[Bf-blender-cvs] [5300c8430e7] temp-usd-prev-export2: USD export: format fixes.
Michael Kowalski
noreply at git.blender.org
Tue Dec 28 06:13:53 CET 2021
Commit: 5300c8430e75606e04c3163ccbebd3f4095bf870
Author: Michael Kowalski
Date: Mon Dec 27 11:04:05 2021 -0500
Branches: temp-usd-prev-export2
https://developer.blender.org/rB5300c8430e75606e04c3163ccbebd3f4095bf870
USD export: format fixes.
===================================================================
M source/blender/editors/io/io_usd.c
M source/blender/io/usd/intern/usd_writer_abstract.cc
M source/blender/io/usd/intern/usd_writer_material.cc
===================================================================
diff --git a/source/blender/editors/io/io_usd.c b/source/blender/editors/io/io_usd.c
index 7b9484a4e5f..49d60ede277 100644
--- a/source/blender/editors/io/io_usd.c
+++ b/source/blender/editors/io/io_usd.c
@@ -299,12 +299,11 @@ void WM_OT_usd_export(struct wmOperatorType *ot)
"Overwrite Textures",
"Allow overwriting existing texture files when exporting textures");
- RNA_def_boolean(
- ot->srna,
- "relative_texture_paths",
- true,
- "Relative Texture Paths",
- "Make texture asset paths relative to the USD file");
+ RNA_def_boolean(ot->srna,
+ "relative_texture_paths",
+ true,
+ "Relative Texture Paths",
+ "Make texture asset paths relative to the USD file");
}
/* ====== USD Import ====== */
diff --git a/source/blender/io/usd/intern/usd_writer_abstract.cc b/source/blender/io/usd/intern/usd_writer_abstract.cc
index b254739c5bf..a358c563c88 100644
--- a/source/blender/io/usd/intern/usd_writer_abstract.cc
+++ b/source/blender/io/usd/intern/usd_writer_abstract.cc
@@ -44,7 +44,7 @@ static std::string get_mesh_active_uvlayer_name(const Object *ob)
return "";
}
- const Mesh *me =static_cast<Mesh *>(ob->data);
+ const Mesh *me = static_cast<Mesh *>(ob->data);
const char *name = CustomData_get_active_layer_name(&me->ldata, CD_MLOOPUV);
diff --git a/source/blender/io/usd/intern/usd_writer_material.cc b/source/blender/io/usd/intern/usd_writer_material.cc
index 708ab6fac7b..c8115101afa 100644
--- a/source/blender/io/usd/intern/usd_writer_material.cc
+++ b/source/blender/io/usd/intern/usd_writer_material.cc
@@ -104,7 +104,9 @@ static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &u
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeMaterial &material,
bNode *node);
-static void export_texture(bNode *node, const pxr::UsdStageRefPtr stage, const bool allow_overwrite=false);
+static void export_texture(bNode *node,
+ const pxr::UsdStageRefPtr stage,
+ const bool allow_overwrite = false);
static bNode *find_bsdf_node(Material *material);
static std::string get_node_tex_image_filepath(bNode *node);
static std::string get_node_tex_image_filepath(bNode *node,
@@ -121,7 +123,6 @@ static void create_uvmap_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeShader &usd_tex_shader,
const pxr::TfToken &default_uv);
-
void create_usd_preview_surface_material(const USDExporterContext &usd_export_context,
Material *material,
pxr::UsdShadeMaterial &usd_material,
@@ -133,27 +134,27 @@ void create_usd_preview_surface_material(const USDExporterContext &usd_export_co
/* 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));
+ 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);
+ 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. */
+ * 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);
+ 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) {
+ 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);
@@ -171,26 +172,28 @@ void create_usd_preview_surface_material(const USDExporterContext &usd_export_co
created_shader = create_usd_preview_shader(usd_export_context, usd_material, input_node);
preview_surface.CreateInput(it->second.input_name, it->second.input_type)
- .ConnectToSource(created_shader, it->second.source_name);
+ .ConnectToSource(created_shader, it->second.source_name);
}
else if (it->second.set_default_value) {
/* Set hardcoded value. */
if (sock->type == SOCK_FLOAT) {
- bNodeSocketValueFloat *float_value = static_cast<bNodeSocketValueFloat *>(sock->default_value);
- preview_surface.CreateInput(it->second.input_name, it->second.input_type)
- .Set(pxr::VtValue(float_value->value));
+ bNodeSocketValueFloat *float_value = static_cast<bNodeSocketValueFloat *>(
+ sock->default_value);
+ preview_surface.CreateInput(it->second.input_name, it->second.input_type)
+ .Set(pxr::VtValue(float_value->value));
}
else if (sock->type == SOCK_VECTOR) {
- bNodeSocketValueVector *vec_data = static_cast<bNodeSocketValueVector *>(sock->default_value);
+ bNodeSocketValueVector *vec_data = static_cast<bNodeSocketValueVector *>(
+ sock->default_value);
preview_surface.CreateInput(it->second.input_name, it->second.input_type)
- .Set(pxr::VtValue(pxr::GfVec3f(
- vec_data->value[0], vec_data->value[1], vec_data->value[2])));
+ .Set(pxr::VtValue(
+ pxr::GfVec3f(vec_data->value[0], vec_data->value[1], vec_data->value[2])));
}
else if (sock->type == SOCK_RGBA) {
bNodeSocketValueRGBA *rgba_data = static_cast<bNodeSocketValueRGBA *>(sock->default_value);
preview_surface.CreateInput(it->second.input_name, it->second.input_type)
- .Set(pxr::VtValue(pxr::GfVec3f(
- rgba_data->value[0], rgba_data->value[1], rgba_data->value[2])));
+ .Set(pxr::VtValue(
+ pxr::GfVec3f(rgba_data->value[0], rgba_data->value[1], rgba_data->value[2])));
}
}
@@ -200,11 +203,12 @@ void create_usd_preview_surface_material(const USDExporterContext &usd_export_co
if (usd_export_context.export_params.export_textures) {
export_texture(input_node,
- usd_export_context.stage,
- usd_export_context.export_params.overwrite_textures);
+ 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);
+ create_uvmap_shader(
+ usd_export_context, input_node, usd_material, created_shader, default_uv_sampler);
}
}
}
@@ -219,7 +223,7 @@ void create_usd_viewport_material(const USDExporterContext &usd_export_context,
shader.CreateIdAttr(pxr::VtValue(usdtokens::preview_surface));
shader.CreateInput(usdtokens::diffuse_color, pxr::SdfValueTypeNames->Color3f)
- .Set(pxr::GfVec3f(material->r, material->g, material->b));
+ .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);
@@ -231,17 +235,19 @@ void create_usd_viewport_material(const USDExporterContext &usd_export_context,
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 } },
+ {"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::cle
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list