BLEN-335: Export environment light #1

Merged
Bogdan Nagirniak merged 13 commits from BLEN-335 into hydra-render 2023-02-17 14:46:46 +01:00
6 changed files with 37 additions and 49 deletions
Showing only changes of commit 64afaac703 - Show all commits

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@ -23,7 +23,7 @@ void FinalEngine::sync(BL::Depsgraph &b_depsgraph, BL::Context &b_context, pxr::
{ {
sceneDelegate = std::make_unique<BlenderSceneDelegate>(renderIndex.get(), sceneDelegate = std::make_unique<BlenderSceneDelegate>(renderIndex.get(),
SdfPath::AbsoluteRootPath().AppendElementString("scene")); SdfPath::AbsoluteRootPath().AppendElementString("scene"));
sceneDelegate->Populate(b_depsgraph); sceneDelegate->Populate(b_depsgraph, b_context);
for (auto const& setting : renderSettings) { for (auto const& setting : renderSettings) {
renderDelegate->SetRenderSetting(setting.first, setting.second); renderDelegate->SetRenderSetting(setting.first, setting.second);

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@ -57,7 +57,7 @@ void BlenderSceneDelegate::add_world(View3DShading *view3DShading, World *world)
LOG(INFO) << "Add world: " << world_light_id; LOG(INFO) << "Add world: " << world_light_id;
if (world_data.shading != view3DShading || world_data.world != world) { if (world_data.shading != view3DShading || world_data.world != world) {
world_data = WorldData(view3DShading, world); world_data = WorldData(view3DShading, world, b_context);
GetRenderIndex().InsertSprim(HdPrimTypeTokens->domeLight, this, world_light_id); GetRenderIndex().InsertSprim(HdPrimTypeTokens->domeLight, this, world_light_id);
} }
else { else {
@ -249,12 +249,13 @@ bool BlenderSceneDelegate::supported_object(Object *object)
object->type == OB_MBALL; object->type == OB_MBALL;
} }
void BlenderSceneDelegate::Populate(BL::Depsgraph &b_deps, View3D *v3d) void BlenderSceneDelegate::Populate(BL::Depsgraph &b_deps, BL::Context &b_cont)
{ {
LOG(INFO) << "Populate " << is_populated; LOG(INFO) << "Populate " << is_populated;
view3d = v3d; view3d = (View3D *)b_cont.space_data().ptr.data;;
b_depsgraph = &b_deps; b_depsgraph = &b_deps;
b_context = &b_cont;
if (!is_populated) { if (!is_populated) {
/* Export initial objects */ /* Export initial objects */

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@ -26,7 +26,7 @@ public:
BlenderSceneDelegate(HdRenderIndex* renderIndex, SdfPath const &delegateId); BlenderSceneDelegate(HdRenderIndex* renderIndex, SdfPath const &delegateId);
~BlenderSceneDelegate() override = default; ~BlenderSceneDelegate() override = default;
void Populate(BL::Depsgraph &b_deps, View3D *v3d = nullptr); void Populate(BL::Depsgraph &b_deps, BL::Context &b_context);
// delegate methods // delegate methods
HdMeshTopology GetMeshTopology(SdfPath const& id) override; HdMeshTopology GetMeshTopology(SdfPath const& id) override;
@ -55,6 +55,7 @@ private:
private: private:
BL::Depsgraph *b_depsgraph; BL::Depsgraph *b_depsgraph;
BL::Context *b_context;
View3D *view3d; View3D *view3d;
bool is_populated; bool is_populated;
ObjectDataMap objects; ObjectDataMap objects;

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@ -8,9 +8,12 @@
#include <pxr/usd/usdLux/tokens.h> #include <pxr/usd/usdLux/tokens.h>
#include "DNA_node_types.h" #include "DNA_node_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_context.h"
#include "BKE_node.h" #include "BKE_node.h"
#include "BKE_node_runtime.hh" #include "BKE_node_runtime.hh"
#include "BKE_image.h" #include "BKE_image.h"
#include "BKE_image_save.h"
#include "NOD_shader.h" #include "NOD_shader.h"
#include "BLI_path_util.h" #include "BLI_path_util.h"
@ -29,9 +32,10 @@ WorldData::WorldData()
{ {
} }
WorldData::WorldData(View3DShading *shading, World *world) WorldData::WorldData(View3DShading *shading, World *world, BL::Context *b_context)
: shading(shading), : shading(shading),
world(world) world(world),
b_context(b_context)
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(World *world, bContext *context)

`(World *world, bContext *context)`
{ {
set_as_world(); set_as_world();
} }
@ -95,13 +99,28 @@ void WorldData::set_as_world()
if (!color_input.directly_linked_links().is_empty()) { if (!color_input.directly_linked_links().is_empty()) {
bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode; bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
if (color_input_node->type == SH_NODE_TEX_IMAGE) { if (color_input_node->type == SH_NODE_TEX_IMAGE) {
NodeTexImage *tex = static_cast<NodeTexImage *>(color_input_node->storage);
Image *ima = (Image *)color_input_node->id;
ReportList reports;
ImageSaveOptions opts;
Main *bmain = CTX_data_main((bContext *)b_context->ptr.data);
if (BKE_image_save_options_init(&opts,
bmain,
(Scene *)b_context->scene().ptr.data,
ima,
&tex->iuser,
true,
false)) {
STRNCPY(opts.filepath, "C:\\Users\\user\\Downloads\\test\\123_false.png");
opts.im_format.imtype = R_IMF_IMTYPE_TIFF;
BKE_image_save(&reports, bmain, ima, &tex->iuser, &opts);
data[HdLightTokens->textureFile] = SdfAssetPath( data[HdLightTokens->textureFile] = SdfAssetPath(
"C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg", "C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg",
"C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg"); // get_image_filepath(color_input_node); "C:\\Users\\user\\Desktop\\WUH6nAqWDDk.jpg");
}
} }
} }
//blender::Span<bNode *> world_nodes = world->nodetree->nodes_by_type("ShaderNodeOutputWorld");
} }
else { else {
data[HdLightTokens->intensity] = 1.0f; data[HdLightTokens->intensity] = 1.0f;
@ -124,39 +143,4 @@ void WorldData::set_as_shading()
shading->single_color[2] shading->single_color[2]
); );
} }
string WorldData::get_image_filepath(const bNode *tex_node)
{
if (!tex_node) {
return "";
}
Image *tex_image = reinterpret_cast<Image *>(tex_node->id);
if (!tex_image || !BKE_image_has_filepath(tex_image)) {
return "";
}
if (BKE_image_has_packedfile(tex_image)) {
/* Put image in the same directory as the .MTL file. */
const char *filename = BLI_path_slash_rfind(tex_image->filepath) + 1;
fprintf(stderr,
"Packed image found:'%s'. Unpack and place the image in the same "
"directory as the .MTL file.\n",
filename);
return filename;
}
char path[FILE_MAX];
BLI_strncpy(path, tex_image->filepath, FILE_MAX);
if (tex_image->source == IMA_SRC_SEQUENCE) {
char head[FILE_MAX], tail[FILE_MAX];
ushort numlen;
int framenr = static_cast<NodeTexImage *>(tex_node->storage)->iuser.framenr;
BLI_path_sequence_decode(path, head, tail, &numlen);
BLI_path_sequence_encode(path, head, tail, numlen, framenr);
}
return path;
};
} // namespace blender::render::hydra } // namespace blender::render::hydra

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@ -13,13 +13,14 @@
#include "DNA_view3d_types.h" #include "DNA_view3d_types.h"
#include "DNA_world_types.h" #include "DNA_world_types.h"
#include "RNA_blender_cpp.h"
namespace blender::render::hydra { namespace blender::render::hydra {
class WorldData { class WorldData {
public: public:
WorldData(); WorldData();
WorldData(View3DShading *shading, World *world); WorldData(View3DShading *shading, World *world, BL::Context *b_context);
std::string name(); std::string name();
int type(); int type();
@ -34,6 +35,7 @@ public:
View3DShading *shading; View3DShading *shading;
World *world; World *world;
BL::Context *b_context;
private: private:

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@ -545,7 +545,7 @@ void ViewportEngine::sync(BL::Depsgraph &b_depsgraph, BL::Context &b_context, px
SdfPath::AbsoluteRootPath().AppendElementString("scene")); SdfPath::AbsoluteRootPath().AppendElementString("scene"));
} }
View3D *view3d = (View3D *)b_context.space_data().ptr.data; View3D *view3d = (View3D *)b_context.space_data().ptr.data;
sceneDelegate->Populate(b_depsgraph, view3d); sceneDelegate->Populate(b_depsgraph, b_context);
for (auto const& setting : renderSettings) { for (auto const& setting : renderSettings) {
renderDelegate->SetRenderSetting(setting.first, setting.second); renderDelegate->SetRenderSetting(setting.first, setting.second);