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USDShader : Shader type namespacing and assignment improvements #6083

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4 changes: 4 additions & 0 deletions Changes.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,10 @@ Improvements
------------

- Arnold : Added support for Int64Data and UInt64Data custom attributes, allowing USD's `instanceId` to be used as a custom attribute in the Instancer node. Warnings are emitted if values are out of range for Arnold's 32 bit ints.
- USDShader :
- A namespace prefix is now set for the shader type from the USD source type, except for `USD` and `glslfx` built-ins which correspond to USDLux lights and USDPreviewSurface built-ins
- Added a way to register namespace overrides from USD shader source types if the resulting USD source type is undesirable
- The correct shader assignment for displacement and volume shaders are now set for shaders which have a context of `displacement` or `volume` set

Fixes
-----
Expand Down
4 changes: 4 additions & 0 deletions include/GafferUSD/USDShader.h
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,10 @@ class GAFFERUSD_API USDShader : public GafferScene::Shader

void loadShader( const std::string &shaderName, bool keepExistingValues = false ) override;

/// Set a namespace remap based on the sourceType of the registered USD shader
/// eg. `USD` remaps to no namespace or `arnold` into `ai`.
static bool registerShaderNameSpace( const IECore::InternedString sourceType, const IECore::InternedString nameSpace );

protected :

IECore::ConstCompoundObjectPtr attributes( const Gaffer::Plug *output ) const override;
Expand Down
54 changes: 54 additions & 0 deletions python/GafferUSDTest/USDShaderTest.py
Original file line number Diff line number Diff line change
Expand Up @@ -258,5 +258,59 @@ def testUsdPreviewSurfaceAssignment( self ) :
self.assertEqual( shaderAssignment["out"].attributes( "/sphere" ).keys(), [ "displacement" ] )
self.assertIsInstance( shaderAssignment["out"].attributes( "/sphere" )["displacement"], IECoreScene.ShaderNetwork )

def testMtlxSurfaceAssignment( self ) :

sphere = GafferScene.Sphere()

shader = GafferUSD.USDShader()
shader.loadShader( "ND_surface" )

sphereFilter = GafferScene.PathFilter()
sphereFilter["paths"].setValue( IECore.StringVectorData( [ "/sphere" ] ) )

shaderAssignment = GafferScene.ShaderAssignment()
shaderAssignment["in"].setInput( sphere["out"] )
shaderAssignment["filter"].setInput( sphereFilter["out"] )
shaderAssignment["shader"].setInput( shader["out"]["out"] )

self.assertEqual( shaderAssignment["out"].attributes( "/sphere" ).keys(), [ "mtlx:surface" ] )
self.assertIsInstance( shaderAssignment["out"].attributes( "/sphere" )["mtlx:surface"], IECoreScene.ShaderNetwork )

def testMtlxDisplacementAssignment( self ) :

sphere = GafferScene.Sphere()

shader = GafferUSD.USDShader()
shader.loadShader( "ND_displacement_float" )

sphereFilter = GafferScene.PathFilter()
sphereFilter["paths"].setValue( IECore.StringVectorData( [ "/sphere" ] ) )

shaderAssignment = GafferScene.ShaderAssignment()
shaderAssignment["in"].setInput( sphere["out"] )
shaderAssignment["filter"].setInput( sphereFilter["out"] )
shaderAssignment["shader"].setInput( shader["out"]["out"] )

self.assertEqual( shaderAssignment["out"].attributes( "/sphere" ).keys(), [ "mtlx:displacement" ] )
self.assertIsInstance( shaderAssignment["out"].attributes( "/sphere" )["mtlx:displacement"], IECoreScene.ShaderNetwork )

def testMtlxVolumeAssignment( self ) :

sphere = GafferScene.Sphere()

shader = GafferUSD.USDShader()
shader.loadShader( "ND_volume" )

sphereFilter = GafferScene.PathFilter()
sphereFilter["paths"].setValue( IECore.StringVectorData( [ "/sphere" ] ) )

shaderAssignment = GafferScene.ShaderAssignment()
shaderAssignment["in"].setInput( sphere["out"] )
shaderAssignment["filter"].setInput( sphereFilter["out"] )
shaderAssignment["shader"].setInput( shader["out"]["out"] )

self.assertEqual( shaderAssignment["out"].attributes( "/sphere" ).keys(), [ "mtlx:volume" ] )
self.assertIsInstance( shaderAssignment["out"].attributes( "/sphere" )["mtlx:volume"], IECoreScene.ShaderNetwork )

if __name__ == "__main__":
unittest.main()
71 changes: 70 additions & 1 deletion src/GafferUSD/USDShader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,7 @@
#include "pxr/usd/usdLux/nonboundableLightBase.h"

#include "boost/algorithm/string/predicate.hpp"
#include "boost/container/flat_map.hpp"

#include "fmt/format.h"

Expand Down Expand Up @@ -319,6 +320,61 @@ Plug *loadPrimDefinitionAttribute( const UsdPrimDefinition::Attribute &attribute

const IECore::InternedString g_surface( "surface" );
const IECore::InternedString g_displacement( "displacement" );
const IECore::InternedString g_volume( "volume" );

using ShaderRemap = boost::container::flat_map<IECore::InternedString, IECore::InternedString>;

ShaderRemap &shaderNameSpace()
{
static ShaderRemap g_shaderNameSpace;
return g_shaderNameSpace;
}

const std::string remapShaderType( const TfToken sourceType, const TfToken context )
{
const IECore::InternedString stype( sourceType.GetString() );
const IECore::InternedString ctx( context.GetString() );
std::string nameSpace = stype.string();
std::string outputType = g_surface.string();

const ShaderRemap &shaderNS = shaderNameSpace();
ShaderRemap::const_iterator it = shaderNS.find( stype );
if( it != shaderNS.end() )
{
nameSpace = it->second.string();
}

if( ctx == g_displacement )
{
outputType = g_displacement.string();
}
else if( ctx == g_volume )
{
outputType = g_volume.string();
}

if( nameSpace.empty() )
{
return outputType;
}

return nameSpace + ":" + outputType;
}

// Ideally this one should translate to `gl` however USDPreviewSurface and friends
// have their sourceType set to `glslfx` so we leave these without a namespace.
const bool g_glslfxShaderNameSpaceRegistration = USDShader::registerShaderNameSpace( "glslfx", "" );
// Prman tends to register their built-in OSL shaders as `OSL` sourceType, which might
// need to be re-looked at if we don't want Prman built-in shaders to be used in
// other OSL-compatible renderers or in other GafferOSL functionality.
const bool g_oslShaderNameSpaceRegistration = USDShader::registerShaderNameSpace( "OSL", "osl" );

// TODO: Put these registers into their respective plugins maybe?

// We shouldn't use Arnold shaders as USD shaders anyways as they're already available in Gaffer from Arnold itself.
const bool g_arnoldShaderNameSpaceRegistration = USDShader::registerShaderNameSpace( "arnold", "ai" );
const bool g_prmanShaderNameSpaceRegistration = USDShader::registerShaderNameSpace( "RmanCpp", "ri" );


} // namespace

Expand Down Expand Up @@ -386,7 +442,14 @@ void USDShader::loadShader( const std::string &shaderName, bool keepExistingValu
// Set name and type and delete old parameters if necessary.

namePlug()->setValue( shaderName );
typePlug()->setValue( "surface" );
if( shader )
{
typePlug()->setValue( remapShaderType( shader->GetSourceType(), shader->GetContext() ) );
}
else
{
typePlug()->setValue( "surface" );
}

Plug *parametersPlug = this->parametersPlug()->source();
Plug *outPlug = this->outPlug();
Expand Down Expand Up @@ -474,3 +537,9 @@ IECore::ConstCompoundObjectPtr USDShader::attributes( const Gaffer::Plug *output
}
return result;
}

bool USDShader::registerShaderNameSpace( const IECore::InternedString sourceType, const IECore::InternedString nameSpace )
{
ShaderRemap &shaderNS = shaderNameSpace();
return shaderNS.insert( { sourceType, nameSpace } ).second;
}
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