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
@@ -0,0 +1,33 @@
#pragma once
#include "../CommandHistory.h"
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/sdf/path.h>
#include <string>
namespace UsdLayerManager {
/// Disconnects a shader input from its upstream source, capturing that
/// source at construction time so Undo can restore it.
class DisconnectShaderAttrCommand : public ICommand {
public:
DisconnectShaderAttrCommand(pxr::UsdStageRefPtr stage,
const pxr::SdfPath& destNode,
const std::string& destInput);
void Execute() override;
void Undo() override;
std::string GetDescription() const override { return m_description; }
private:
pxr::UsdStageRefPtr m_stage;
pxr::SdfPath m_destNode;
std::string m_destInput;
std::string m_description;
bool m_hadConnection = false;
pxr::SdfPath m_sourceNode;
std::string m_sourceOutput;
};
} // namespace UsdLayerManager