15#include <pxr/usd/usdShade/material.h>
48 float horizontal_step = 300.0f,
49 float vertical_step = 300.0f)
73 void cache_node(
const pxr::UsdShadeShader &usd_shader,
121 bool read_usd_preview =
true)
const;
128 return params_.worker_status ? params_.worker_status->reports :
nullptr;
134 const pxr::UsdShadeMaterial &usd_material,
135 const pxr::UsdShadeShader &usd_shader)
const;
139 const pxr::UsdShadeShader &usd_shader)
const;
143 const pxr::UsdShadeShader &usd_shader)
const;
163 NodePlacementContext &ctx,
164 const ExtraLinkInfo &extra = {})
const;
167 const pxr::TfToken &usd_source_name,
172 NodePlacementContext &ctx,
173 const ExtraLinkInfo &extra = {})
const;
180 NodePlacementContext &ctx)
const;
188 const ExtraLinkInfo &extra = {})
const;
195 const pxr::TfToken &usd_source_name,
197 const StringRefNull dest_socket_name,
200 NodePlacementContext &ctx)
const;
202 StringRef output_type,
204 const StringRefNull dest_socket_name,
207 NodePlacementContext &ctx)
const;
218void build_material_map(
const Main *bmain, blender::Map<std::string, Material *> &r_mat_map);
235 const blender::Map<std::string, Material *> &mat_map,
236 const blender::Map<pxr::SdfPath, Material *> &usd_path_to_mat);
struct bNodeTree bNodeTree
bool follow_connection(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const StringRefNull dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext &ctx, const ExtraLinkInfo &extra={}) const
void convert_usd_transform_2d(const pxr::UsdShadeShader &usd_shader, bNode *dest_node, const StringRefNull dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext &ctx) const
Material * add_material(const pxr::UsdShadeMaterial &usd_material, bool read_usd_preview=true) const
void import_usd_preview_nodes(Material *mtl, const pxr::UsdShadeMaterial &usd_material, const pxr::UsdShadeShader &usd_shader) const
USDMaterialReader(const USDImportParams ¶ms, Main &bmain)
bool set_displacement_node_inputs(bNodeTree *ntree, bNode *output, const pxr::UsdShadeShader &usd_shader) const
bool set_node_input(const pxr::UsdShadeInput &usd_input, bNode *dest_node, const StringRefNull dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext &ctx, const ExtraLinkInfo &extra={}) const
void convert_usd_primvar_reader_generic(const pxr::UsdShadeShader &usd_shader, StringRef output_type, bNode *dest_node, const StringRefNull dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext &ctx) const
void convert_usd_primvar_reader_float2(const pxr::UsdShadeShader &usd_shader, const pxr::TfToken &usd_source_name, bNode *dest_node, const StringRefNull dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext &ctx) const
ReportList * reports() const
void convert_usd_uv_texture(const pxr::UsdShadeShader &usd_shader, const pxr::TfToken &usd_source_name, bNode *dest_node, const StringRefNull dest_socket_name, bNodeTree *ntree, int column, NodePlacementContext &ctx, const ExtraLinkInfo &extra={}) const
void set_principled_node_inputs(bNode *principled_node, bNodeTree *ntree, const pxr::UsdShadeShader &usd_shader) const
void import_usd_preview(Material *mtl, const pxr::UsdShadeMaterial &usd_material) const
void load_tex_image(const pxr::UsdShadeShader &usd_shader, bNode *tex_image, const ExtraLinkInfo &extra={}) const
Map< std::string, bNode * > ShaderToNodeMap
void build_material_map(const Main *bmain, blender::Map< std::string, Material * > &r_mat_map)
Material * find_existing_material(const pxr::SdfPath &usd_mat_path, const USDImportParams ¶ms, const blender::Map< std::string, Material * > &mat_map, const blender::Map< pxr::SdfPath, Material * > &usd_path_to_mat)
VecBase< float, 2 > float2
const float horizontal_step_
bNode * get_cached_node(const pxr::UsdShadeShader &usd_shader, const blender::StringRef tag={}) const
const float vertical_step_
NodePlacementContext(float origx, float origy, float horizontal_step=300.0f, float vertical_step=300.0f)
void cache_node(const pxr::UsdShadeShader &usd_shader, bNode *node, const blender::StringRef tag={})
float2 compute_node_loc(int column)
Vector< float, 8 > column_offsets_
std::string get_key(const pxr::UsdShadeShader &usd_shader, const blender::StringRef tag) const
ShaderToNodeMap node_cache_