forked from blender/blender
Export volumes #58
@ -39,7 +39,9 @@ void PreviewEngine::update_render_result(std::vector<float> &pixels)
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RenderLayer *layer = (RenderLayer *)result->layers.first;
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RenderPass *pass = (RenderPass *)layer->passes.first;
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memcpy(pass->buffer.data, pixels.data(), sizeof(float) * pass->rectx * pass->recty * pass->channels);
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memcpy(pass->buffer.data,
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pixels.data(),
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sizeof(float) * pass->rectx * pass->recty * pass->channels);
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RE_engine_end_result(bl_engine_, result, false, false, false);
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}
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@ -288,7 +288,9 @@ pxr::SdfPath BlenderSceneDelegate::world_prim_id() const
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ObjectData *BlenderSceneDelegate::object_data(pxr::SdfPath const &id) const
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{
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pxr::SdfPath p_id = (id.GetName().find("SM_") == 0 || id.GetName().find("VF_") == 0) ? id.GetParentPath() : id;
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pxr::SdfPath p_id = (id.GetName().find("SM_") == 0 || id.GetName().find("VF_") == 0) ?
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id.GetParentPath() :
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id;
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auto obj_data = objects_.lookup_ptr(p_id);
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if (obj_data) {
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return obj_data->get();
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@ -17,8 +17,8 @@
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "world.h"
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#include "volume.h"
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#include "world.h"
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namespace blender::render::hydra {
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@ -1,17 +1,17 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/imaging/hd/bprim.h>
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#include <pxr/imaging/hd/tokens.h>
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#include <pxr/imaging/hd/volumeFieldSchema.h>
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#include <pxr/usd/usdHydra/tokens.h>
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#include <pxr/usd/usdVol/tokens.h>
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#include <pxr/usdImaging/usdVolImaging/tokens.h>
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#include "BKE_volume.h"
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#include "BKE_material.h"
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#include "DNA_volume_types.h"
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#include "BKE_volume.h"
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#include "BLI_index_range.hh"
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#include "DNA_volume_types.h"
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#include "blender_scene_delegate.h"
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#include "volume.h"
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@ -19,8 +19,8 @@
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namespace blender::render::hydra {
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VolumeData::VolumeData(BlenderSceneDelegate *scene_delegate,
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Object *object,
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pxr::SdfPath const &prim_id)
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Object *object,
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pxr::SdfPath const &prim_id)
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: ObjectData(scene_delegate, object, prim_id)
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{
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}
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@ -56,7 +56,7 @@ void VolumeData::insert()
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void VolumeData::remove()
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{
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/* NOTE: Is it possible to manipulate a list of fields in Blender?
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* Also something can happen to file.
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* Also something can happen to file.
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* Probably we need to store a field list in class. */
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for (auto &desc : volume_field_descriptors()) {
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 2, "%s", desc.fieldId.GetText());
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@ -92,7 +92,7 @@ void VolumeData::update()
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}
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pxr::VtValue VolumeData::get_data(pxr::SdfPath const &id, pxr::TfToken const &key) const
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{
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{
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if (key == pxr::HdVolumeFieldSchemaTokens->filePath) {
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return pxr::VtValue(pxr::SdfAssetPath(filepath_, filepath_));
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}
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@ -142,10 +142,10 @@ pxr::HdVolumeFieldDescriptorVector VolumeData::volume_field_descriptors() const
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for (const int i : IndexRange(num_grids)) {
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const VolumeGrid *grid = BKE_volume_grid_get_for_read(volume, i);
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const std::string grid_name = BKE_volume_grid_name(grid);
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volume_field_descriptors.emplace_back(pxr::TfToken(grid_name),
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pxr::UsdVolImagingTokens->openvdbAsset,
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prim_id.AppendElementString("VF_" + grid_name));
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pxr::UsdVolImagingTokens->openvdbAsset,
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prim_id.AppendElementString("VF_" + grid_name));
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}
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BKE_volume_unload(volume);
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@ -27,10 +27,10 @@ class VolumeData : public ObjectData {
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void available_materials(Set<pxr::SdfPath> &paths) const;
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private:
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void write_materials();
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void write_materials();
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std::string filepath_;
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MaterialData *mat_data_ = nullptr;
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std::string filepath_;
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MaterialData *mat_data_ = nullptr;
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};
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} // namespace blender::render::hydra
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Loading…
Reference in New Issue
Block a user
Yes, move volume_field_descriptors to private field
VolumeData::field_descriptors_