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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.
*
* The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
#pragma once
#include "usd_importer_context.h"
#include <pxr/usd/usdShade/material.h>
struct Main;
struct Material;
struct bNode;
struct bNodeTree;
namespace blender::io::usd {
struct NodePlacementContext {
float origx;
float origy;
std::vector<float> column_offsets;
const float horizontal_step;
NodePlacementContext(float in_origx, float in_origy, float in_horizontal_step = 300.0f)
: origx(in_origx),
origy(in_origy),
column_offsets(64, 0.0f),
horizontal_step(in_horizontal_step)
{
}
};
/* Converts USD materials to Blender representation. */
class USDMaterialImporter {
protected:
USDImporterContext context_;
Main *bmain_;
public:
USDMaterialImporter(const USDImporterContext &context, Main *bmain);
Material *add_material(const pxr::UsdShadeMaterial &usd_material) const;
void import_usd_preview(Material *mtl, const pxr::UsdShadeMaterial &usd_material) const;
void import_usd_preview(Material *mtl, const pxr::UsdShadeShader &usd_material) const;
void set_node_input(const pxr::UsdShadeInput &usd_input,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
int column,
NodePlacementContext &r_ctx) const;
void convert_usd_uv_texture(const pxr::UsdShadeShader &usd_shader,
const pxr::TfToken &usd_source_name,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
int column,
NodePlacementContext &r_ctx) const;
void convert_usd_primvar_reader(const pxr::UsdShadeShader &usd_shader,
const pxr::TfToken &usd_source_name,
bNode *dest_node,
const char *dest_socket_name,
bNodeTree *ntree,
int column,
NodePlacementContext &r_ctx) const;
};
} // namespace blender::io::usd
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