|
46 | 46 |
|
47 | 47 | namespace |
48 | 48 | { |
49 | | - pxr::TfToken g_adapterLabelToken( IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel().string() ); |
50 | 49 |
|
51 | | - IECore::InternedString readShaderNetworkWalk( const pxr::SdfPath &anchorPath, const pxr::UsdShadeShader &usdShader, IECoreScene::ShaderNetwork &shaderNetwork ) |
52 | | - { |
53 | | - IECore::InternedString handle( usdShader.GetPath().MakeRelativePath( anchorPath ).GetString() ); |
| 50 | +pxr::TfToken g_adapterLabelToken( IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel().string() ); |
54 | 51 |
|
55 | | - if( shaderNetwork.getShader( handle ) ) |
56 | | - { |
57 | | - return handle; |
58 | | - } |
| 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 ) ) |
| 57 | + { |
| 58 | + return handle; |
| 59 | + } |
59 | 60 |
|
60 | | - pxr::TfToken id; |
61 | | - std::string shaderName = "defaultsurface"; |
62 | | - std::string shaderType = "surface"; |
63 | | - if( usdShader.GetShaderId( &id ) ) |
| 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 ) |
64 | 69 | { |
65 | | - std::string name = id.GetString(); |
66 | | - size_t colonPos = name.find( ":" ); |
67 | | - if( colonPos != std::string::npos ) |
| 70 | + std::string prefix = name.substr( 0, colonPos ); |
| 71 | + name = name.substr( colonPos + 1 ); |
| 72 | + if( prefix == "arnold" ) |
68 | 73 | { |
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"; |
| 74 | + prefix = "ai"; |
76 | 75 | } |
77 | | - shaderName = name; |
| 76 | + shaderType = prefix + ":shader"; |
78 | 77 | } |
| 78 | + shaderName = name; |
| 79 | + } |
79 | 80 |
|
80 | | - IECore::CompoundDataPtr parametersData = new IECore::CompoundData(); |
81 | | - IECore::CompoundDataMap ¶meters = 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() ) |
85 | | - { |
86 | | - pxr::UsdShadeConnectableAPI usdSource; |
87 | | - pxr::TfToken usdSourceName; |
88 | | - pxr::UsdShadeAttributeType usdSourceType; |
| 81 | + IECore::CompoundDataPtr parametersData = new IECore::CompoundData(); |
| 82 | + IECore::CompoundDataMap ¶meters = 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; |
89 | 90 |
|
90 | | - if( IECore::DataPtr d = IECoreUSD::DataAlgo::fromUSD( pxr::UsdAttribute( i ) ) ) |
| 91 | + pxr::UsdAttribute valueAttribute = i; |
| 92 | + if( i.GetConnectedSource( &usdSource, &usdSourceName, &usdSourceType ) ) |
| 93 | + { |
| 94 | + if( !usdSource.IsContainer() ) |
91 | 95 | { |
92 | | - parameters[ i.GetBaseName().GetString() ] = d; |
| 96 | + connections.push_back( { i.GetBaseName().GetString(), usdSource, usdSourceName.GetString() } ); |
93 | 97 | } |
94 | | - |
95 | | - if( i.GetConnectedSource( &usdSource, &usdSourceName, &usdSourceType ) ) |
| 98 | + else |
96 | 99 | { |
97 | | - connections.push_back( { i.GetBaseName().GetString(), usdSource, usdSourceName.GetString() } ); |
| 100 | + // Connected to an exposed input on the material container. We don't |
| 101 | + // have an equivalent in IECoreScene::ShaderNetwork yet, so just take |
| 102 | + // the parameter value from the exposed input. |
| 103 | + valueAttribute = usdSource.GetInput( usdSourceName ); |
98 | 104 | } |
99 | 105 | } |
100 | 106 |
|
101 | | - parametersData = boost::const_pointer_cast< IECore::CompoundData >( IECoreScene::ShaderNetworkAlgo::collapseSplineParameters( parametersData ) ); |
102 | | - |
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>() ) |
| 107 | + if( IECore::DataPtr d = IECoreUSD::DataAlgo::fromUSD( pxr::UsdAttribute( valueAttribute ) ) ) |
106 | 108 | { |
107 | | - newShader->blindData()->writable()[ IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel() ] = new IECore::BoolData( true ); |
| 109 | + parameters[ i.GetBaseName().GetString() ] = d; |
108 | 110 | } |
109 | | - shaderNetwork.addShader( handle, std::move( newShader ) ); |
| 111 | + } |
110 | 112 |
|
111 | | - for( const auto &c : connections ) |
112 | | - { |
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 ); |
| 113 | + parametersData = boost::const_pointer_cast< IECore::CompoundData >( IECoreScene::ShaderNetworkAlgo::collapseSplineParameters( parametersData ) ); |
118 | 114 |
|
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 | | - } |
133 | | - } |
| 115 | + IECoreScene::ShaderPtr newShader = new IECoreScene::Shader( shaderName, shaderType, parametersData ); |
| 116 | + pxr::VtValue metadataValue; |
| 117 | + if( usdShader.GetPrim().GetMetadata( g_adapterLabelToken, &metadataValue ) && metadataValue.Get<bool>() ) |
| 118 | + { |
| 119 | + newShader->blindData()->writable()[ IECoreScene::ShaderNetworkAlgo::componentConnectionAdapterLabel() ] = new IECore::BoolData( true ); |
| 120 | + } |
| 121 | + shaderNetwork.addShader( handle, std::move( newShader ) ); |
134 | 122 |
|
135 | | - return handle; |
| 123 | + for( const auto &c : connections ) |
| 124 | + { |
| 125 | + IECore::InternedString attributeName; |
| 126 | + pxr::UsdShadeConnectableAPI usdSource; |
| 127 | + IECore::InternedString sourceAttributeName; |
| 128 | + std::tie( attributeName, usdSource, sourceAttributeName ) = c; |
| 129 | + IECore::InternedString sourceHandle = readShaderNetworkWalk( anchorPath, pxr::UsdShadeShader( usdSource.GetPrim() ), shaderNetwork ); |
| 130 | + |
| 131 | + if( sourceAttributeName == "DEFAULT_OUTPUT" ) |
| 132 | + { |
| 133 | + shaderNetwork.addConnection( IECoreScene::ShaderNetwork::Connection( |
| 134 | + { sourceHandle, "" }, |
| 135 | + { handle, attributeName } |
| 136 | + ) ); |
| 137 | + } |
| 138 | + else |
| 139 | + { |
| 140 | + shaderNetwork.addConnection( IECoreScene::ShaderNetwork::Connection( |
| 141 | + { sourceHandle, sourceAttributeName }, |
| 142 | + { handle, attributeName } |
| 143 | + ) ); |
| 144 | + } |
136 | 145 | } |
137 | 146 |
|
| 147 | + return handle; |
| 148 | +} |
| 149 | + |
138 | 150 | } // namespace |
139 | 151 |
|
140 | 152 | pxr::UsdShadeOutput IECoreUSD::ShaderAlgo::writeShaderNetwork( const IECoreScene::ShaderNetwork *shaderNetwork, pxr::UsdPrim shaderContainer ) |
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