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RenderMan transform, shader and geometry converters #6255
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Let me know if you haven't started to review this one yet @murraystevenson. I have a few changes that might be easier to look at fresh rather than as diffs. |
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OK, I've pushed the latest versions - should be good for review now. |
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Thanks John! Flagged a couple of minor things inline, feel free to address however you see fit and then merge.
src/IECoreRenderMan/Transform.h
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struct AnimatedTransform : riley::Transform | ||
{ | ||
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/// Caution : `transformSamples` and `transformTimes` are referenced |
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transformTimes
-> sampleTimes
?
src/IECoreRenderMan/Transform.h
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{ | ||
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/// Caution : `transformSamples` and `transformTimes` are referenced | ||
/// directly, and must live until the StaticTransform is passed to Riley. |
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StaticTransform
-> AnimatedTransform
?
src/IECoreRenderMan/MeshAlgo.cpp
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vector<RtInt> tagArgCounts; | ||
vector<RtInt> tagIntArgs; | ||
vector<RtFloat> tagFloatArgs; | ||
vector<RtToken> tagStringArgs; |
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tagStringArgs
appears to be unused?
These make it easy to convert a transform in Imath/Gaffer format to a `riley::Transform` to be used with the RenderMan API.
This will be used to convert shaders in the upcoming RenderMan renderer backend.
This will provide geometry conversion services for the upcoming renderer backend.
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Thanks for spotting those - I've squashed the fixes in and am merging. |
These will do much of the heavy lifting of the upcoming RenderMan backend. For the most part the conversions are all fairly straightforward, and the APIs should be fairly familiar due to being modelled closely on IECoreArnold. Things will get more interesting in the next PR which will actually introduce the Renderer subclass, where things get a little more involved.