#include <LightMaterialOpI.h>
Public Member Functions | |
std::string | getShaderNodeName (const usg::Token &target_renderer=usg::Token()) override |
void | defineLightPrim (const usg::LayerRef &define_layer, const usg::Path &light_prim_path, const MaterialContext &rtx, usg::ShaderDescGroup &shaderdesc_group) |
Public Member Functions inherited from DD::Image::MaterialOpI | |
virtual Op * | getOp () |
Return the Op this interface is attached to. Should return 'this'. | |
virtual void | setOverrideOp (Op *) |
virtual void | clearOverrideOp () |
Disable any assigned override Op. | |
virtual Op * | getOverrideOp () const |
Return the override Op used for shader property value updating. | |
virtual usg::TokenArray | getAppliedApiSchemas () const |
Returns a list of API's this output shader must implement. | |
virtual const char * | getOutputSchema () const |
virtual int32_t | getOutputType () const |
bool | isCoShader () const |
Convenience to check output type. | |
bool | isSurfaceShader () const |
bool | isLightShader () const |
bool | isVolumeShader () const |
virtual std::string | getShaderNodeName (const usg::Token &target_renderer=usg::Token()) |
virtual int32_t | connectionTypeForNodeInput (int32_t node_input) const |
virtual usg::ShaderDesc * | createShaderGraph (int32_t output_type, const MaterialContext &rtx, usg::ShaderDescGroup &shader_group) |
virtual usg::ShaderDesc * | createShaderGraphFromOp (Op *input_op, const MaterialContext &rtx, usg::ShaderDescGroup &shader_group) |
virtual void | updateShaderGraphOverrides (int32_t output_type, const MaterialContext &rtx, usg::ShaderDescGroup &shader_group) |
virtual void | updateShaderGraphFromOp (Op *input_op, const MaterialContext &rtx, usg::ShaderDescGroup &shader_group) |
Static Public Member Functions | |
static const char * | conformPropName (const char *prop_name) |
Static Public Member Functions inherited from DD::Image::MaterialOpI | |
static std::string | getNodeInstanceSuffix (DD::Image::Op *op) |
static std::string | buildName (const std::string &node_name, const char *schema_name) |
Convenience function builds a standard shader name with '<node_name>_<schema_name>'. | |
static std::string | buildName (const usg::Token &target_renderer, const std::string &node_name, const char *schema_name) |
Convenience function builds a standard shader name with '<target_renderer>_<node_name>_<schema_name>'. | |
static int32_t | getShaderTypeFromOp (Op *op) |
static std::string | getShaderNodeNameFromOp (const usg::Token &target_renderer, Op *op) |
static const char * | inputShaderTypeName (int32_t op_type) |
static usg::ShaderDesc * | createOpInterfaceShaderDesc (int32_t op_type, Op *op) |
static usg::ShaderDesc * | createOpInterfaceShaderDesc (Op *op) |
static std::string | buildAssetPath (Op *input_op) |
static bool | parseAssetPath (const std::string &path, std::string &nodePath, OutputContext &outputContext) |
static Op * | retrieveOpFromAssetPath (const std::string &path) |
Protected Member Functions | |
bool | overrideShaderDescInput (const char *knob_name, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name, usg::Value::Type target_property_type_hint=usg::Value::Type::InvalidType) override |
bool | overrideShaderDescInput (const Channel &chan, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name) override |
bool | overrideShaderDescInput (const Channel *chan_array, uint32_t num_channels, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name) override |
bool | overrideShaderDescInput (const ChannelSet &channels, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name) override |
virtual bool | overrideShaderDescInput (const char *knob_name, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name, usg::Value::Type target_property_type_hint=usg::Value::Type::InvalidType) |
virtual bool | overrideShaderDescInput (const Channel &chan, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name) |
virtual bool | overrideShaderDescInput (const Channel *chan_array, uint32_t num_channels, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name) |
virtual bool | overrideShaderDescInput (const ChannelSet &channels, const MaterialContext &rtx, usg::ShaderDesc &shader_desc, const char *target_property_name) |
Additional Inherited Members | |
Public Types inherited from DD::Image::MaterialOpI | |
enum | { INPUT_TYPE_NONE , INPUT_TYPE_OP , INPUT_TYPE_MATERIALOP , INPUT_TYPE_IOP , INPUT_TYPE_AXISOP , INPUT_TYPE_CAMERAOP , INPUT_TYPE_LIGHTOP } |
enum | { OUTPUT_TYPE_NONE , OUTPUT_TYPE_COSHADER , OUTPUT_TYPE_SURFACESHADER , OUTPUT_TYPE_LIGHTSHADER , OUTPUT_TYPE_VOLUMESHADER } |
Interface for abstracting Light usg::Prims and their possible materials, usually built from LightOps.
LightMaterialOpI converts a graph network of Nuke LightOp, AxisOp, and Iop Nodes into usg::Prims with the matching Xform parenting structure. At the moment (Nuke14-2022) the material and shader graph part is ignored in favor of using the direct texture assignment attributes on the Light Prims. When light shader graphs are formally supported they will likely be handled similar to surface materials and stored under a shared 'light library' locale in the scenegraph. This is the reason why this class is a subclass of MaterialOpI.
The biggest topological difference between this and MaterialOpI is that a Light usg::Prim is created with possibly a parenting rig added above it rather than a single usg::MaterialPrim and multiple usg::ShaderPrims underneath.
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overridevirtual |
The 'shader node' name for LightOps is its full prim path so this method returns 'LightOp::primFullPath()'. The target_renderer arg is ignored.
Reimplemented from DD::Image::MaterialOpI.
References DD::Image::MaterialOpI::getOp(), and DD::Image::AxisOp::primFullPath().
Referenced by defineLightPrim().
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static |
Skips any leading 'inputs:' or 'outputs:' prefix in the prop name. This can commonly happen when the property names are coming from a Light Prim and not a shader. For example a Schema property named 'inputs:intensity' will be changed to 'intensity' since light prims don't use the same convention as shader prims.
Referenced by overrideShaderDescInput().
void DD::Image::LightMaterialOpI::defineLightPrim | ( | const usg::LayerRef & | define_layer, |
const usg::Path & | light_prim_path, | ||
const MaterialContext & | rtx, | ||
usg::ShaderDescGroup & | shaderdesc_group | ||
) |
Define a Light Prim from the wrapped LightOp in the provided GeomLayer, setting any attribute overrides.
'light_path' is the absolute path to the new Light Prim with the new prim name at the end.
Optionally initialize a ShaderDescGroup with all the ShaderDesc comprising this light's shader tree and its input connections, and assign the 'output' shader entry point for the group.
References DD::Image::MaterialOpI::getOp(), DD::Image::MaterialOpI::getOutputSchema(), getShaderNodeName(), DD::Image::Op::nodeName(), DD::Image::MaterialOpI::OUTPUT_TYPE_LIGHTSHADER, and DD::Image::MaterialOpI::updateShaderGraphOverrides().
Referenced by DD::Image::GeomOpEngine::importLightOp().
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overrideprotectedvirtual |
Copy the value from a local Op Knob to the ShaderDesc. Translates light Prim property names and trim any leading 'inputs:' or 'outputs:'.
Reimplemented from DD::Image::MaterialOpI.
References conformPropName(), and DD::Image::MaterialOpI::overrideShaderDescInput().
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overrideprotectedvirtual |
Specialization for Channel-source override. Translates light Prim property names and trim any leading 'inputs:' or 'outputs:'.
Reimplemented from DD::Image::MaterialOpI.
References conformPropName(), and DD::Image::MaterialOpI::overrideShaderDescInput().
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overrideprotectedvirtual |
Specialization for ChannelArray-source override. Translates light Prim property names and trim any leading 'inputs:' or 'outputs:'.
Reimplemented from DD::Image::MaterialOpI.
References conformPropName(), and DD::Image::MaterialOpI::overrideShaderDescInput().
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overrideprotectedvirtual |
Specialization for ChannelSet-source override. Translates light Prim property names and trim any leading 'inputs:' or 'outputs:'.
Reimplemented from DD::Image::MaterialOpI.
References conformPropName(), and DD::Image::MaterialOpI::overrideShaderDescInput().
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