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IECoreUSD::ShaderAlgo : Remove indentation for namespace
1 parent 0f929c3 commit b74da8c

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+70
-69
lines changed

1 file changed

+70
-69
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contrib/IECoreUSD/src/IECoreUSD/ShaderAlgo.cpp

Lines changed: 70 additions & 69 deletions
Original file line numberDiff line numberDiff line change
@@ -46,95 +46,96 @@
4646

4747
namespace
4848
{
49-
pxr::TfToken g_adapterLabelToken( IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel().string() );
5049

51-
IECore::InternedString readShaderNetworkWalk( const pxr::SdfPath &anchorPath, const pxr::UsdShadeShader &usdShader, IECoreScene::ShaderNetwork &shaderNetwork )
50+
pxr::TfToken g_adapterLabelToken( IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel().string() );
51+
52+
IECore::InternedString readShaderNetworkWalk( const pxr::SdfPath &anchorPath, const pxr::UsdShadeShader &usdShader, IECoreScene::ShaderNetwork &shaderNetwork )
53+
{
54+
IECore::InternedString handle( usdShader.GetPath().MakeRelativePath( anchorPath ).GetString() );
55+
56+
if( shaderNetwork.getShader( handle ) )
5257
{
53-
IECore::InternedString handle( usdShader.GetPath().MakeRelativePath( anchorPath ).GetString() );
58+
return handle;
59+
}
5460

55-
if( shaderNetwork.getShader( handle ) )
61+
pxr::TfToken id;
62+
std::string shaderName = "defaultsurface";
63+
std::string shaderType = "surface";
64+
if( usdShader.GetShaderId( &id ) )
65+
{
66+
std::string name = id.GetString();
67+
size_t colonPos = name.find( ":" );
68+
if( colonPos != std::string::npos )
5669
{
57-
return handle;
70+
std::string prefix = name.substr( 0, colonPos );
71+
name = name.substr( colonPos + 1 );
72+
if( prefix == "arnold" )
73+
{
74+
prefix = "ai";
75+
}
76+
shaderType = prefix + ":shader";
5877
}
78+
shaderName = name;
79+
}
5980

60-
pxr::TfToken id;
61-
std::string shaderName = "defaultsurface";
62-
std::string shaderType = "surface";
63-
if( usdShader.GetShaderId( &id ) )
81+
IECore::CompoundDataPtr parametersData = new IECore::CompoundData();
82+
IECore::CompoundDataMap &parameters = parametersData->writable();
83+
std::vector< std::tuple< IECore::InternedString, pxr::UsdShadeConnectableAPI, IECore::InternedString > > connections;
84+
std::vector< pxr::UsdShadeInput > inputs = usdShader.GetInputs();
85+
for( pxr::UsdShadeInput &i : usdShader.GetInputs() )
86+
{
87+
pxr::UsdShadeConnectableAPI usdSource;
88+
pxr::TfToken usdSourceName;
89+
pxr::UsdShadeAttributeType usdSourceType;
90+
91+
if( IECore::DataPtr d = IECoreUSD::DataAlgo::fromUSD( pxr::UsdAttribute( i ) ) )
6492
{
65-
std::string name = id.GetString();
66-
size_t colonPos = name.find( ":" );
67-
if( colonPos != std::string::npos )
68-
{
69-
std::string prefix = name.substr( 0, colonPos );
70-
name = name.substr( colonPos + 1 );
71-
if( prefix == "arnold" )
72-
{
73-
prefix = "ai";
74-
}
75-
shaderType = prefix + ":shader";
76-
}
77-
shaderName = name;
93+
parameters[ i.GetBaseName().GetString() ] = d;
7894
}
7995

80-
IECore::CompoundDataPtr parametersData = new IECore::CompoundData();
81-
IECore::CompoundDataMap &parameters = parametersData->writable();
82-
std::vector< std::tuple< IECore::InternedString, pxr::UsdShadeConnectableAPI, IECore::InternedString > > connections;
83-
std::vector< pxr::UsdShadeInput > inputs = usdShader.GetInputs();
84-
for( pxr::UsdShadeInput &i : usdShader.GetInputs() )
96+
if( i.GetConnectedSource( &usdSource, &usdSourceName, &usdSourceType ) )
8597
{
86-
pxr::UsdShadeConnectableAPI usdSource;
87-
pxr::TfToken usdSourceName;
88-
pxr::UsdShadeAttributeType usdSourceType;
98+
connections.push_back( { i.GetBaseName().GetString(), usdSource, usdSourceName.GetString() } );
99+
}
100+
}
89101

90-
if( IECore::DataPtr d = IECoreUSD::DataAlgo::fromUSD( pxr::UsdAttribute( i ) ) )
91-
{
92-
parameters[ i.GetBaseName().GetString() ] = d;
93-
}
102+
parametersData = boost::const_pointer_cast< IECore::CompoundData >( IECoreScene::ShaderNetworkAlgo::collapseSplineParameters( parametersData ) );
94103

95-
if( i.GetConnectedSource( &usdSource, &usdSourceName, &usdSourceType ) )
96-
{
97-
connections.push_back( { i.GetBaseName().GetString(), usdSource, usdSourceName.GetString() } );
98-
}
99-
}
104+
IECoreScene::ShaderPtr newShader = new IECoreScene::Shader( shaderName, shaderType, parametersData );
105+
pxr::VtValue metadataValue;
106+
if( usdShader.GetPrim().GetMetadata( g_adapterLabelToken, &metadataValue ) && metadataValue.Get<bool>() )
107+
{
108+
newShader->blindData()->writable()[ IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel() ] = new IECore::BoolData( true );
109+
}
110+
shaderNetwork.addShader( handle, std::move( newShader ) );
100111

101-
parametersData = boost::const_pointer_cast< IECore::CompoundData >( IECoreScene::ShaderNetworkAlgo::collapseSplineParameters( parametersData ) );
112+
for( const auto &c : connections )
113+
{
114+
IECore::InternedString attributeName;
115+
pxr::UsdShadeConnectableAPI usdSource;
116+
IECore::InternedString sourceAttributeName;
117+
std::tie( attributeName, usdSource, sourceAttributeName ) = c;
118+
IECore::InternedString sourceHandle = readShaderNetworkWalk( anchorPath, pxr::UsdShadeShader( usdSource.GetPrim() ), shaderNetwork );
102119

103-
IECoreScene::ShaderPtr newShader = new IECoreScene::Shader( shaderName, shaderType, parametersData );
104-
pxr::VtValue metadataValue;
105-
if( usdShader.GetPrim().GetMetadata( g_adapterLabelToken, &metadataValue ) && metadataValue.Get<bool>() )
120+
if( sourceAttributeName == "DEFAULT_OUTPUT" )
106121
{
107-
newShader->blindData()->writable()[ IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel() ] = new IECore::BoolData( true );
122+
shaderNetwork.addConnection( IECoreScene::ShaderNetwork::Connection(
123+
{ sourceHandle, "" },
124+
{ handle, attributeName }
125+
) );
108126
}
109-
shaderNetwork.addShader( handle, std::move( newShader ) );
110-
111-
for( const auto &c : connections )
127+
else
112128
{
113-
IECore::InternedString attributeName;
114-
pxr::UsdShadeConnectableAPI usdSource;
115-
IECore::InternedString sourceAttributeName;
116-
std::tie( attributeName, usdSource, sourceAttributeName ) = c;
117-
IECore::InternedString sourceHandle = readShaderNetworkWalk( anchorPath, pxr::UsdShadeShader( usdSource.GetPrim() ), shaderNetwork );
118-
119-
if( sourceAttributeName == "DEFAULT_OUTPUT" )
120-
{
121-
shaderNetwork.addConnection( IECoreScene::ShaderNetwork::Connection(
122-
{ sourceHandle, "" },
123-
{ handle, attributeName }
124-
) );
125-
}
126-
else
127-
{
128-
shaderNetwork.addConnection( IECoreScene::ShaderNetwork::Connection(
129-
{ sourceHandle, sourceAttributeName },
130-
{ handle, attributeName }
131-
) );
132-
}
129+
shaderNetwork.addConnection( IECoreScene::ShaderNetwork::Connection(
130+
{ sourceHandle, sourceAttributeName },
131+
{ handle, attributeName }
132+
) );
133133
}
134-
135-
return handle;
136134
}
137135

136+
return handle;
137+
}
138+
138139
} // namespace
139140

140141
pxr::UsdShadeOutput IECoreUSD::ShaderAlgo::writeShaderNetwork( const IECoreScene::ShaderNetwork *shaderNetwork, pxr::UsdPrim shaderContainer )

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