6300e5c657c..12db6d73901 100644
--- a/source/blender/io/usd/intern/usd_writer_volume.cc
+++ b/source/blender/io/usd/intern/usd_writer_volume.cc
@@ -152,7 +152,7 @@ std::optional<std::string> USDVolumeWriter::construct_vdb_file_path(const Volume
strcat(vdb_file_name, ".vdb");
char vdb_file_path[FILE_MAX];
- BLI_path_join(vdb_file_path, sizeof(vdb_file_path), vdb_directory_path, vdb_file_name, NULL);
+ BLI_path_join(vdb_file_path, sizeof(vdb_file_path), vdb_directory_path, vdb_file_name, nullptr);
return vdb_file_path;
}