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# CLAUDE.md — 12-rule template
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
---
## Build
**Prerequisites:** MSVC 2022, CMake ≥ 3.20, Python 3.12 at `%LOCALAPPDATA%\Programs\Python\Python312`.
OpenUSD 25.05 is expected at `third_party/OpenUSD-v25.05` (set via `CMAKE_PREFIX_PATH` in the preset).
```powershell
# Configure (one-time; downloads ACES 1.2 OCIO config ~124 MB on first run)
cmake --preset default
# Build Release (copies all USD/DLL dependencies to build/Release/)
cmake --build build --config Release
# Install to install/bin/
cmake --build build --config Release --target install
```
The `default` preset (in `CMakePresets.json`) enables `WITH_CYCLES=ON`, `HDARNOLD_ROOT`, and `HDEMBREE_USD_ROOT` for the maintainer's machine. For a minimal build without optional render delegates, configure manually:
```powershell
cmake -B build -G "Visual Studio 17 2022" `
-DCMAKE_PREFIX_PATH="third_party/OpenUSD-v25.05" `
-DIMGUI_DIR="third_party/imgui-1.92.7" `
-DWITH_CYCLES=OFF
```
**No test runner**`BUILD_TESTS=OFF` by default. Tests (`ViewportDisplayTest`, `RendererDiagnosticTest`) have stale USD include paths; do not enable without fixing them first.
---
## Architecture
**Entry point:** `src/main.cpp` — sets `PXR_PLUGINPATH_NAME`, pre-flight loads each plugin DLL via `LoadLibraryA` (skips missing deps gracefully), then hands off to `Application`.
**Application** (`src/ui/Application.h/.cpp`) — owns all top-level managers and ImGui panels. Drives the main loop: `Update()``RenderUI()`. Persists viewport settings to `%APPDATA%\UsdLayerManager\viewport_settings.ini`.
**Core managers** (all in `src/core/`):
- `UsdStageManager` — opens/closes/saves USD stages; single source of truth for the active `UsdStageRefPtr`.
- `LayerManager` — enumerates and manipulates SdfLayer stack (mute, set edit target, add/remove sublayers).
- `PropertyManager` — reads/writes prim attributes; drives `PropertyPanel`.
- `CommandHistory` — undo/redo stack; all mutating operations go through commands in `src/core/commands/`.
**Viewport rendering pipeline** (the most complex subsystem):
- `ViewportPanel` (`src/ui/`) — container for 14 `ViewportTile` instances, handles split layout and shared selection.
- `ViewportTile` — owns one `ViewportCamera` + one `UsdSceneRenderer`. Renders into an ImGui child window by passing the scene texture as an ImGui image.
- `UsdSceneRenderer` (`src/core/`) — wraps `UsdImagingGLEngine` (Hydra/Storm). Renders into a `GlfDrawTarget` (offscreen RGBA16F FBO). All GL overlay drawing (grid, axis, bbox, camera/light wireframes) happens here while the draw-target FBO is bound.
- `ViewportColorCorrector`**file-local class inside `UsdSceneRenderer.cpp`** (pimpl). Applies sRGB or OCIO color correction as a fullscreen GL pass *after* Hydra renders linear. Hydra's own `HdxColorCorrectionTask` is bypassed (`colorCorrectionMode = "disabled"` always passed to Hydra). See `docs/adr/0001-viewport-color-correction.md`.
**OCIO config:** `$OCIO` is set at startup (in `Application.cpp`) to `resources/OpenColorIO-Configs/aces_1.2/config.ocio` (downloaded at CMake configure time). The `OcioConfigParser` utility (`src/utils/`) wraps the OCIO C++ API to enumerate displays/views/colorspaces for the UI.
**UI panels** (all `src/ui/`):
- `StageEditorPanel` — edit target, dirty state, drag-drop sublayer ordering.
- `SceneHierarchyPanel` — prim tree with type icons.
- `PropertyPanel` — attribute inspector/editor.
- `TimelinePanel` — transport controls, loop/bounce, frame scrub.
- `CurveEditorPanel` — Maya-style F-curve editor with Bezier round-trip to USD time samples.
**GL loader:** `glad` (generated loader in `src/utils/GLExt.h`). Do not call GL functions before `gladLoadGL`.
**Logging:** `LOG_INFO / LOG_WARNING / LOG_ERROR` macros (`src/utils/Logger.h`). USD diagnostics (`TF_WARN`, `TF_ERROR`) are routed to the same logger via a `TfDiagnosticMgr::Delegate` installed in `UsdSceneRenderer::InitRenderer()`.
**DLL layout (Windows):**
- Exe + all USD/OCIO/FFmpeg DLLs live in `build/Release/`.
- Hydra plugin DLLs live in `build/Release/usd/` (so `plugInfo.json`'s `LibraryPath "../<name>.dll"` resolves correctly).
---
# 12-rule template
These rules apply to every task in this project unless explicitly overridden.
Bias: caution over speed on non-trivial work. Use judgment on trivial tasks.