Vendor node editor in-tree; add material presets; debug drag regression

Move the imgui-node-editor subset the build actually compiles from
third_party/imgui-node-editor to src/ui/NodeEditor (version-controlled,
MIT LICENSE included). FindImguiNodeEditor.cmake points at the new
location; CMakeLists excludes src/ui/NodeEditor from UI_SOURCES so it
isn't compiled twice.

Material editor presets: a Presets menu (disabled with no open material)
builds a UsdPreviewSurface + UsdUVTexture graph fed by an st primvar
reader, or a MaterialX standard_surface + image graph fed by a texcoord
node. Each is one idempotent, undoable command that re-normalizes layout.
Create Material becomes an icon button. New nodes route through
FindFreeCanvasSpot so a creation never lands on top of an existing node
(overlapping nodes fight over the editor hit test and become undraggable).

Shader-ball preview: pick a previewable output (terminal or 3/4-component
color-like) instead of always the first output, so scalar-only nodes keep
the whole-material preview rather than failing Storm codegen. Per-shape
camera frame-fit margins and auto-clip framing.

Fixes: DeletePrimCommand::Undo recreates missing destination ancestors
before SdfCopySpec (parent material may have been deleted after the
command ran). ConfigWindowsMoveFromTitleBarOnly stops a content-area drag
in the node canvas from moving the whole Material Editor window.

Temporary (marked for removal once the node-editor drag regression is
diagnosed): main.cpp mirrors LOG_INFO to %APPDATA%\UsdLayerManager\
debug.log; a g_AxNodeEditorDebugLog hook in the vendored editor plus a
[NodeGraph] event-trace block in RenderNodeGraphCanvas dump click/drag/
selection/position-save state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-08 22:35:23 +08:00
parent 0f30e080e3
commit 038450a1ca
29 changed files with 13658 additions and 27 deletions
+11 -7
View File
@@ -1,9 +1,13 @@
# FindImguiNodeEditor.cmake - Find or configure thedmd/imgui-node-editor
#
# This module looks for imgui-node-editor in the third_party/imgui-node-editor
# directory (vendored, docking branch) and compiles its sources directly
# against this project's own Imgui::Imgui target so it shares the exact same
# ImGui headers/defines (no second copy of ImGui is pulled in).
# This module looks for imgui-node-editor at src/ui/NodeEditor (an in-tree,
# version-controlled subset of the upstream library — MIT licensed, see
# src/ui/NodeEditor/LICENSE — containing only the files this project's build
# actually compiles; the full upstream drop, including the standalone example
# app used to reproduce library-level bugs against a pure reference build,
# stays vendored separately at third_party/imgui-node-editor) and compiles its
# sources directly against this project's own Imgui::Imgui target so it shares
# the exact same ImGui headers/defines (no second copy of ImGui is pulled in).
#
# Inputs:
# IMGUI_NODE_EDITOR_DIR - Path to imgui-node-editor/NodeEditor root
@@ -13,12 +17,12 @@
# ImguiNodeEditor::ImguiNodeEditor (imported STATIC target)
if(NOT IMGUI_NODE_EDITOR_DIR)
set(IMGUI_NODE_EDITOR_DIR "${CMAKE_SOURCE_DIR}/third_party/imgui-node-editor/NodeEditor")
set(IMGUI_NODE_EDITOR_DIR "${CMAKE_SOURCE_DIR}/src/ui/NodeEditor")
endif()
if(NOT IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR)
set(IMGUI_NODE_EDITOR_BLUEPRINT_UTILITIES_DIR
"${CMAKE_SOURCE_DIR}/third_party/imgui-node-editor/Examples/Common/BlueprintUtilities")
"${CMAKE_SOURCE_DIR}/src/ui/NodeEditor/BlueprintWidgets")
endif()
find_path(ImguiNodeEditor_INCLUDE_DIR
@@ -48,7 +52,7 @@ endforeach()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(ImguiNodeEditor
REQUIRED_VARS ImguiNodeEditor_INCLUDE_DIR
FAIL_MESSAGE "imgui-node-editor not found — expected it vendored at third_party/imgui-node-editor/NodeEditor"
FAIL_MESSAGE "imgui-node-editor not found — expected it at src/ui/NodeEditor"
)
if(ImguiNodeEditor_FOUND AND ImguiNodeEditor_SOURCES_MISSING)