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|
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "usd_writer_material.h"
#include "usd.h"
#include "usd_exporter_context.h"
#include "BKE_image.h"
#include "BKE_image_format.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BLI_fileops.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "DNA_material_types.h"
#include "MEM_guardedalloc.h"
#include "WM_api.h"
#include <pxr/base/tf/stringUtils.h>
#include <pxr/pxr.h>
#include <pxr/usd/usdGeom/scope.h>
#include <iostream>
/* TfToken objects are not cheap to construct, so we do it once. */
namespace usdtokens {
// Materials
static const pxr::TfToken clearcoat("clearcoat", pxr::TfToken::Immortal);
static const pxr::TfToken clearcoatRoughness("clearcoatRoughness", pxr::TfToken::Immortal);
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 uv_texture("UsdUVTexture", pxr::TfToken::Immortal);
static const pxr::TfToken primvar_float2("UsdPrimvarReader_float2", pxr::TfToken::Immortal);
static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal);
static const pxr::TfToken specular("specular", pxr::TfToken::Immortal);
static const pxr::TfToken opacity("opacity", pxr::TfToken::Immortal);
static const pxr::TfToken surface("surface", pxr::TfToken::Immortal);
static const pxr::TfToken perspective("perspective", pxr::TfToken::Immortal);
static const pxr::TfToken orthographic("orthographic", pxr::TfToken::Immortal);
static const pxr::TfToken rgb("rgb", pxr::TfToken::Immortal);
static const pxr::TfToken r("r", pxr::TfToken::Immortal);
static const pxr::TfToken g("g", pxr::TfToken::Immortal);
static const pxr::TfToken b("b", pxr::TfToken::Immortal);
static const pxr::TfToken st("st", pxr::TfToken::Immortal);
static const pxr::TfToken result("result", pxr::TfToken::Immortal);
static const pxr::TfToken varname("varname", pxr::TfToken::Immortal);
static const pxr::TfToken out("out", pxr::TfToken::Immortal);
static const pxr::TfToken normal("normal", pxr::TfToken::Immortal);
static const pxr::TfToken ior("ior", pxr::TfToken::Immortal);
static const pxr::TfToken file("file", pxr::TfToken::Immortal);
static const pxr::TfToken preview("preview", pxr::TfToken::Immortal);
static const pxr::TfToken raw("raw", pxr::TfToken::Immortal);
static const pxr::TfToken sRGB("sRGB", pxr::TfToken::Immortal);
static const pxr::TfToken sourceColorSpace("sourceColorSpace", pxr::TfToken::Immortal);
static const pxr::TfToken Shader("Shader", pxr::TfToken::Immortal);
} // namespace usdtokens
/* Cycles specific tokens. */
namespace cyclestokens {
static const pxr::TfToken UVMap("UVMap", pxr::TfToken::Immortal);
} // namespace cyclestokens
namespace blender::io::usd {
/* Preview surface input specification. */
struct InputSpec {
pxr::TfToken input_name;
pxr::SdfValueTypeName input_type;
pxr::TfToken source_name;
/* Whether a default value should be set
* if the node socket has not input. Usually
* false for the Normal input. */
bool set_default_value;
};
/* Map Blender socket names to USD Preview Surface InputSpec structs. */
using InputSpecMap = std::map<std::string, InputSpec>;
/* Static function forward declarations. */
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeMaterial &material,
const char *name,
int type);
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeMaterial &material,
bNode *node);
static void create_uvmap_shader(const USDExporterContext &usd_export_context,
bNode *tex_node,
pxr::UsdShadeMaterial &usd_material,
pxr::UsdShadeShader &usd_tex_shader,
const pxr::TfToken &default_uv);
static void export_texture(bNode *node,
const pxr::UsdStageRefPtr stage,
const bool allow_overwrite = false);
static bNode *find_bsdf_node(Material *material);
static void get_absolute_path(Image *ima, char *r_path);
static std::string get_tex_image_asset_path(bNode *node,
const pxr::UsdStageRefPtr stage,
const USDExportParams &export_params);
static InputSpecMap &preview_surface_input_map();
static bNode *traverse_channel(bNodeSocket *input, short target_type);
template<typename T1, typename T2>
void create_input(pxr::UsdShadeShader &shader, const InputSpec &spec, const void *value);
void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
Material *material,
pxr::UsdShadeMaterial &usd_material,
const std::string &default_uv)
{
if (!material) {
return;
}
/* Define a 'preview' scope beneath the material which will contain the preview shaders. */
pxr::UsdGeomScope::Define(usd_export_context.stage,
usd_material.GetPath().AppendChild(usdtokens::preview));
/* Default map when creating UV primvar reader shaders. */
pxr::TfToken default_uv_sampler = default_uv.empty() ? cyclestokens::UVMap :
pxr::TfToken(default_uv);
/* We only handle the first instance of either principled or
* diffuse bsdf nodes in the material's node tree, because
* USD Preview Surface has no concept of layering materials. */
bNode *node = find_bsdf_node(material);
if (!node) {
return;
}
pxr::UsdShadeShader preview_surface = create_usd_preview_shader(
usd_export_context, usd_material, node);
const InputSpecMap &input_map = preview_surface_input_map();
/* Set the preview surface inputs. */
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
/* Check if this socket is mapped to a USD preview shader input. */
const InputSpecMap::const_iterator it = input_map.find(sock->name);
if (it == input_map.end()) {
continue;
}
pxr::UsdShadeShader created_shader;
bNode *input_node = traverse_channel(sock, SH_NODE_TEX_IMAGE);
const InputSpec &input_spec = it->second;
if (input_node) {
/* Create connection. */
created_shader = create_usd_preview_shader(usd_export_context, usd_material, input_node);
preview_surface.CreateInput(input_spec.input_name, input_spec.input_type)
.ConnectToSource(created_shader, input_spec.source_name);
}
else if (input_spec.set_default_value) {
/* Set hardcoded value. */
switch (sock->type) {
case SOCK_FLOAT: {
create_input<bNodeSocketValueFloat, float>(
preview_surface, input_spec, sock->default_value);
} break;
case SOCK_VECTOR: {
create_input<bNodeSocketValueVector, pxr::GfVec3f>(
preview_surface, input_spec, sock->default_value);
} break;
case SOCK_RGBA: {
create_input<bNodeSocketValueRGBA, pxr::GfVec3f>(
preview_surface, input_spec, sock->default_value);
} break;
default:
break;
}
}
/* If any input texture node has been found, export the texture, if necessary,
* and look for a connected uv node. */
if (!(created_shader && input_node && input_node->type == SH_NODE_TEX_IMAGE)) {
continue;
}
if (usd_export_context.export_params.export_textures) {
export_texture(input_node,
usd_export_context.stage,
usd_export_context.export_params.overwrite_textures);
}
create_uvmap_shader(
usd_export_context, input_node, usd_material, created_shader, default_uv_sampler);
}
}
void create_usd_viewport_material(const USDExporterContext &usd_export_context,
Material *material,
pxr::UsdShadeMaterial &usd_material)
{
/* Construct the shader. */
pxr::SdfPath shader_path = usd_material.GetPath().AppendChild(usdtokens::preview_shader);
pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(usd_export_context.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 Preview Surface input map singleton. */
static InputSpecMap &preview_surface_input_map()
{
static InputSpecMap input_map = {
{"Base Color",
{usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, usdtokens::rgb, true}},
{"Color", {usdtokens::diffuse_color, pxr::SdfValueTypeNames->Float3, usdtokens::rgb, true}},
{"Roughness", {usdtokens::roughness, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
{"Metallic", {usdtokens::metallic, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
{"Specular", {usdtokens::specular, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
{"Alpha", {usdtokens::opacity, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
{"IOR", {usdtokens::ior, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
/* Note that for the Normal input set_default_value is false. */
{"Normal", {usdtokens::normal, pxr::SdfValueTypeNames->Float3, usdtokens::rgb, false}},
{"Clearcoat", {usdtokens::clearcoat, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
{"Clearcoat Roughness",
{usdtokens::clearcoatRoughness, pxr::SdfValueTypeNames->Float, usdtokens::r, true}},
};
return input_map;
}
/* Create an input on the given shader with name and type
* provided by the InputSpec and assign the given value to the
* input. Parameters T1 and T2 indicate the Blender and USD
* value types, respectively. */
template<typename T1, typename T2>
void create_input(pxr::UsdShadeShader &shader, const InputSpec &spec, const void *value)
{
const T1 *cast_value = static_cast<const T1 *>(value);
shader.CreateInput(spec.input_name, spec.input_type).Set(T2(cast_value->value));
}
/* Find the UVMAP node input to the given texture image node and convert it
* to a USD primvar reader shader. If no UVMAP node is found, create a primvar
* reader for the given default uv set. The primvar reader will be attached to
* the 'st' input of the given USD texture shader. */
static void create_uvmap_shader(const USDExporterContext &usd_export_context,
bNode *tex_node,
pxr::UsdShadeMaterial &usd_material,
pxr::UsdShadeShader &usd_tex_shader,
const pxr::TfToken &default_uv)
{
bool found_uv_node = false;
/* Find UV input to the texture node. */
LISTBASE_FOREACH (bNodeSocket *, tex_node_sock, &tex_node->inputs) {
if (!tex_node_sock->link || !STREQ(tex_node_sock->name, "Vector")) {
continue;
}
bNode *uv_node = traverse_channel(tex_node_sock, SH_NODE_UVMAP);
if (uv_node == nullptr) {
continue;
}
pxr::UsdShadeShader uv_shader = create_usd_preview_shader(
usd_export_context, usd_material, uv_node);
if (!uv_shader.GetPrim().IsValid()) {
continue;
}
found_uv_node = true;
if (NodeShaderUVMap *shader_uv_map = static_cast<NodeShaderUVMap *>(uv_node->storage)) {
/* We need to make valid here because actual uv primvar has been. */
std::string uv_set = pxr::TfMakeValidIdentifier(shader_uv_map->uv_map);
uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->Token)
.Set(pxr::TfToken(uv_set));
usd_tex_shader.CreateInput(usdtokens::st, pxr::SdfValueTypeNames->Float2)
.ConnectToSource(uv_shader, usdtokens::result);
}
else {
uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->Token).Set(default_uv);
usd_tex_shader.CreateInput(usdtokens::st, pxr::SdfValueTypeNames->Float2)
.ConnectToSource(uv_shader, usdtokens::result);
}
}
if (!found_uv_node) {
/* No UVMAP node was linked to the texture node. However, we generate
* a primvar reader node that specifies the UV set to sample, as some
* DCCs require this. */
pxr::UsdShadeShader uv_shader = create_usd_preview_shader(
usd_export_context, usd_material, "uvmap", SH_NODE_TEX_COORD);
if (uv_shader.GetPrim().IsValid()) {
uv_shader.CreateInput(usdtokens::varname, pxr::SdfValueTypeNames->Token).Set(default_uv);
usd_tex_shader.CreateInput(usdtokens::st, pxr::SdfValueTypeNames->Float2)
.ConnectToSource(uv_shader, usdtokens::result);
}
}
}
/* Generate a file name for an in-memory image that doesn't have a
* filepath already defined. */
static std::string get_in_memory_texture_filename(Image *ima)
{
bool is_dirty = BKE_image_is_dirty(ima);
bool is_generated = ima->source == IMA_SRC_GENERATED;
bool is_packed = BKE_image_has_packedfile(ima);
if (!(is_generated || is_dirty || is_packed)) {
return "";
}
/* Determine the correct file extension from the image format. */
ImBuf *imbuf = BKE_image_acquire_ibuf(ima, nullptr, nullptr);
if (!imbuf) {
return "";
}
ImageFormatData imageFormat;
BKE_image_format_from_imbuf(&imageFormat, imbuf);
char file_name[FILE_MAX];
/* Use the image name for the file name. */
strcpy(file_name, ima->id.name + 2);
BKE_image_path_ensure_ext_from_imformat(file_name, &imageFormat);
return file_name;
}
static void export_in_memory_texture(Image *ima,
const std::string &export_dir,
const bool allow_overwrite)
{
char image_abs_path[FILE_MAX];
char file_name[FILE_MAX];
if (strlen(ima->filepath) > 0) {
get_absolute_path(ima, image_abs_path);
BLI_split_file_part(image_abs_path, file_name, FILE_MAX);
}
else {
/* Use the image name for the file name. */
strcpy(file_name, ima->id.name + 2);
}
ImBuf *imbuf = BKE_image_acquire_ibuf(ima, nullptr, nullptr);
if (!imbuf) {
return;
}
ImageFormatData imageFormat;
BKE_image_format_from_imbuf(&imageFormat, imbuf);
/* This image in its current state only exists in Blender memory.
* So we have to export it. The export will keep the image state intact,
* so the exported file will not be associated with the image. */
BKE_image_path_ensure_ext_from_imformat(file_name, &imageFormat);
char export_path[FILE_MAX];
BLI_path_join(export_path, FILE_MAX, export_dir.c_str(), file_name, nullptr);
if (!allow_overwrite && BLI_exists(export_path)) {
return;
}
if ((BLI_path_cmp_normalized(export_path, image_abs_path) == 0) && BLI_exists(image_abs_path)) {
/* As a precaution, don't overwrite the original path. */
return;
}
std::cout << "Exporting in-memory texture to " << export_path << std::endl;
if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) == 0) {
WM_reportf(RPT_WARNING, "USD export: couldn't export in-memory texture to %s", export_path);
}
}
/* Get the absolute filepath of the given image. Assumes
* r_path result array is of length FILE_MAX. */
static void get_absolute_path(Image *ima, char *r_path)
{
/* Make absolute source path. */
BLI_strncpy(r_path, ima->filepath, FILE_MAX);
BLI_path_abs(r_path, ID_BLEND_PATH_FROM_GLOBAL(&ima->id));
BLI_path_normalize(nullptr, r_path);
}
static pxr::TfToken get_node_tex_image_color_space(bNode *node)
{
if (!node->id) {
return pxr::TfToken();
}
Image *ima = reinterpret_cast<Image *>(node->id);
if (strcmp(ima->colorspace_settings.name, "Raw") == 0) {
return usdtokens::raw;
}
if (strcmp(ima->colorspace_settings.name, "Non-Color") == 0) {
return usdtokens::raw;
}
if (strcmp(ima->colorspace_settings.name, "sRGB") == 0) {
return usdtokens::sRGB;
}
return pxr::TfToken();
}
/* Search the upstream nodes connected to the given socket and return the first occurrence
* of the node of the given type. Return null if no node of this type was found. */
static bNode *traverse_channel(bNodeSocket *input, const short target_type)
{
if (!input->link) {
return nullptr;
}
bNode *linked_node = input->link->fromnode;
if (linked_node->type == target_type) {
/* Return match. */
return linked_node;
}
/* Recursively traverse the linked node's sockets. */
LISTBASE_FOREACH (bNodeSocket *, sock, &linked_node->inputs) {
if (bNode *found_node = traverse_channel(sock, target_type)) {
return found_node;
}
}
return nullptr;
}
/* Returns the first occurrence of a principled BSDF or a diffuse BSDF node found in the given
* material's node tree. Returns null if no instance of either type was found.*/
static bNode *find_bsdf_node(Material *material)
{
LISTBASE_FOREACH (bNode *, node, &material->nodetree->nodes) {
if (node->type == SH_NODE_BSDF_PRINCIPLED || node->type == SH_NODE_BSDF_DIFFUSE) {
return node;
}
}
return nullptr;
}
/* Creates a USD Preview Surface shader based on the given cycles node name and type. */
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeMaterial &material,
const char *name,
const int type)
{
pxr::SdfPath shader_path = material.GetPath()
.AppendChild(usdtokens::preview)
.AppendChild(pxr::TfToken(pxr::TfMakeValidIdentifier(name)));
pxr::UsdShadeShader shader = pxr::UsdShadeShader::Define(usd_export_context.stage, shader_path);
switch (type) {
case SH_NODE_TEX_IMAGE: {
shader.CreateIdAttr(pxr::VtValue(usdtokens::uv_texture));
break;
}
case SH_NODE_TEX_COORD:
case SH_NODE_UVMAP: {
shader.CreateIdAttr(pxr::VtValue(usdtokens::primvar_float2));
break;
}
case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_PRINCIPLED: {
shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
material.CreateSurfaceOutput().ConnectToSource(shader, usdtokens::surface);
break;
}
default:
break;
}
return shader;
}
/* Creates a USD Preview Surface shader based on the given cycles shading node. */
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeMaterial &material,
bNode *node)
{
pxr::UsdShadeShader shader = create_usd_preview_shader(
usd_export_context, material, node->name, node->type);
if (node->type != SH_NODE_TEX_IMAGE) {
return shader;
}
/* For texture image nodes we set the image path and color space. */
std::string imagePath = get_tex_image_asset_path(
node, usd_export_context.stage, usd_export_context.export_params);
if (!imagePath.empty()) {
shader.CreateInput(usdtokens::file, pxr::SdfValueTypeNames->Asset)
.Set(pxr::SdfAssetPath(imagePath));
}
pxr::TfToken colorSpace = get_node_tex_image_color_space(node);
if (!colorSpace.IsEmpty()) {
shader.CreateInput(usdtokens::sourceColorSpace, pxr::SdfValueTypeNames->Token).Set(colorSpace);
}
return shader;
}
static std::string get_tex_image_asset_path(Image *ima)
{
char filepath[FILE_MAX];
get_absolute_path(ima, filepath);
return std::string(filepath);
}
/* Gets an asset path for the given texture image node. The resulting path
* may be absolute, relative to the USD file, or in a 'textures' directory
* in the same directory as the USD file, depending on the export parameters.
* The filename is typically the image filepath but might also be automatically
* generated based on the image name for in-memory textures when exporting textures.
* This function may return an empty string if the image does not have a filepath
* assigned and no asset path could be determined. */
static std::string get_tex_image_asset_path(bNode *node,
const pxr::UsdStageRefPtr stage,
const USDExportParams &export_params)
{
Image *ima = reinterpret_cast<Image *>(node->id);
if (!ima) {
return "";
}
std::string path;
if (strlen(ima->filepath) > 0) {
/* Get absolute path. */
path = get_tex_image_asset_path(ima);
}
else if (export_params.export_textures) {
/* Image has no filepath, but since we are exporting textures,
* check if this is an in-memory texture for which we can
* generate a file name. */
path = get_in_memory_texture_filename(ima);
}
if (path.empty()) {
return path;
}
if (export_params.export_textures) {
/* The texture is exported to a 'textures' directory next to the
* USD root layer. */
char exp_path[FILE_MAX];
char file_path[FILE_MAX];
BLI_split_file_part(path.c_str(), file_path, FILE_MAX);
if (export_params.relative_texture_paths) {
BLI_path_join(exp_path, FILE_MAX, ".", "textures", file_path, nullptr);
}
else {
/* Create absolute path in the textures directory. */
pxr::SdfLayerHandle layer = stage->GetRootLayer();
std::string stage_path = layer->GetRealPath();
if (stage_path.empty()) {
return path;
}
char dir_path[FILE_MAX];
BLI_split_dir_part(stage_path.c_str(), dir_path, FILE_MAX);
BLI_path_join(exp_path, FILE_MAX, dir_path, "textures", file_path, nullptr);
}
return exp_path;
}
if (export_params.relative_texture_paths) {
/* Get the path relative to the USD. */
pxr::SdfLayerHandle layer = stage->GetRootLayer();
std::string stage_path = layer->GetRealPath();
if (stage_path.empty()) {
return path;
}
char rel_path[FILE_MAX];
strcpy(rel_path, path.c_str());
BLI_path_rel(rel_path, stage_path.c_str());
/* BLI_path_rel adds '//' as a prefix to the path, if
* generating the relative path was successful. */
if (rel_path[0] != '/' || rel_path[1] != '/') {
/* No relative path generated. */
return path;
}
return rel_path + 2;
}
return path;
}
/* If the given image is tiled, copy the image tiles to the given
* destination directory. */
static void copy_tiled_textures(Image *ima,
const std::string &dest_dir,
const bool allow_overwrite)
{
char src_path[FILE_MAX];
get_absolute_path(ima, src_path);
eUDIM_TILE_FORMAT tile_format;
char *udim_pattern = BKE_image_get_tile_strformat(src_path, &tile_format);
/* Only <UDIM> tile formats are supported by USD right now. */
if (tile_format != UDIM_TILE_FORMAT_UDIM) {
std::cout << "WARNING: unsupported tile format for `" << src_path << "`" << std::endl;
MEM_SAFE_FREE(udim_pattern);
return;
}
/* Copy all tiles. */
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
char src_tile_path[FILE_MAX];
BKE_image_set_filepath_from_tile_number(
src_tile_path, udim_pattern, tile_format, tile->tile_number);
char dest_filename[FILE_MAXFILE];
BLI_split_file_part(src_tile_path, dest_filename, sizeof(dest_filename));
char dest_tile_path[FILE_MAX];
BLI_path_join(dest_tile_path, FILE_MAX, dest_dir.c_str(), dest_filename, nullptr);
if (!allow_overwrite && BLI_exists(dest_tile_path)) {
continue;
}
if (BLI_path_cmp_normalized(src_tile_path, dest_tile_path) == 0) {
/* Source and destination paths are the same, don't copy. */
continue;
}
std::cout << "Copying texture tile from " << src_tile_path << " to " << dest_tile_path
<< std::endl;
/* Copy the file. */
if (BLI_copy(src_tile_path, dest_tile_path) != 0) {
WM_reportf(RPT_WARNING,
"USD export: couldn't copy texture tile from %s to %s",
src_tile_path,
dest_tile_path);
}
}
MEM_SAFE_FREE(udim_pattern);
}
/* Copy the given image to the destination directory. */
static void copy_single_file(Image *ima, const std::string &dest_dir, const bool allow_overwrite)
{
char source_path[FILE_MAX];
get_absolute_path(ima, source_path);
char file_name[FILE_MAX];
BLI_split_file_part(source_path, file_name, FILE_MAX);
char dest_path[FILE_MAX];
BLI_path_join(dest_path, FILE_MAX, dest_dir.c_str(), file_name, nullptr);
if (!allow_overwrite && BLI_exists(dest_path)) {
return;
}
if (BLI_path_cmp_normalized(source_path, dest_path) == 0) {
/* Source and destination paths are the same, don't copy. */
return;
}
std::cout << "Copying texture from " << source_path << " to " << dest_path << std::endl;
/* Copy the file. */
if (BLI_copy(source_path, dest_path) != 0) {
WM_reportf(
RPT_WARNING, "USD export: couldn't copy texture from %s to %s", source_path, dest_path);
}
}
/* Export the given texture node's image to a 'textures' directory
* next to given stage's root layer USD.
* Based on ImagesExporter::export_UV_Image() */
static void export_texture(bNode *node,
const pxr::UsdStageRefPtr stage,
const bool allow_overwrite)
{
if (node->type != SH_NODE_TEX_IMAGE && node->type != SH_NODE_TEX_ENVIRONMENT) {
return;
}
Image *ima = reinterpret_cast<Image *>(node->id);
if (!ima) {
return;
}
pxr::SdfLayerHandle layer = stage->GetRootLayer();
std::string stage_path = layer->GetRealPath();
if (stage_path.empty()) {
return;
}
char usd_dir_path[FILE_MAX];
BLI_split_dir_part(stage_path.c_str(), usd_dir_path, FILE_MAX);
char tex_dir_path[FILE_MAX];
BLI_path_join(tex_dir_path, FILE_MAX, usd_dir_path, "textures", SEP_STR, nullptr);
BLI_dir_create_recursive(tex_dir_path);
const bool is_dirty = BKE_image_is_dirty(ima);
const bool is_generated = ima->source == IMA_SRC_GENERATED;
const bool is_packed = BKE_image_has_packedfile(ima);
std::string dest_dir(tex_dir_path);
if (is_generated || is_dirty || is_packed) {
export_in_memory_texture(ima, dest_dir, allow_overwrite);
}
else if (ima->source == IMA_SRC_TILED) {
copy_tiled_textures(ima, dest_dir, allow_overwrite);
}
else {
copy_single_file(ima, dest_dir, allow_overwrite);
}
}
} // namespace blender::io::usd
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