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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.
 */
#pragma once

#include <pxr/pxr.h>
#include <pxr/usd/usd/prim.h>
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/usdShade/material.h>

#include <string>

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