/* * 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) 2019 Blender Foundation. * All rights reserved. */ #include "usd_writer_abstract.h" #include "usd_hierarchy_iterator.h" #include #include "BLI_assert.h" /* TfToken objects are not cheap to construct, so we do it once. */ namespace usdtokens { /* Materials */ 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 roughness("roughness", pxr::TfToken::Immortal); static const pxr::TfToken surface("surface", pxr::TfToken::Immortal); } // namespace usdtokens namespace blender::io::usd { USDAbstractWriter::USDAbstractWriter(const USDExporterContext &usd_export_context) : usd_export_context_(usd_export_context), frame_has_been_written_(false), is_animated_(false) { } bool USDAbstractWriter::is_supported(const HierarchyContext * /*context*/) const { return true; } pxr::UsdTimeCode USDAbstractWriter::get_export_time_code() const { if (is_animated_) { return usd_export_context_.hierarchy_iterator->get_export_time_code(); } /* By using the default timecode USD won't even write a single `timeSample` for non-animated * data. Instead, it writes it as non-timesampled. */ static pxr::UsdTimeCode default_timecode = pxr::UsdTimeCode::Default(); return default_timecode; } void USDAbstractWriter::write(HierarchyContext &context) { if (!frame_has_been_written_) { is_animated_ = usd_export_context_.export_params.export_animation && check_is_animated(context); } else if (!is_animated_) { /* A frame has already been written, and without animation one frame is enough. */ return; } do_write(context); frame_has_been_written_ = true; } const pxr::SdfPath &USDAbstractWriter::usd_path() const { return usd_export_context_.usd_path; } pxr::UsdShadeMaterial USDAbstractWriter::ensure_usd_material(Material *material) { static pxr::SdfPath material_library_path("/_materials"); pxr::UsdStageRefPtr stage = usd_export_context_.stage; /* Construct the material. */ pxr::TfToken material_name(usd_export_context_.hierarchy_iterator->get_id_name(&material->id)); pxr::SdfPath usd_path = material_library_path.AppendChild(material_name); pxr::UsdShadeMaterial usd_material = pxr::UsdShadeMaterial::Get(stage, usd_path); if (usd_material) { return usd_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); return usd_material; } void USDAbstractWriter::write_visibility(const HierarchyContext &context, const pxr::UsdTimeCode timecode, pxr::UsdGeomImageable &usd_geometry) { pxr::UsdAttribute attr_visibility = usd_geometry.CreateVisibilityAttr(pxr::VtValue(), true); const bool is_visible = context.is_object_visible( usd_export_context_.export_params.evaluation_mode); const pxr::TfToken visibility = is_visible ? pxr::UsdGeomTokens->inherited : pxr::UsdGeomTokens->invisible; usd_value_writer_.SetAttribute(attr_visibility, pxr::VtValue(visibility), timecode); } /* Reference the original data instead of writing a copy. */ bool USDAbstractWriter::mark_as_instance(const HierarchyContext &context, const pxr::UsdPrim &prim) { BLI_assert(context.is_instance()); if (context.export_path == context.original_export_path) { printf("USD ref error: export path is reference path: %s\n", context.export_path.c_str()); BLI_assert_msg(0, "USD reference error"); return false; } pxr::SdfPath ref_path(context.original_export_path); if (!prim.GetReferences().AddInternalReference(ref_path)) { /* See this URL for a description fo why referencing may fail" * https://graphics.pixar.com/usd/docs/api/class_usd_references.html#Usd_Failing_References */ printf("USD Export warning: unable to add reference from %s to %s, not instancing object\n", context.export_path.c_str(), context.original_export_path.c_str()); return false; } return true; } } // namespace blender::io::usd