Add Hypershade-style Material Editor with node graph and shader-ball preview

Browser column lists all scene materials plus a searchable create-node
list; Show Graph (or double-click) loads a material into the node-graph
work area. The graph shows the entire network including MaterialX
(.mtlx) node graphs, resolving connections through NodeGraph boundaries
via UsdShadeUtils::GetValueProducingAttributes, with layered auto-layout
for nodes lacking authored uiPosition. Canvas navigates viewport-style
(Alt+MMB pan / Alt+RMB zoom) and TAB opens a Nuke-style search popup.
Selecting a node shows a typed property editor (live-apply, one undo
command per edit) and previews that node's output on the shader ball.

The preview renders through its own Hydra engine into a scratch stage
that composes the material via a reference to the source root layer (so
referenced .mtlx materials work), re-renders until progressive delegates
(Arnold/Cycles/Embree) converge, and lights with HDR dome presets
(External/Room/Interior/Sunset; CC0 Poly Haven EXRs fetched at CMake
configure). texture:format is authored latlong explicitly - left
automatic, hdArnold falls back to Arnold's angular fisheye default -
and hdCycles gets a -90 X pole rotation to match Storm's +Y-pole
sampling.

Mutations go through new ICommand subclasses (create shader node,
connect/disconnect attrs). imgui-node-editor is vendored (gitignored)
with a local one-line patch: c_ScrollButtonIndex 1->2 for MMB pan.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-04 20:44:54 +08:00
parent 338970b243
commit 09819091c4
20 changed files with 2366 additions and 4 deletions
+12
View File
@@ -185,12 +185,23 @@ public:
/// unknown or the switch fails. The renderer is re-initialised if needed.
bool SetRendererPlugin(const pxr::TfToken& pluginId);
/// False while a progressive delegate (Arnold/Cycles/Embree…) is still
/// accumulating samples for the last-submitted frame; Storm is always
/// converged after one pass. Callers that cache the output texture must
/// keep calling Render() until this is true.
bool IsConverged() const { return !m_renderer || m_renderer->IsConverged(); }
// -----------------------------------------------------------------------
// View settings
// -----------------------------------------------------------------------
bool ShowGrid() const { return m_showGrid; }
void SetShowGrid(bool show) { m_showGrid = show; }
/// Hydra refinement complexity (1.0 = base mesh, up to 2.0). The shader
/// ball uses a raised value so the sphere tessellates smoothly.
float Complexity() const { return m_complexity; }
void SetComplexity(float c) { m_complexity = c; }
bool ShowCameraGuide() const { return m_showCameraGuide; }
void SetShowCameraGuide(bool show) { m_showCameraGuide = show; }
@@ -360,6 +371,7 @@ private:
std::vector<pxr::GfVec4d> m_clipPlanes;
bool m_showGrid;
float m_complexity = 1.0f;
bool m_showCameraGuide;
bool m_showGuides;
bool m_showProxy;