/* * 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 #include #include #include #include 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. * * \param default_uv: 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