Add Maya-style Render Layer panel
Render layers built on the existing USD sublayer architecture: each layer is a file-backed SdfLayer mounted as a sublayer and tagged via custom layer data, with membership stored in a UsdCollectionAPI on a hidden /RenderLayerData prim. Activating a layer applies its overrides and isolates it to its members. "Default" is virtual -- it means all render-layer sublayers muted. See docs/adr/0002-render-layer.md for the design and rationale. - RenderLayerManager: create/delete/rename/activate, membership, mute-based isolation. Sdf-level APIs are used while a layer is muted (Usd-level APIs can't see muted layers) and Usd-level APIs when active. - Commands: create/delete/rename/activate and add/remove members, all undoable. - RenderLayerPanel: layer list with one-click activation and a membership editor for the selected prims. - StageEditorPanel / SceneHierarchyPanel: badge render-layer-owned sublayers, disable their mute/remove controls (they're managed from the Render Layer panel so the two can't desync), and lock the edit target while a non-Default layer is active. - ConnectShaderAttrs/DisconnectShaderAttr: take an explicit editLayer captured at construction, so undo targets the same layer as execute even if the ambient edit target changed in between (e.g. a render-layer switch). Note: SceneHierarchyPanel.h also carries declarations for the sublayers section added in the following commit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1,5 +1,6 @@
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#include "DisconnectShaderAttrCommand.h"
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#include "../../utils/Logger.h"
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#include <pxr/usd/usd/editContext.h>
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#include <pxr/usd/usdShade/shader.h>
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#include <pxr/usd/usdShade/connectableAPI.h>
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#include <pxr/base/tf/token.h>
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@@ -8,10 +9,12 @@ namespace UsdLayerManager {
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DisconnectShaderAttrCommand::DisconnectShaderAttrCommand(pxr::UsdStageRefPtr stage,
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const pxr::SdfPath& destNode,
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const std::string& destInput)
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const std::string& destInput,
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pxr::SdfLayerHandle editLayer)
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: m_stage(stage)
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, m_destNode(destNode)
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, m_destInput(destInput)
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, m_editLayer(editLayer)
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, m_description("Disconnect " + destNode.GetName() + "." + destInput)
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{
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if (!stage) return;
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@@ -38,7 +41,13 @@ void DisconnectShaderAttrCommand::Execute() {
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if (!destShader) return;
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pxr::UsdShadeInput input = destShader.GetInput(pxr::TfToken(m_destInput));
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if (!input) return;
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pxr::UsdShadeConnectableAPI::DisconnectSource(input);
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if (m_editLayer) {
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pxr::UsdEditContext ec(m_stage, m_editLayer);
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pxr::UsdShadeConnectableAPI::DisconnectSource(input);
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} else {
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pxr::UsdShadeConnectableAPI::DisconnectSource(input);
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}
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} catch (const std::exception& e) {
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LOG_ERROR(std::string("DisconnectShaderAttrCommand::Execute error: ") + e.what());
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}
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@@ -53,8 +62,14 @@ void DisconnectShaderAttrCommand::Undo() {
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pxr::UsdShadeInput input = destShader.GetInput(pxr::TfToken(m_destInput));
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pxr::UsdShadeOutput output = sourceShader.GetOutput(pxr::TfToken(m_sourceOutput));
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if (input && output)
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if (!input || !output) return;
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if (m_editLayer) {
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pxr::UsdEditContext ec(m_stage, m_editLayer);
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pxr::UsdShadeConnectableAPI::ConnectToSource(input, output);
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} else {
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pxr::UsdShadeConnectableAPI::ConnectToSource(input, output);
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}
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} catch (const std::exception& e) {
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LOG_ERROR(std::string("DisconnectShaderAttrCommand::Undo error: ") + e.what());
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}
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