forked from blender/blender
Fixing build on MacOS #39
@ -21,7 +21,7 @@
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namespace blender::render::hydra {
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extern struct CLG_LogRef *LOG_RENDER_HYDRA; /* EN - Engine */
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extern struct CLG_LogRef *LOG_RENDER_HYDRA;
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class Engine {
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public:
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@ -3,6 +3,7 @@
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#pragma once
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#include <pxr/base/gf/vec2f.h>
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include "BKE_context.h"
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@ -18,7 +19,7 @@
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namespace blender::render::hydra {
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extern struct CLG_LogRef *LOG_RENDER_HYDRA_SCENE; /* BSD - Blender Scene Delegate */
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extern struct CLG_LogRef *LOG_RENDER_HYDRA_SCENE;
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class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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friend ObjectData; /* has access to instances */
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@ -5,7 +5,7 @@
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#include <pxr/base/tf/token.h>
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#include <pxr/base/vt/value.h>
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include <pxr/usd/sdf/path.h>
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#include "DNA_ID.h"
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@ -39,7 +39,11 @@ template<class T> const T IdData::get_data(pxr::TfToken const &key) const
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}
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#define ID_LOG(level, msg, ...) \
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CLOG_INFO( \
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LOG_RENDER_HYDRA_SCENE, level, "%s (%s): " msg, prim_id.GetText(), id->name, __VA_ARGS__);
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, \
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level, \
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"%s (%s): " msg, \
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prim_id.GetText(), \
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id->name, \
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##__VA_ARGS__);
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} // namespace blender::render::hydra
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@ -246,7 +246,7 @@ pxr::SdfPath InstancerData::light_prim_id(LightInstance const &inst, int index)
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int InstancerData::light_prim_id_index(pxr::SdfPath const &id) const
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{
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int index;
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sscanf_s(id.GetName().c_str(), "L_%x", &index);
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sscanf(id.GetName().c_str(), "L_%x", &index);
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return index;
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}
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@ -22,6 +22,8 @@
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namespace mx = MaterialX;
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namespace blender::render::hydra {
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void hdmtlx_convert_to_materialnetworkmap(std::string const &mtlx_path,
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pxr::TfTokenVector const &shader_source_types,
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pxr::TfTokenVector const &render_contexts,
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@ -77,3 +79,5 @@ void hdmtlx_convert_to_materialnetworkmap(std::string const &mtlx_path,
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}
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}
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}
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} // namespace blender::render::hydra
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@ -4,13 +4,13 @@
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#pragma once
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#include <pxr/base/tf/token.h>
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#include <pxr/pxr.h>
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#include <pxr/imaging/hd/material.h>
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#include <string>
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struct pxr::HdMaterialNetworkMap;
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namespace blender::render::hydra {
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void hdmtlx_convert_to_materialnetworkmap(std::string const &mtlx_path,
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pxr::TfTokenVector const &shader_source_types,
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pxr::TfTokenVector const &render_contexts,
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pxr::HdMaterialNetworkMap *out);
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} // namespace blender::render::hydra
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