[Bf-blender-cvs] [18bf798dc60] temp-usd-prev-export2: USD material export code cleanup.
Michael Kowalski
noreply at git.blender.org
Fri Jan 7 01:45:37 CET 2022
Commit: 18bf798dc6032f67c247f0b64e246e94a88f3f5f
Author: Michael Kowalski
Date: Tue Dec 28 06:45:08 2021 -0500
Branches: temp-usd-prev-export2
https://developer.blender.org/rB18bf798dc6032f67c247f0b64e246e94a88f3f5f
USD material export code cleanup.
Added const where needed.
Updated conditional in get_tex_image_asset_path() to avoid
recomputing relative path when exporting textures.
===================================================================
M source/blender/blenkernel/intern/customdata.c
M source/blender/io/usd/intern/usd_writer_material.cc
===================================================================
diff --git a/source/blender/blenkernel/intern/customdata.c b/source/blender/blenkernel/intern/customdata.c
index bf2760d3db3..1170f59bee3 100644
--- a/source/blender/blenkernel/intern/customdata.c
+++ b/source/blender/blenkernel/intern/customdata.c
@@ -2405,10 +2405,10 @@ int CustomData_get_stencil_layer(const CustomData *data, int type)
return (layer_index != -1) ? data->layers[layer_index].active_mask : -1;
}
-const char *CustomData_get_active_layer_name(const struct CustomData *data, int type)
+const char *CustomData_get_active_layer_name(const struct CustomData *data, const int type)
{
/* Get the layer index of the active layer of this type. */
- int layer_index = CustomData_get_active_layer_index(data, type);
+ const int layer_index = CustomData_get_active_layer_index(data, type);
return layer_index < 0 ? NULL : data->layers[layer_index].name;
}
diff --git a/source/blender/io/usd/intern/usd_writer_material.cc b/source/blender/io/usd/intern/usd_writer_material.cc
index 99a05ab67c6..b0bc95b93f5 100644
--- a/source/blender/io/usd/intern/usd_writer_material.cc
+++ b/source/blender/io/usd/intern/usd_writer_material.cc
@@ -550,7 +550,7 @@ static pxr::TfToken get_node_tex_image_color_space(bNode *node)
/* Search the upstream nodes connected to the given socket and return the first occurrance
* of the node of the given type. Return null if no node of this type was found. */
-static bNode *traverse_channel(bNodeSocket *input, short target_type)
+static bNode *traverse_channel(bNodeSocket *input, const short target_type)
{
if (!input->link) {
return nullptr;
@@ -589,7 +589,7 @@ static bNode *find_bsdf_node(Material *material)
static pxr::UsdShadeShader create_usd_preview_shader(const USDExporterContext &usd_export_context,
pxr::UsdShadeMaterial &material,
const char *name,
- int type)
+ const int type)
{
pxr::SdfPath shader_path = material.GetPath()
.AppendChild(usdtokens::preview)
@@ -725,8 +725,7 @@ static std::string get_tex_image_asset_path(bNode *node,
}
return exp_path;
}
-
- if (export_params.relative_texture_paths) {
+ else if (export_params.relative_texture_paths) {
/* Get the path relative to the USD. */
pxr::SdfLayerHandle layer = stage->GetRootLayer();
std::string stage_path = layer->GetRealPath();
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