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shadingModePxrRis.cpp
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//
// Copyright 2016 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// Defines the RenderMan for Maya mapping between Pxr objects and Maya internal nodes
#include "shadingModePxrRis_rfm_map.h"
#include <mayaUsd/fileio/shading/shadingModeExporter.h>
#include <mayaUsd/fileio/shading/shadingModeExporterContext.h>
#include <mayaUsd/fileio/shading/shadingModeImporter.h>
#include <mayaUsd/fileio/shading/shadingModeRegistry.h>
#include <mayaUsd/fileio/translators/translatorUtil.h>
#include <mayaUsd/fileio/utils/roundTripUtil.h>
#include <mayaUsd/fileio/utils/writeUtil.h>
#include <mayaUsd/utils/converter.h>
#include <mayaUsd/utils/util.h>
#include <pxr/pxr.h>
#include <pxr/base/tf/diagnostic.h>
#include <pxr/base/tf/staticTokens.h>
#include <pxr/base/tf/stringUtils.h>
#include <pxr/base/tf/token.h>
#include <pxr/base/vt/value.h>
#include <pxr/usd/sdf/path.h>
#include <pxr/usd/sdf/valueTypeName.h>
#include <pxr/usd/usd/attribute.h>
#include <pxr/usd/usd/prim.h>
#include <pxr/usd/usdGeom/gprim.h>
#include <pxr/usd/usdRi/materialAPI.h>
#include <pxr/usd/usdShade/connectableAPI.h>
#include <pxr/usd/usdShade/input.h>
#include <pxr/usd/usdShade/material.h>
#include <pxr/usd/usdShade/output.h>
#include <pxr/usd/usdShade/shader.h>
#include <pxr/usd/usdShade/tokens.h>
#include <maya/MFnAttribute.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MFnSet.h>
#include <maya/MGlobal.h>
#include <maya/MObject.h>
#include <maya/MPlug.h>
#include <maya/MStatus.h>
#include <maya/MString.h>
#include <vector>
using namespace MAYAUSD_NS;
PXR_NAMESPACE_OPEN_SCOPE
TF_DEFINE_PRIVATE_TOKENS(
_tokens,
((PxrShaderPrefix, "Pxr"))
((DefaultShaderOutputName, "out"))
((MayaShaderOutputName, "outColor"))
((RmanPlugPreferenceName, "rfmShadingEngineUseRmanPlugs"))
((RmanVolumeShaderPlugName, "volumeShader"))
);
namespace {
struct _ShadingPlugs {
const TfToken surface;
const TfToken displacement;
};
static const _ShadingPlugs _RmanPlugs {
TfToken("rman__surface"),
TfToken("rman__displacement")
};
static const _ShadingPlugs _MayaPlugs {
TfToken("surfaceShader"),
TfToken("displacementShader")
};
static
_ShadingPlugs
_GetShadingPlugs()
{
// Check for rfmShadingEngineUseRmanPlugs preference
// If set to 1, use rman__surface and rman__displacement plug names
// Otherwise, fallback to Maya's surfaceShader and displacementShader
bool exists = false;
int useRmanPlugs = MGlobal::optionVarIntValue(
_tokens->RmanPlugPreferenceName.GetText(), &exists);
return (exists && useRmanPlugs) ? _RmanPlugs : _MayaPlugs;
}
class PxrRisShadingModeExporter : public UsdMayaShadingModeExporter {
public:
PxrRisShadingModeExporter() {}
private:
void
PreExport(UsdMayaShadingModeExportContext* context) override
{
context->SetVolumeShaderPlugName(_tokens->RmanVolumeShaderPlugName);
const auto shadingPlugs = _GetShadingPlugs();
context->SetSurfaceShaderPlugName(shadingPlugs.surface);
context->SetDisplacementShaderPlugName(shadingPlugs.displacement);
}
TfToken
_GetShaderTypeName(const MFnDependencyNode& depNode)
{
const TfToken mayaTypeName(depNode.typeName().asChar());
// Now look into the RIS TABLE if the typeName doesn't starts with Pxr.
if (!TfStringStartsWith(mayaTypeName, _tokens->PxrShaderPrefix)) {
for (const auto& i : _RFM_RISNODE_TABLE) {
if (i.first == mayaTypeName) {
return i.second;
}
}
}
return mayaTypeName;
}
UsdPrim
_ExportShadingNodeHelper(
const UsdPrim& materialPrim,
const MFnDependencyNode& depNode,
const UsdMayaShadingModeExportContext& context,
SdfPathSet* processedPaths)
{
UsdStagePtr stage = materialPrim.GetStage();
// XXX: would be nice to write out the current display color as
// well. currently, when we re-import, we don't get the display color so
// it shows up as black.
const TfToken shaderPrimName(
UsdMayaUtil::SanitizeName(depNode.name().asChar()));
const SdfPath shaderPath = materialPrim.GetPath().AppendChild(shaderPrimName);
if (processedPaths->count(shaderPath) == 1u) {
return stage->GetPrimAtPath(shaderPath);
}
processedPaths->insert(shaderPath);
// Determine the risShaderType that will correspond to the USD shader ID.
const TfToken risShaderType = _GetShaderTypeName(depNode);
if (!TfStringStartsWith(risShaderType, _tokens->PxrShaderPrefix)) {
TF_RUNTIME_ERROR(
"Skipping '%s' because its type '%s' is not Pxr-prefixed.",
depNode.name().asChar(),
risShaderType.GetText());
return UsdPrim();
}
UsdShadeShader shaderSchema = UsdShadeShader::Define(stage, shaderPath);
shaderSchema.CreateIdAttr(VtValue(risShaderType));
MStatus status = MS::kFailure;
std::vector<MPlug> inputAttrPlugs;
// gather all the inputAttrPlugs we want to process.
for (unsigned int i = 0u; i < depNode.attributeCount(); ++i) {
MPlug attrPlug = depNode.findPlug(depNode.attribute(i), true);
if (attrPlug.isProcedural()) {
// maya docs says these should not be saved off. we skip them
// here.
continue;
}
// We can identify "output" parameters for Pxr* by checking if they
// are writable.
if (!MFnAttribute(attrPlug.attribute()).isWritable()) {
// If needed, we could author these as outputs, but
// currently don't have an immediate need to bake these out.
continue;
}
if (attrPlug.isChild()) {
continue;
}
if (!UsdMayaUtil::IsAuthored(attrPlug)) {
continue;
}
// For now, we only support arrays of length 1. if we encounter
// such an array, we emit it's 0-th element.
if (attrPlug.isArray()) {
const unsigned int numElements = attrPlug.evaluateNumElements();
if (numElements > 0u) {
inputAttrPlugs.push_back(attrPlug[0]);
if (numElements > 1u) {
TF_WARN(
"Array with multiple elements encountered at '%s'. "
"Currently, only arrays with a single element are "
"supported.",
attrPlug.name().asChar());
}
}
}
else {
inputAttrPlugs.push_back(attrPlug);
}
}
for (const auto& attrPlug : inputAttrPlugs) {
// this is writing out things that live on the MFnDependencyNode.
// maybe that's OK? nothing downstream cares about it.
const TfToken attrName = TfToken(
context.GetStandardAttrName(attrPlug, false));
if (attrName.IsEmpty()) {
continue;
}
const SdfValueTypeName attrTypeName =
Converter::getUsdTypeName(attrPlug);
if (!attrTypeName) {
continue;
}
UsdShadeInput input = shaderSchema.CreateInput(attrName,
attrTypeName);
if (!input) {
continue;
}
if (attrPlug.isElement()) {
UsdMayaRoundTripUtil::MarkAttributeAsArray(input.GetAttr(),
0u);
}
UsdMayaWriteUtil::SetUsdAttr(attrPlug,
input.GetAttr(),
UsdTimeCode::Default());
// Now handle plug connections and recurse if necessary.
if (!attrPlug.isConnected() || !attrPlug.isDestination()) {
continue;
}
const MPlug connectedPlug(UsdMayaUtil::GetConnected(attrPlug));
const MFnDependencyNode connectedDepFn(connectedPlug.node(),
&status);
if (status != MS::kSuccess) {
continue;
}
if (UsdPrim cPrim = _ExportShadingNodeHelper(materialPrim,
connectedDepFn,
context,
processedPaths)) {
UsdShadeConnectableAPI::ConnectToSource(
input,
UsdShadeShader(cPrim),
TfToken(context.GetStandardAttrName(connectedPlug, false)));
}
}
return shaderSchema.GetPrim();
}
UsdPrim
_ExportShadingNode(
const UsdPrim& materialPrim,
const MFnDependencyNode& depNode,
const UsdMayaShadingModeExportContext& context)
{
SdfPathSet processedNodes;
return _ExportShadingNodeHelper(materialPrim,
depNode,
context,
&processedNodes);
}
void
Export(
const UsdMayaShadingModeExportContext& context,
UsdShadeMaterial* const mat,
SdfPathSet* const boundPrimPaths) override
{
const UsdMayaShadingModeExportContext::AssignmentVector& assignments =
context.GetAssignments();
if (assignments.empty()) {
return;
}
UsdPrim materialPrim = context.MakeStandardMaterialPrim(assignments,
std::string(),
boundPrimPaths);
UsdShadeMaterial material(materialPrim);
if (!material) {
return;
}
if (mat != nullptr) {
*mat = material;
}
UsdRiMaterialAPI riMaterialAPI(materialPrim);
MStatus status;
const MFnDependencyNode surfaceDepNodeFn(
context.GetSurfaceShader(),
&status);
if (status == MS::kSuccess) {
UsdPrim surfaceShaderPrim =
_ExportShadingNode(materialPrim,
surfaceDepNodeFn,
context);
UsdShadeShader surfaceShaderSchema(surfaceShaderPrim);
if (surfaceShaderSchema) {
UsdShadeOutput surfaceShaderOutput =
surfaceShaderSchema.CreateOutput(
_tokens->DefaultShaderOutputName,
SdfValueTypeNames->Token);
riMaterialAPI.SetSurfaceSource(
surfaceShaderOutput.GetAttr().GetPath());
}
}
const MFnDependencyNode volumeDepNodeFn(
context.GetVolumeShader(),
&status);
if (status == MS::kSuccess) {
UsdPrim volumeShaderPrim =
_ExportShadingNode(materialPrim,
volumeDepNodeFn,
context);
UsdShadeShader volumeShaderSchema(volumeShaderPrim);
if (volumeShaderSchema) {
UsdShadeOutput volumeShaderOutput =
volumeShaderSchema.CreateOutput(
_tokens->DefaultShaderOutputName,
SdfValueTypeNames->Token);
riMaterialAPI.SetVolumeSource(
volumeShaderOutput.GetAttr().GetPath());
}
}
const MFnDependencyNode displacementDepNodeFn(
context.GetDisplacementShader(),
&status);
if (status == MS::kSuccess) {
UsdPrim displacementShaderPrim =
_ExportShadingNode(materialPrim,
displacementDepNodeFn,
context);
UsdShadeShader displacementShaderSchema(displacementShaderPrim);
if (displacementShaderSchema) {
UsdShadeOutput displacementShaderOutput =
displacementShaderSchema.CreateOutput(
_tokens->DefaultShaderOutputName,
SdfValueTypeNames->Token);
riMaterialAPI.SetDisplacementSource(
displacementShaderOutput.GetAttr().GetPath());
}
}
}
};
}
TF_REGISTRY_FUNCTION_WITH_TAG(UsdMayaShadingModeExportContext, pxrRis)
{
UsdMayaShadingModeRegistry::GetInstance().RegisterExporter(
"pxrRis",
"RfM Shaders",
"",
[]() -> UsdMayaShadingModeExporterPtr {
return UsdMayaShadingModeExporterPtr(
static_cast<UsdMayaShadingModeExporter*>(
new PxrRisShadingModeExporter()));
}
);
}
namespace {
static
MObject
_CreateAndPopulateShaderObject(
const UsdShadeShader& shaderSchema,
const UsdMayaShadingNodeType shadingNodeType,
UsdMayaShadingModeImportContext* context);
static
MObject
_GetOrCreateShaderObject(
const UsdShadeShader& shaderSchema,
const UsdMayaShadingNodeType shadingNodeType,
UsdMayaShadingModeImportContext* context)
{
MObject shaderObj;
if (!shaderSchema) {
return shaderObj;
}
if (context->GetCreatedObject(shaderSchema.GetPrim(), &shaderObj)) {
return shaderObj;
}
shaderObj = _CreateAndPopulateShaderObject(shaderSchema, shadingNodeType, context);
return context->AddCreatedObject(shaderSchema.GetPrim(), shaderObj);
}
static
MPlug
_ImportAttr(const UsdAttribute& usdAttr, const MFnDependencyNode& fnDep)
{
const std::string mayaAttrName = usdAttr.GetBaseName().GetString();
MStatus status;
MPlug mayaAttrPlug = fnDep.findPlug(mayaAttrName.c_str(), &status);
if (status != MS::kSuccess) {
return MPlug();
}
unsigned int index = 0u;
if (UsdMayaRoundTripUtil::GetAttributeArray(usdAttr, &index)) {
mayaAttrPlug = mayaAttrPlug.elementByLogicalIndex(index, &status);
if (status != MS::kSuccess) {
return MPlug();
}
}
UsdMayaUtil::setPlugValue(usdAttr, mayaAttrPlug);
return mayaAttrPlug;
}
static
TfToken
_GetMayaTypeNameForShaderId(
const TfToken& shaderId)
{
// Remap the mayaTypeName if found in the RIS table.
for (const auto & i : _RFM_RISNODE_TABLE) {
if (i.second == shaderId) {
return i.first;
}
}
// Otherwise, just return shaderId
return shaderId;
}
static
UsdMayaShadingNodeType
_ComputeShadingNodeTypeForShaderId(
const TfToken& shaderId,
const UsdMayaShadingNodeType& fallback)
{
MString mayaType(_GetMayaTypeNameForShaderId(shaderId).GetText());
MStatus status;
MString cmd;
status = cmd.format("getClassification ^1s", mayaType);
CHECK_MSTATUS_AND_RETURN(status, fallback);
MStringArray compoundClassifications;
status = MGlobal::executeCommand(cmd, compoundClassifications, false, false);
CHECK_MSTATUS_AND_RETURN(status, fallback);
static const std::vector<std::pair<std::string, UsdMayaShadingNodeType> >
_classificationsToTypes = {
{ "texture/", UsdMayaShadingNodeType::Texture },
{ "utility/", UsdMayaShadingNodeType::Utility },
{ "shader/", UsdMayaShadingNodeType::Shader },
};
// The docs for getClassification are pretty confusing. You'd think that
// the string array returned would give you each "classification", but
// instead, it's a list of "single compound classification string by joining
// the individual classifications with ':'".
// Loop over the compoundClassifications, though I believe
// compoundClassifications will always have size 0 or 1.
#if MAYA_API_VERSION >= 20190000
for (const MString& compoundClassification : compoundClassifications) {
#else
for (unsigned int i = 0; i < compoundClassifications.length(); ++i) {
const MString& compoundClassification = compoundClassifications[i];
#endif
const std::string compoundClassificationStr(compoundClassification.asChar());
for (const std::string& classification :
TfStringSplit(compoundClassificationStr, ":")) {
for (const auto& classPrefixAndType : _classificationsToTypes) {
if (TfStringStartsWith(
classification, classPrefixAndType.first)) {
return classPrefixAndType.second;
}
}
}
}
return fallback;
}
static
UsdMayaShadingNodeType
_GetShadingNodeTypeForNestedNode(
const UsdShadeShader& shaderSchema)
{
TfToken shaderId;
shaderSchema.GetIdAttr().Get(&shaderId);
static std::map<TfToken, UsdMayaShadingNodeType> _cache;
const auto iter = _cache.find(shaderId);
if (iter != _cache.end()) {
return iter->second;
}
return _cache[shaderId] = _ComputeShadingNodeTypeForShaderId(
shaderId,
// any "nested" shader objects that we can't classify should
// fallback to NonShading.
UsdMayaShadingNodeType::NonShading);
}
// Should only be called by _GetOrCreateShaderObject, no one else.
MObject
_CreateAndPopulateShaderObject(
const UsdShadeShader& shaderSchema,
const UsdMayaShadingNodeType shadingNodeType,
UsdMayaShadingModeImportContext* context)
{
TfToken shaderId;
shaderSchema.GetIdAttr().Get(&shaderId);
TfToken mayaTypeName = _GetMayaTypeNameForShaderId(shaderId);
MStatus status;
MObject shaderObj;
MFnDependencyNode depFn;
if (!(UsdMayaTranslatorUtil::CreateShaderNode(
MString(shaderSchema.GetPrim().GetName().GetText()),
mayaTypeName.GetText(),
shadingNodeType,
&status,
&shaderObj)
&& depFn.setObject(shaderObj))) {
// we need to make sure assumes those types are loaded..
TF_RUNTIME_ERROR(
"Could not create node of type '%s' for shader '%s'. "
"Probably missing a loadPlugin.\n",
mayaTypeName.GetText(),
shaderSchema.GetPrim().GetName().GetText());
return MObject();
}
// The rest of this is not really RIS specific at all.
for (const UsdShadeInput& input : shaderSchema.GetInputs()) {
MPlug mayaAttr = _ImportAttr(input.GetAttr(), depFn);
if (mayaAttr.isNull()) {
continue;
}
UsdShadeConnectableAPI source;
TfToken sourceOutputName;
UsdShadeAttributeType sourceType;
// Follow shader connections and recurse.
if (!UsdShadeConnectableAPI::GetConnectedSource(input,
&source,
&sourceOutputName,
&sourceType)) {
continue;
}
UsdShadeShader sourceShaderSchema = UsdShadeShader(source.GetPrim());
if (!sourceShaderSchema) {
continue;
}
MObject sourceObj = _GetOrCreateShaderObject(
sourceShaderSchema,
_GetShadingNodeTypeForNestedNode(sourceShaderSchema),
context);
MFnDependencyNode sourceDepFn(sourceObj, &status);
if (status != MS::kSuccess) {
continue;
}
MPlug srcAttr = sourceDepFn.findPlug(sourceOutputName.GetText());
if (srcAttr.isArray()) {
const unsigned int numElements = srcAttr.evaluateNumElements();
if (numElements > 0u) {
if (numElements > 1u) {
TF_WARN(
"Array with multiple elements encountered at '%s'. "
"Currently, only arrays with a single element are "
"supported. Not connecting attribute.",
srcAttr.name().asChar());
continue;
}
srcAttr = srcAttr[0];
}
}
UsdMayaUtil::Connect(srcAttr, mayaAttr, false);
}
return shaderObj;
}
}; // anonymous namespace
DEFINE_SHADING_MODE_IMPORTER(pxrRis, context)
{
// RenderMan for Maya wants the shader nodes to get hooked into the shading
// group via its own plugs.
context->SetVolumeShaderPlugName(_tokens->RmanVolumeShaderPlugName);
const auto shadingPlugs = _GetShadingPlugs();
context->SetSurfaceShaderPlugName(shadingPlugs.surface);
context->SetDisplacementShaderPlugName(shadingPlugs.displacement);
// This expects the renderman for maya plugin is loaded.
// How do we ensure that it is?
const UsdShadeMaterial& shadeMaterial = context->GetShadeMaterial();
if (!shadeMaterial) {
return MObject();
}
// Get the surface, volume, and/or displacement shaders of the material.
// First we try computing the sources via the material, and otherwise we
// fall back to querying the UsdRiMaterialAPI.
UsdShadeShader surfaceShader = shadeMaterial.ComputeSurfaceSource();
if (!surfaceShader) {
surfaceShader = UsdRiMaterialAPI(shadeMaterial).GetSurface();
}
UsdShadeShader volumeShader = shadeMaterial.ComputeVolumeSource();
if (!volumeShader) {
volumeShader = UsdRiMaterialAPI(shadeMaterial).GetVolume();
}
UsdShadeShader displacementShader = shadeMaterial.ComputeDisplacementSource();
if (!displacementShader) {
displacementShader = UsdRiMaterialAPI(shadeMaterial).GetDisplacement();
}
MObject surfaceShaderObj = _GetOrCreateShaderObject(
surfaceShader, UsdMayaShadingNodeType::Shader, context);
MObject volumeShaderObj = _GetOrCreateShaderObject(
volumeShader, UsdMayaShadingNodeType::Shader, context);
MObject displacementShaderObj = _GetOrCreateShaderObject(
displacementShader, UsdMayaShadingNodeType::Shader, context);
if (surfaceShaderObj.isNull() &&
volumeShaderObj.isNull() &&
displacementShaderObj.isNull()) {
return MObject();
}
// Create the shading engine.
MObject shadingEngine = context->CreateShadingEngine();
if (shadingEngine.isNull()) {
return MObject();
}
MStatus status;
MFnSet fnSet(shadingEngine, &status);
if (status != MS::kSuccess) {
return MObject();
}
const TfToken surfaceShaderPlugName = context->GetSurfaceShaderPlugName();
if (!surfaceShaderPlugName.IsEmpty() && !surfaceShaderObj.isNull()) {
MFnDependencyNode depNodeFn(surfaceShaderObj, &status);
if (status != MS::kSuccess) {
return MObject();
}
MPlug shaderOutputPlug =
depNodeFn.findPlug(_tokens->MayaShaderOutputName.GetText(), &status);
if (status != MS::kSuccess || shaderOutputPlug.isNull()) {
return MObject();
}
MPlug seInputPlug =
fnSet.findPlug(surfaceShaderPlugName.GetText(), &status);
CHECK_MSTATUS_AND_RETURN(status, MObject());
UsdMayaUtil::Connect(shaderOutputPlug,
seInputPlug,
/* clearDstPlug = */ true);
}
const TfToken volumeShaderPlugName = context->GetVolumeShaderPlugName();
if (!volumeShaderPlugName.IsEmpty() && !volumeShaderObj.isNull()) {
MFnDependencyNode depNodeFn(volumeShaderObj, &status);
if (status != MS::kSuccess) {
return MObject();
}
MPlug shaderOutputPlug =
depNodeFn.findPlug(_tokens->MayaShaderOutputName.GetText(), &status);
if (status != MS::kSuccess || shaderOutputPlug.isNull()) {
return MObject();
}
MPlug seInputPlug =
fnSet.findPlug(volumeShaderPlugName.GetText(), &status);
CHECK_MSTATUS_AND_RETURN(status, MObject());
UsdMayaUtil::Connect(shaderOutputPlug,
seInputPlug,
/* clearDstPlug = */ true);
}
const TfToken displacementShaderPlugName = context->GetDisplacementShaderPlugName();
if (!displacementShaderPlugName.IsEmpty() && !displacementShaderObj.isNull()) {
MFnDependencyNode depNodeFn(displacementShaderObj, &status);
if (status != MS::kSuccess) {
return MObject();
}
MPlug shaderOutputPlug =
depNodeFn.findPlug(_tokens->MayaShaderOutputName.GetText(), &status);
if (status != MS::kSuccess || shaderOutputPlug.isNull()) {
return MObject();
}
MPlug seInputPlug =
fnSet.findPlug(displacementShaderPlugName.GetText(), &status);
CHECK_MSTATUS_AND_RETURN(status, MObject());
UsdMayaUtil::Connect(shaderOutputPlug,
seInputPlug,
/* clearDstPlug = */ true);
}
return shadingEngine;
}
PXR_NAMESPACE_CLOSE_SCOPE