forked from blender/blender
BLEN-335: Export environment light #1
@ -23,7 +23,7 @@ void FinalEngine::sync(BL::Depsgraph &b_depsgraph, BL::Context &b_context, pxr::
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{
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sceneDelegate = std::make_unique<BlenderSceneDelegate>(renderIndex.get(),
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SdfPath::AbsoluteRootPath().AppendElementString("scene"));
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sceneDelegate->Populate(b_depsgraph);
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sceneDelegate->Populate(b_depsgraph, b_context);
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for (auto const& setting : renderSettings) {
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renderDelegate->SetRenderSetting(setting.first, setting.second);
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@ -57,7 +57,7 @@ void BlenderSceneDelegate::add_world(View3DShading *view3DShading, World *world)
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LOG(INFO) << "Add world: " << world_light_id;
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if (world_data.shading != view3DShading || world_data.world != world) {
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world_data = WorldData(view3DShading, world);
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world_data = WorldData(view3DShading, world, b_context);
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GetRenderIndex().InsertSprim(HdPrimTypeTokens->domeLight, this, world_light_id);
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}
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else {
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@ -249,12 +249,13 @@ bool BlenderSceneDelegate::supported_object(Object *object)
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object->type == OB_MBALL;
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}
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void BlenderSceneDelegate::Populate(BL::Depsgraph &b_deps, View3D *v3d)
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void BlenderSceneDelegate::Populate(BL::Depsgraph &b_deps, BL::Context &b_cont)
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{
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LOG(INFO) << "Populate " << is_populated;
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view3d = v3d;
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view3d = (View3D *)b_cont.space_data().ptr.data;;
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b_depsgraph = &b_deps;
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b_context = &b_cont;
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if (!is_populated) {
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/* Export initial objects */
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@ -26,7 +26,7 @@ public:
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BlenderSceneDelegate(HdRenderIndex* renderIndex, SdfPath const &delegateId);
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~BlenderSceneDelegate() override = default;
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void Populate(BL::Depsgraph &b_deps, View3D *v3d = nullptr);
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void Populate(BL::Depsgraph &b_deps, BL::Context &b_context);
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// delegate methods
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HdMeshTopology GetMeshTopology(SdfPath const& id) override;
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@ -55,6 +55,7 @@ private:
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private:
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BL::Depsgraph *b_depsgraph;
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BL::Context *b_context;
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View3D *view3d;
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bool is_populated;
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ObjectDataMap objects;
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@ -8,9 +8,12 @@
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#include <pxr/usd/usdLux/tokens.h>
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#include "DNA_node_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BKE_context.h"
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#include "BKE_node.h"
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#include "BKE_node_runtime.hh"
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#include "BKE_image.h"
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#include "BKE_image_save.h"
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#include "NOD_shader.h"
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#include "BLI_path_util.h"
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@ -29,9 +32,10 @@ WorldData::WorldData()
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{
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}
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WorldData::WorldData(View3DShading *shading, World *world)
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WorldData::WorldData(View3DShading *shading, World *world, BL::Context *b_context)
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: shading(shading),
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world(world)
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world(world),
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b_context(b_context)
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BogdanNagirniak marked this conversation as resolved
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{
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set_as_world();
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}
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@ -95,13 +99,28 @@ void WorldData::set_as_world()
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if (!color_input.directly_linked_links().is_empty()) {
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bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
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if (color_input_node->type == SH_NODE_TEX_IMAGE) {
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NodeTexImage *tex = static_cast<NodeTexImage *>(color_input_node->storage);
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Image *ima = (Image *)color_input_node->id;
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ReportList reports;
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ImageSaveOptions opts;
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Main *bmain = CTX_data_main((bContext *)b_context->ptr.data);
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if (BKE_image_save_options_init(&opts,
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bmain,
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(Scene *)b_context->scene().ptr.data,
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ima,
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&tex->iuser,
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true,
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false)) {
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STRNCPY(opts.filepath, "C:\\Users\\user\\Downloads\\test\\123_false.png");
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opts.im_format.imtype = R_IMF_IMTYPE_TIFF;
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BKE_image_save(&reports, bmain, ima, &tex->iuser, &opts);
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data[HdLightTokens->textureFile] = SdfAssetPath(
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"C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg",
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"C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg"); // get_image_filepath(color_input_node);
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"C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg");
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}
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}
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}
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//blender::Span<bNode *> world_nodes = world->nodetree->nodes_by_type("ShaderNodeOutputWorld");
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}
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else {
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data[HdLightTokens->intensity] = 1.0f;
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@ -124,39 +143,4 @@ void WorldData::set_as_shading()
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shading->single_color[2]
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);
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}
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string WorldData::get_image_filepath(const bNode *tex_node)
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{
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if (!tex_node) {
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return "";
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}
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Image *tex_image = reinterpret_cast<Image *>(tex_node->id);
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if (!tex_image || !BKE_image_has_filepath(tex_image)) {
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return "";
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}
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if (BKE_image_has_packedfile(tex_image)) {
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/* Put image in the same directory as the .MTL file. */
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const char *filename = BLI_path_slash_rfind(tex_image->filepath) + 1;
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fprintf(stderr,
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"Packed image found:'%s'. Unpack and place the image in the same "
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"directory as the .MTL file.\n",
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filename);
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return filename;
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}
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char path[FILE_MAX];
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BLI_strncpy(path, tex_image->filepath, FILE_MAX);
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if (tex_image->source == IMA_SRC_SEQUENCE) {
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char head[FILE_MAX], tail[FILE_MAX];
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ushort numlen;
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int framenr = static_cast<NodeTexImage *>(tex_node->storage)->iuser.framenr;
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BLI_path_sequence_decode(path, head, tail, &numlen);
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BLI_path_sequence_encode(path, head, tail, numlen, framenr);
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}
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return path;
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};
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} // namespace blender::render::hydra
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@ -13,13 +13,14 @@
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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#include "RNA_blender_cpp.h"
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namespace blender::render::hydra {
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class WorldData {
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public:
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WorldData();
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WorldData(View3DShading *shading, World *world);
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WorldData(View3DShading *shading, World *world, BL::Context *b_context);
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std::string name();
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int type();
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@ -34,6 +35,7 @@ public:
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View3DShading *shading;
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World *world;
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BL::Context *b_context;
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private:
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@ -545,7 +545,7 @@ void ViewportEngine::sync(BL::Depsgraph &b_depsgraph, BL::Context &b_context, px
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SdfPath::AbsoluteRootPath().AppendElementString("scene"));
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}
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View3D *view3d = (View3D *)b_context.space_data().ptr.data;
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sceneDelegate->Populate(b_depsgraph, view3d);
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sceneDelegate->Populate(b_depsgraph, b_context);
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for (auto const& setting : renderSettings) {
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renderDelegate->SetRenderSetting(setting.first, setting.second);
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(World *world, bContext *context)