Add in-canvas node thumbnails to material editor graph

Texture nodes show their decoded source image (background thread);
material nodes show a shader-ball render, amortized one-per-frame.
Also classifies shader nodes by Hypershade-style category and adds
an Arnold preset graph alongside the existing USD/MaterialX ones.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 15:08:56 +08:00
parent 7d214821f5
commit d9826b7bbb
7 changed files with 853 additions and 31 deletions
+1
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@@ -185,6 +185,7 @@ ShaderGraphSnapshot MaterialManager::GetShaderGraph(const pxr::SdfPath& material
pxr::SdrShaderNodeConstPtr sdrNode =
pxr::SdrRegistry::GetInstance().GetShaderNodeByIdentifier(shaderId);
if (sdrNode) {
node.category = DeriveCategory(sdrNode);
for (const pxr::TfToken& inputName : sdrNode->GetShaderInputNames()) {
if (auto* prop = sdrNode->GetShaderInput(inputName))
node.inputs.push_back({inputName.GetString(), prop->GetTypeAsSdfType().GetSdfType()});
+5
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@@ -39,6 +39,11 @@ struct ShaderPinInfo {
struct ShaderGraphNode {
pxr::SdfPath path;
std::string shaderId;
/// Coarse Hypershade-style bucket ("Material", "Texture", "Geometry",
/// "Utility", "Light") from the same classifier the create-node list uses;
/// empty when the shader id isn't in the Sdr registry. Drives which nodes
/// get an in-canvas thumbnail.
std::string category;
pxr::GfVec2f uiPosition{0.0f, 0.0f};
/// False when no uiPosition custom data is authored (typical for networks
/// referenced from .mtlx) — the editor auto-lays such nodes out instead.
+197 -14
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@@ -7,6 +7,7 @@
#include "../core/commands/AttributeSetCommand.h"
#include "../core/commands/RenamePrimCommand.h"
#include "../utils/Logger.h"
#include "../utils/FileDialog.h"
#include <pxr/usd/usdShade/shader.h>
#include <pxr/usd/usdShade/material.h>
#include <pxr/usd/usdShade/materialBindingAPI.h>
@@ -328,6 +329,7 @@ void MaterialEditorPanel::SetStage(pxr::UsdStageRefPtr stage) {
m_graph = ShaderGraphSnapshot();
m_materialPath = pxr::SdfPath();
m_browserSelection = pxr::SdfPath();
m_thumbnails.Clear();
}
void MaterialEditorPanel::SetColumnWidths(float browserWidth, float previewWidth) {
@@ -616,18 +618,56 @@ void MaterialEditorPanel::RenderInputValueWidget(const ShaderGraphNode& node,
bool v = current.IsHolding<bool>() && current.UncheckedGet<bool>();
if (ImGui::Checkbox(widgetId.c_str(), &v))
newValue = v;
} else if (type == tn->String || type == tn->Token || type == tn->Asset) {
} else if (type == tn->String || type == tn->Token) {
std::string s;
if (current.IsHolding<std::string>()) s = current.UncheckedGet<std::string>();
else if (current.IsHolding<pxr::TfToken>()) s = current.UncheckedGet<pxr::TfToken>().GetString();
else if (current.IsHolding<pxr::SdfAssetPath>()) s = current.UncheckedGet<pxr::SdfAssetPath>().GetAssetPath();
char buf[512];
std::snprintf(buf, sizeof(buf), "%s", s.c_str());
if (ImGui::InputText(widgetId.c_str(), buf, sizeof(buf), ImGuiInputTextFlags_EnterReturnsTrue)) {
if (type == tn->String) newValue = std::string(buf);
else if (type == tn->Token) newValue = pxr::TfToken(buf);
else newValue = pxr::SdfAssetPath(buf);
else newValue = pxr::TfToken(buf);
}
} else if (type == tn->Asset) {
std::string s;
if (current.IsHolding<pxr::SdfAssetPath>()) s = current.UncheckedGet<pxr::SdfAssetPath>().GetAssetPath();
else if (current.IsHolding<std::string>()) s = current.UncheckedGet<std::string>();
// Browse button first so the text field stays the "last item" the
// shared activate/commit logic below inspects. The button authors +
// commits its own undoable edit inline.
bool browseClicked;
if (m_iconManager)
browseClicked = ImGui::ImageButton("##browseTex",
ImTextureRef(m_iconManager->Get(Icon::FolderOpen)),
ImVec2(14.f, 14.f));
else
browseClicked = ImGui::SmallButton("...");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Browse for a texture file");
ImGui::SameLine();
if (browseClicked) {
static const char* kTexFilter =
"Images (*.png;*.jpg;*.jpeg;*.exr;*.tif;*.tiff;*.hdr;*.tga;*.bmp;*.tx)\0"
"*.png;*.jpg;*.jpeg;*.exr;*.tif;*.tiff;*.hdr;*.tga;*.bmp;*.tx\0"
"All Files (*.*)\0*.*\0";
std::string picked = FileDialog::OpenFile(kTexFilter, "Select Texture File");
if (!picked.empty() && picked != s) {
m_preEditValue = current;
m_preEditWasAuthored = authored;
pxr::UsdShadeShader shader(prim);
if (shader)
shader.CreateInput(pxr::TfToken(input.name), input.typeName)
.Set(pxr::VtValue(pxr::SdfAssetPath(picked)));
CommitInputEdit(node, input);
}
}
char buf[512];
std::snprintf(buf, sizeof(buf), "%s", s.c_str());
if (ImGui::InputText(widgetId.c_str(), buf, sizeof(buf), ImGuiInputTextFlags_EnterReturnsTrue))
newValue = pxr::SdfAssetPath(buf);
} else {
ImGui::AlignTextToFramePadding();
ImGui::TextDisabled("%s", type.GetAsToken().GetText());
@@ -737,6 +777,14 @@ void MaterialEditorPanel::RenderToolbar() {
ImGui::EndDisabled();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Arnold")) {
ImGui::BeginDisabled(
!sdr.GetShaderNodeByIdentifier(pxr::TfToken("arnold:standard_surface")));
if (ImGui::MenuItem("Standard Surface Graph"))
CreateArnoldPresetGraph();
ImGui::EndDisabled();
ImGui::EndMenu();
}
ImGui::EndPopup();
}
@@ -988,8 +1036,6 @@ void MaterialEditorPanel::CreateUsdPresetGraph() {
"metallic", pxr::SdfValueTypeNames->Float, true},
{"roughnessTexture", "r", pxr::SdfValueTypeNames->Float,
"roughness", pxr::SdfValueTypeNames->Float, true},
{"normalTexture", "rgb", pxr::SdfValueTypeNames->Float3,
"normal", pxr::SdfValueTypeNames->Normal3f, true},
};
float y = 0.f;
for (const TexPreset& t : textures) {
@@ -1004,13 +1050,6 @@ void MaterialEditorPanel::CreateUsdPresetGraph() {
surf.CreateInput(pxr::TfToken(t.destInput), t.destType)
.ConnectToSource(tex.ConnectableAPI(), pxr::TfToken(t.texOutput));
}
// Normal maps need the [0,1] texture range remapped to [-1,1].
pxr::UsdShadeShader normalTex(
stage->GetPrimAtPath(matPath.AppendChild(pxr::TfToken("normalTexture"))));
normalTex.CreateInput(pxr::TfToken("scale"), pxr::SdfValueTypeNames->Float4)
.Set(pxr::GfVec4f(2.f, 2.f, 2.f, 1.f));
normalTex.CreateInput(pxr::TfToken("bias"), pxr::SdfValueTypeNames->Float4)
.Set(pxr::GfVec4f(-1.f, -1.f, -1.f, 0.f));
pxr::UsdShadeMaterial material(stage->GetPrimAtPath(matPath));
if (material)
@@ -1019,7 +1058,7 @@ void MaterialEditorPanel::CreateUsdPresetGraph() {
};
auto remove = [stage, matPath]() {
for (const char* name : {"UsdPreviewSurface", "stReader", "diffuseTexture",
"metallicTexture", "roughnessTexture", "normalTexture"})
"metallicTexture", "roughnessTexture"})
stage->RemovePrim(matPath.AppendChild(pxr::TfToken(name)));
if (pxr::UsdPrim mat = stage->GetPrimAtPath(matPath))
mat.RemoveProperty(pxr::TfToken("outputs:surface"));
@@ -1094,6 +1133,65 @@ void MaterialEditorPanel::CreateMaterialXPresetGraph() {
SyncFromUsd();
}
void MaterialEditorPanel::CreateArnoldPresetGraph() {
if (!m_stage || !m_commandHistory || m_materialPath.IsEmpty()) return;
// Re-applying is allowed; see CreateUsdPresetGraph.
pxr::UsdStageRefPtr stage = m_stage;
pxr::SdfPath matPath = m_materialPath;
auto build = [stage, matPath]() {
// See the USD preset: spacing must exceed rendered node sizes or
// overlapping nodes steal each other's drag hit-tests.
pxr::UsdShadeShader surf = DefinePresetShader(
stage, matPath, "standard_surface", "arnold:standard_surface",
pxr::GfVec2f(0.f, 300.f));
struct ImagePreset {
const char* name;
const char* destInput; pxr::SdfValueTypeName destType;
bool rawColorSpace;
};
const ImagePreset images[] = {
{"base_color_image", "base_color", pxr::SdfValueTypeNames->Color3f, false},
{"specular_roughness_image", "specular_roughness", pxr::SdfValueTypeNames->Float, true},
{"metalness_image", "metalness", pxr::SdfValueTypeNames->Float, true},
};
// Arnold's image node samples the mesh's default UV set when uvcoords is
// left unconnected, so no explicit texcoord reader node is needed.
float y = 0.f;
for (const ImagePreset& img : images) {
pxr::UsdShadeShader tex = DefinePresetShader(
stage, matPath, img.name, "arnold:image", pxr::GfVec2f(-420.f, y));
y += 400.f;
if (img.rawColorSpace)
tex.CreateInput(pxr::TfToken("color_space"), pxr::SdfValueTypeNames->String)
.Set(std::string("raw"));
surf.CreateInput(pxr::TfToken(img.destInput), img.destType)
.ConnectToSource(tex.ConnectableAPI(), pxr::TfToken("out"));
}
// Arnold materials terminate on the arnold render-context surface output
// (matches hdArnold-authored materials).
pxr::UsdShadeMaterial material(stage->GetPrimAtPath(matPath));
if (material)
material.CreateSurfaceOutput(pxr::TfToken("arnold")).ConnectToSource(
surf.ConnectableAPI(), pxr::TfToken("out"));
};
auto remove = [stage, matPath]() {
for (const char* name : {"standard_surface", "base_color_image",
"specular_roughness_image", "metalness_image"})
stage->RemovePrim(matPath.AppendChild(pxr::TfToken(name)));
if (pxr::UsdPrim mat = stage->GetPrimAtPath(matPath))
mat.RemoveProperty(pxr::TfToken("outputs:arnold:surface"));
};
m_commandHistory->Push(std::make_unique<AttributeSetCommand>(
"Create Arnold Preset Graph", build, remove));
m_nodeIdToPath.clear(); // reseed positions (see CreateUsdPresetGraph)
SyncFromUsd();
}
void MaterialEditorPanel::OpenOrCreateMaterial(const std::string& pathStr) {
if (!m_stage) return;
if (!pxr::SdfPath::IsValidPathString(pathStr, nullptr)) {
@@ -1112,6 +1210,7 @@ void MaterialEditorPanel::OpenOrCreateMaterial(const std::string& pathStr) {
m_materialPath = path;
m_browserSelection = path;
m_nodeIdToPath.clear(); // force position reseed for the (possibly different) material now open
m_thumbnails.Clear(); // drop the previous material's node thumbnails
SyncFromUsd();
}
@@ -1242,6 +1341,11 @@ void MaterialEditorPanel::RenderNodeGraphCanvas() {
const ImVec2 viewCenterScreen(regionPos.x + regionSize.x * 0.5f,
regionPos.y + regionSize.y * 0.5f);
// Drain finished texture decodes (GL upload), render one stale material
// thumbnail, and prune dead entries — GL/FBO work kept outside the
// node-editor's Begin/End so it never touches mid-draw ImGui state.
m_thumbnails.PumpMainThread();
NE::SetCurrentEditor(m_editorContext);
NE::Begin("MaterialEditorCanvas", ImVec2(0.0f, 0.0f));
@@ -1258,6 +1362,9 @@ void MaterialEditorPanel::RenderNodeGraphCanvas() {
const float nodeRounding = NE::GetStyle().NodeRounding;
const ImVec2 pinIconSize(16.0f, 16.0f);
// One whole-graph revision hash drives every material thumbnail this frame.
const size_t graphRevision = ComputeGraphRevision(m_stage, m_graph);
for (const auto& node : m_graph.nodes) {
uintptr_t nodeIdValue = HashId(node.path.GetString());
NE::NodeId nodeId(nodeIdValue);
@@ -1270,6 +1377,38 @@ void MaterialEditorPanel::RenderNodeGraphCanvas() {
const std::string& title = node.shaderId.empty() ? node.path.GetName() : node.shaderId;
const ImU32 headerColor = GetHeaderColor(title);
// Thumbnail below the title: the source image for Texture nodes, a
// shader-ball render for Material nodes. thumb is 0 until ready; the
// space is still reserved so the node doesn't jump when it appears.
ImTextureID thumb = 0;
bool wantsThumb = false;
if (node.category == "Texture") {
// Any texture node that exposes a file/asset input reserves a
// thumbnail slot. It stays black until a valid, on-disk image is
// decoded, so an unset or unresolvable path reads as a black chip.
bool hasFileInput = false;
for (const auto& in : node.inputs)
if (in.typeName == pxr::SdfValueTypeNames->Asset) { hasFileInput = true; break; }
if (hasFileInput) {
wantsThumb = true;
const std::string file = ResolveTextureFilePath(node);
if (!file.empty())
thumb = m_thumbnails.GetTextureThumbnail(node.path, file);
}
} else if (node.category == "Material") {
wantsThumb = true;
// Preview the terminal (token-typed) output as the surface; fall
// back to the first output routed into diffuseColor.
std::string previewOut;
bool terminal = false;
for (const auto& o : node.outputs)
if (o.typeName == pxr::SdfValueTypeNames->Token) { previewOut = o.name; terminal = true; break; }
if (previewOut.empty() && !node.outputs.empty())
previewOut = node.outputs.front().name;
thumb = m_thumbnails.GetMaterialThumbnail(m_stage, m_materialPath, node.path,
previewOut, terminal, graphRevision);
}
// Node width is auto-fit to content with no flex-layout available (the
// library's Spring()/BeginHorizontal() column layout needs a custom
// ImGui fork this project doesn't use) — approximate the classic
@@ -1281,6 +1420,8 @@ void MaterialEditorPanel::RenderNodeGraphCanvas() {
contentWidth = std::max(contentWidth, pinIconSize.x + rowSpacing + ImGui::CalcTextSize(input.name.c_str()).x);
for (const auto& output : node.outputs)
contentWidth = std::max(contentWidth, pinIconSize.x + rowSpacing + ImGui::CalcTextSize(output.name.c_str()).x);
if (wantsThumb)
contentWidth = std::max(contentWidth, static_cast<float>(NodeThumbnailCache::kThumbPx));
NE::BeginNode(nodeId);
ImVec2 headerTop = ImGui::GetCursorScreenPos();
@@ -1288,6 +1429,24 @@ void MaterialEditorPanel::RenderNodeGraphCanvas() {
ImVec2 headerBottom = ImGui::GetItemRectMax();
ImGui::Dummy(ImVec2(0.0f, 4.0f)); // breathing room between title and pins
if (wantsThumb) {
const ImVec2 thumbSize(static_cast<float>(NodeThumbnailCache::kThumbPx),
static_cast<float>(NodeThumbnailCache::kThumbPx));
if (thumb) {
ImGui::Image(thumb, thumbSize);
} else if (node.category == "Texture") {
// No resolvable image (unset path / file not found / still
// decoding): draw a solid black chip in the reserved slot.
const ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::Dummy(thumbSize);
ImGui::GetWindowDrawList()->AddRectFilled(
p, ImVec2(p.x + thumbSize.x, p.y + thumbSize.y), IM_COL32(0, 0, 0, 255));
} else {
ImGui::Dummy(thumbSize); // material thumbnail still rendering
}
ImGui::Dummy(ImVec2(0.0f, 4.0f));
}
for (const auto& input : node.inputs) {
uintptr_t pinIdValue = HashId(node.path.GetString() + ":in:" + input.name);
m_pinIdToInfo[pinIdValue] = PinInfo{node.path, input.name, false, input.typeName};
@@ -1796,6 +1955,30 @@ void MaterialEditorPanel::DisconnectAttr(const pxr::SdfPath& destNode, const std
SyncFromUsd();
}
std::string MaterialEditorPanel::ResolveTextureFilePath(const ShaderGraphNode& node) const {
if (!m_stage) return {};
// UsdUVTexture and MaterialX image/tiledimage all expose the source as an
// Asset-typed `file` input; prefer that name, else any Asset input.
std::string inputName;
for (const auto& in : node.inputs) {
if (in.typeName == pxr::SdfValueTypeNames->Asset) {
inputName = in.name;
if (in.name == "file") break;
}
}
if (inputName.empty()) return {};
pxr::UsdPrim prim = m_stage->GetPrimAtPath(node.path);
if (!prim) return {};
pxr::UsdAttribute attr = prim.GetAttribute(pxr::TfToken("inputs:" + inputName));
pxr::VtValue v;
if (!attr || !attr.Get(&v) || !v.IsHolding<pxr::SdfAssetPath>()) return {};
const pxr::SdfAssetPath ap = v.UncheckedGet<pxr::SdfAssetPath>();
// Resolved path for on-disk load; fall back to the authored path (may
// already be absolute) when the resolver returns nothing.
return ap.GetResolvedPath().empty() ? ap.GetAssetPath() : ap.GetResolvedPath();
}
void MaterialEditorPanel::PersistNodePosition(NE::NodeId nodeId) {
if (!m_stage || !m_commandHistory) return;
+7
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@@ -4,6 +4,7 @@
#include "../core/MaterialManager.h"
#include "IconManager.h"
#include "MaterialPreviewRenderer.h"
#include "NodeThumbnailCache.h"
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/sdf/path.h>
#include <pxr/usd/sdf/valueTypeName.h>
@@ -88,6 +89,7 @@ private:
/// MaterialX standard_surface + image nodes fed by a texcoord node.
void CreateUsdPresetGraph();
void CreateMaterialXPresetGraph();
void CreateArnoldPresetGraph();
void RenderNodeGraphCanvas();
void RenderPreviewPanel();
void HandleCreateAndDelete();
@@ -113,6 +115,9 @@ private:
void CreateConnection(const PinInfo& destInput, const PinInfo& sourceOutput);
void DeleteNode(const pxr::SdfPath& nodePath);
void DisconnectAttr(const pxr::SdfPath& destNode, const std::string& destInput);
/// Resolved on-disk path of a texture node's image (its Asset-typed `file`
/// input), or empty if unauthored/unresolvable. Feeds the thumbnail cache.
std::string ResolveTextureFilePath(const ShaderGraphNode& node) const;
void SyncFromUsd();
void PersistNodePosition(ax::NodeEditor::NodeId nodeId);
bool IsPinLinked(const pxr::SdfPath& nodePath, const std::string& pinName, bool isOutput) const;
@@ -146,6 +151,8 @@ private:
std::unordered_map<uintptr_t, LinkInfo> m_linkIdToInfo;
MaterialPreviewRenderer m_preview;
/// Per-node in-canvas thumbnails (texture images + material shader balls).
NodeThumbnailCache m_thumbnails;
ImVec2 m_pendingCreateNodePos{0.0f, 0.0f};
+184 -17
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@@ -5,12 +5,15 @@
#include <pxr/usd/usdGeom/sphere.h>
#include <pxr/usd/usdGeom/cube.h>
#include <pxr/usd/usdGeom/cylinder.h>
#include <pxr/usd/usdGeom/mesh.h>
#include <pxr/usd/usdGeom/primvarsAPI.h>
#include <pxr/usd/usdGeom/scope.h>
#include <pxr/usd/usdGeom/metrics.h>
#include <pxr/usd/usdGeom/tokens.h>
#include <pxr/usd/usdVol/volume.h>
#include <pxr/usd/usdVol/openVDBAsset.h>
#include <pxr/base/vt/array.h>
#include <pxr/base/gf/vec2f.h>
#include <pxr/base/gf/vec3f.h>
#include <pxr/usd/usdShade/materialBindingAPI.h>
#include <pxr/usd/usdShade/material.h>
@@ -71,6 +74,180 @@ const LightPreset kLightPresets[] = {
{"Sunset", "venice_sunset_1k.exr"},
};
constexpr int kLightPresetCount = static_cast<int>(sizeof(kLightPresets) / sizeof(kLightPresets[0]));
/// Authors a polygonal UsdGeomMesh from prebuilt arrays: vertex-interpolated
/// normals + a `st` texCoord2f primvar, no subdivision, single-sided. Shared by
/// every preview shape so they all light and texture identically.
void DefineUvMesh(const pxr::UsdStageRefPtr& stage, const pxr::SdfPath& path,
const pxr::VtVec3fArray& points, const pxr::VtVec3fArray& normals,
const pxr::VtVec2fArray& st, const pxr::VtIntArray& fvCounts,
const pxr::VtIntArray& fvIndices,
const pxr::GfVec3f& extentMin, const pxr::GfVec3f& extentMax) {
pxr::UsdGeomMesh mesh = pxr::UsdGeomMesh::Define(stage, path);
mesh.CreatePointsAttr(pxr::VtValue(points));
mesh.CreateNormalsAttr(pxr::VtValue(normals));
mesh.SetNormalsInterpolation(pxr::UsdGeomTokens->vertex);
mesh.CreateFaceVertexCountsAttr(pxr::VtValue(fvCounts));
mesh.CreateFaceVertexIndicesAttr(pxr::VtValue(fvIndices));
// Polygonal (not subdivided) so the authored smooth normals and UVs are used
// verbatim. Single-sided (the default): a closed shape never shows a
// backface, and double-sided shading runs a view-dependent normal flip that
// corrupts the mirror-reflection vector near the silhouette.
mesh.CreateSubdivisionSchemeAttr(pxr::VtValue(pxr::UsdGeomTokens->none));
mesh.CreateExtentAttr(pxr::VtValue(pxr::VtVec3fArray{extentMin, extentMax}));
pxr::UsdGeomPrimvarsAPI(mesh).CreatePrimvar(
pxr::TfToken("st"), pxr::SdfValueTypeNames->TexCoord2fArray, pxr::UsdGeomTokens->vertex)
.Set(st);
}
/// Authors a UV-mapped mesh sphere (Y-up) at `path` with vertex normals and a
/// `st` texCoord2f primvar. The implicit UsdGeomSphere carries no texture
/// coordinates (GeomUtilSphereMeshGenerator emits only points/normals/topology),
/// so a UsdUVTexture fed by a UsdPrimvarReader_float2("st") would only ever read
/// the reader's fallback and paint a flat colour. This mesh gives the shader
/// ball real UVs so textures map across every render delegate.
void CreateUvSphere(const pxr::UsdStageRefPtr& stage, const pxr::SdfPath& path, double radius) {
constexpr int rings = 48; // latitude bands (theta 0..pi)
constexpr int sectors = 96; // longitude bands (phi 0..2pi)
constexpr double kPi = 3.14159265358979323846;
const float r = static_cast<float>(radius);
pxr::VtVec3fArray points, normals;
pxr::VtVec2fArray st;
points.reserve((rings + 1) * (sectors + 1));
normals.reserve((rings + 1) * (sectors + 1));
st.reserve((rings + 1) * (sectors + 1));
// A duplicated seam column (sectors+1 wide) gives distinct u=0 and u=1
// vertices so the texture wraps without a smear across the seam.
for (int i = 0; i <= rings; ++i) {
const float v = static_cast<float>(i) / rings;
const float th = v * static_cast<float>(kPi);
const float sinT = std::sin(th), cosT = std::cos(th);
for (int j = 0; j <= sectors; ++j) {
const float u = static_cast<float>(j) / sectors;
const float phi = u * 2.0f * static_cast<float>(kPi);
const pxr::GfVec3f n(sinT * std::cos(phi), cosT, sinT * std::sin(phi));
points.push_back(n * r);
normals.push_back(n);
st.push_back(pxr::GfVec2f(u, 1.0f - v)); // flip V so image top → sphere top
}
}
pxr::VtIntArray fvCounts, fvIndices;
const int stride = sectors + 1;
for (int i = 0; i < rings; ++i)
for (int j = 0; j < sectors; ++j) {
const int a = i * stride + j;
fvCounts.push_back(4);
// Wind CCW as seen from outside so the (single-sided) front face and
// the outward vertex normals agree; a reversed winding would either
// cull the visible surface or flip its shading normal.
fvIndices.push_back(a);
fvIndices.push_back(a + 1);
fvIndices.push_back(a + stride + 1);
fvIndices.push_back(a + stride);
}
DefineUvMesh(stage, path, points, normals, st, fvCounts, fvIndices,
pxr::GfVec3f(-r, -r, -r), pxr::GfVec3f(r, r, r));
}
/// UV-mapped box: 24 vertices (4 per face) so every face gets its own outward
/// normal and a full 0..1 UV square. halfSize is the half-edge length.
void CreateUvCube(const pxr::UsdStageRefPtr& stage, const pxr::SdfPath& path, double halfSize) {
const float h = static_cast<float>(halfSize);
pxr::VtVec3fArray points, normals;
pxr::VtVec2fArray st;
pxr::VtIntArray fvCounts, fvIndices;
// p0..p3 are wound CCW as seen from outside, so the front face agrees with n.
auto addFace = [&](const pxr::GfVec3f& p0, const pxr::GfVec3f& p1,
const pxr::GfVec3f& p2, const pxr::GfVec3f& p3,
const pxr::GfVec3f& n) {
const int base = static_cast<int>(points.size());
points.push_back(p0); points.push_back(p1); points.push_back(p2); points.push_back(p3);
for (int k = 0; k < 4; ++k) normals.push_back(n);
st.push_back(pxr::GfVec2f(0, 0)); st.push_back(pxr::GfVec2f(1, 0));
st.push_back(pxr::GfVec2f(1, 1)); st.push_back(pxr::GfVec2f(0, 1));
fvCounts.push_back(4);
fvIndices.push_back(base + 0); fvIndices.push_back(base + 1);
fvIndices.push_back(base + 2); fvIndices.push_back(base + 3);
};
addFace({ h,-h, h}, { h,-h,-h}, { h, h,-h}, { h, h, h}, { 1, 0, 0}); // +X
addFace({-h,-h,-h}, {-h,-h, h}, {-h, h, h}, {-h, h,-h}, {-1, 0, 0}); // -X
addFace({-h, h,-h}, {-h, h, h}, { h, h, h}, { h, h,-h}, { 0, 1, 0}); // +Y
addFace({-h,-h,-h}, { h,-h,-h}, { h,-h, h}, {-h,-h, h}, { 0,-1, 0}); // -Y
addFace({-h,-h, h}, { h,-h, h}, { h, h, h}, {-h, h, h}, { 0, 0, 1}); // +Z
addFace({ h,-h,-h}, {-h,-h,-h}, {-h, h,-h}, { h, h,-h}, { 0, 0,-1}); // -Z
DefineUvMesh(stage, path, points, normals, st, fvCounts, fvIndices,
pxr::GfVec3f(-h, -h, -h), pxr::GfVec3f(h, h, h));
}
/// UV-mapped cylinder (Y axis): radial side wall + two end caps. Side normals
/// are radial, caps ±Y; UVs wrap the wall (u around, v along height) and map
/// each cap as a disk.
void CreateUvCylinder(const pxr::UsdStageRefPtr& stage, const pxr::SdfPath& path,
double radius, double halfHeight) {
constexpr int sectors = 96;
constexpr double kPi = 3.14159265358979323846;
const float R = static_cast<float>(radius);
const float hy = static_cast<float>(halfHeight);
pxr::VtVec3fArray points, normals;
pxr::VtVec2fArray st;
pxr::VtIntArray fvCounts, fvIndices;
// Side wall: sectors+1 columns (duplicated seam for a clean u wrap), each a
// bottom+top pair interleaved so column j owns indices 2j (bottom), 2j+1 (top).
for (int j = 0; j <= sectors; ++j) {
const float u = static_cast<float>(j) / sectors;
const float phi = u * 2.0f * static_cast<float>(kPi);
const float c = std::cos(phi), s = std::sin(phi);
points.push_back(pxr::GfVec3f(R * c, -hy, R * s));
normals.push_back(pxr::GfVec3f(c, 0, s));
st.push_back(pxr::GfVec2f(u, 0));
points.push_back(pxr::GfVec3f(R * c, hy, R * s));
normals.push_back(pxr::GfVec3f(c, 0, s));
st.push_back(pxr::GfVec2f(u, 1));
}
for (int j = 0; j < sectors; ++j) {
const int b0 = 2 * j, t0 = 2 * j + 1, b1 = 2 * (j + 1), t1 = 2 * (j + 1) + 1;
fvCounts.push_back(4); // b_j, t_j, t_{j+1}, b_{j+1} → outward radial
fvIndices.push_back(b0); fvIndices.push_back(t0);
fvIndices.push_back(t1); fvIndices.push_back(b1);
}
// End caps as triangle fans around a center vertex; ring vertices carry the
// cap normal (not the radial one) and disk UVs.
auto addCap = [&](float y, float ny) {
const int center = static_cast<int>(points.size());
points.push_back(pxr::GfVec3f(0, y, 0));
normals.push_back(pxr::GfVec3f(0, ny, 0));
st.push_back(pxr::GfVec2f(0.5f, 0.5f));
const int ringBase = static_cast<int>(points.size());
for (int j = 0; j < sectors; ++j) {
const float phi = static_cast<float>(j) / sectors * 2.0f * static_cast<float>(kPi);
const float c = std::cos(phi), s = std::sin(phi);
points.push_back(pxr::GfVec3f(R * c, y, R * s));
normals.push_back(pxr::GfVec3f(0, ny, 0));
st.push_back(pxr::GfVec2f(0.5f + 0.5f * c, 0.5f + 0.5f * s));
}
for (int j = 0; j < sectors; ++j) {
const int a = ringBase + j, b = ringBase + (j + 1) % sectors;
fvCounts.push_back(3);
fvIndices.push_back(center);
// Wind so the tri normal matches the cap direction (+Y vs -Y).
if (ny > 0) { fvIndices.push_back(b); fvIndices.push_back(a); }
else { fvIndices.push_back(a); fvIndices.push_back(b); }
}
};
addCap( hy, 1.0f);
addCap(-hy, -1.0f);
DefineUvMesh(stage, path, points, normals, st, fvCounts, fvIndices,
pxr::GfVec3f(-R, -hy, -R), pxr::GfVec3f(R, hy, R));
}
} // namespace
void MaterialPreviewRenderer::EnsureInitialized() {
@@ -90,23 +267,13 @@ void MaterialPreviewRenderer::EnsureInitialized() {
// ApplyPreviewShape keeps exactly one child active.
pxr::UsdGeomScope::Define(m_previewStage, kShapesRootPath);
pxr::UsdGeomSphere sphere = pxr::UsdGeomSphere::Define(
m_previewStage, kShapesRootPath.AppendChild(pxr::TfToken("Sphere")));
sphere.GetRadiusAttr().Set(1.0);
pxr::UsdGeomCube cube = pxr::UsdGeomCube::Define(
m_previewStage, kShapesRootPath.AppendChild(pxr::TfToken("Cube")));
cube.GetSizeAttr().Set(1.2);
cube.CreateExtentAttr(pxr::VtValue(pxr::VtVec3fArray{
pxr::GfVec3f(-0.6f), pxr::GfVec3f(0.6f)}));
pxr::UsdGeomCylinder cylinder = pxr::UsdGeomCylinder::Define(
m_previewStage, kShapesRootPath.AppendChild(pxr::TfToken("Cylinder")));
cylinder.GetRadiusAttr().Set(0.7);
cylinder.GetHeightAttr().Set(1.6);
cylinder.GetAxisAttr().Set(pxr::UsdGeomTokens->y); // default Z lies on its side in a Y-up stage
cylinder.CreateExtentAttr(pxr::VtValue(pxr::VtVec3fArray{
pxr::GfVec3f(-0.7f, -0.8f, -0.7f), pxr::GfVec3f(0.7f, 0.8f, 0.7f)}));
// UV-mapped meshes (not implicit UsdGeom prims) so textured materials —
// e.g. a UsdUVTexture wired into diffuseColor via a UsdPrimvarReader "st" —
// map onto the preview geometry instead of sampling a single texel. The
// implicit primitives generate no `st` primvar, so they can't show textures.
CreateUvSphere(m_previewStage, kShapesRootPath.AppendChild(pxr::TfToken("Sphere")), 1.0);
CreateUvCube(m_previewStage, kShapesRootPath.AppendChild(pxr::TfToken("Cube")), 0.6);
CreateUvCylinder(m_previewStage, kShapesRootPath.AppendChild(pxr::TfToken("Cylinder")), 0.7, 0.8);
// Asset-backed shapes, created only when their file is bundled.
for (const char* name : {"Teapot", "Hair"}) {
+352
View File
@@ -0,0 +1,352 @@
#include "NodeThumbnailCache.h"
#include "../utils/GLExt.h"
#include "../utils/Logger.h"
#include <pxr/imaging/hio/image.h>
#include <pxr/imaging/hio/types.h>
#include <pxr/base/gf/half.h>
#include <algorithm>
#include <cmath>
#include <cstdint>
namespace UsdLayerManager {
namespace {
// Mix a graph revision with a node path so switching which node the shared
// preview renderer draws always reads as "changed" to MaterialPreviewRenderer's
// revision gate (it treats the value as an opaque change token), while a real
// graph edit (revision bump) still forces a re-render.
size_t RenderToken(size_t revision, const std::string& nodeKey) {
size_t h = revision * 1099511628211ull;
h ^= std::hash<std::string>{}(nodeKey) + 0x9e3779b97f4a7c15ull + (h << 6) + (h >> 2);
return h;
}
} // namespace
NodeThumbnailCache::NodeThumbnailCache() {
// Prime Hio's plugin registry on the main thread so the worker never
// first-touches plugin discovery off-thread.
pxr::HioImage::IsSupportedImageFile("prime.png");
m_running = true;
m_worker = std::thread(&NodeThumbnailCache::WorkerLoop, this);
}
NodeThumbnailCache::~NodeThumbnailCache() {
m_running = false;
m_jobCv.notify_all();
if (m_worker.joinable())
m_worker.join();
Clear();
if (m_readFbo) glDeleteFramebuffers(1, &m_readFbo);
if (m_drawFbo) glDeleteFramebuffers(1, &m_drawFbo);
}
// ---------------------------------------------------------------------------
// Texture thumbnails
// ---------------------------------------------------------------------------
ImTextureID NodeThumbnailCache::GetTextureThumbnail(const pxr::SdfPath& node,
const std::string& resolvedFile) {
const std::string key = node.GetString();
TexEntry& e = m_texEntries[key];
e.touched = true;
if (resolvedFile.empty())
return e.texId;
// (Re)request when the file differs from both the uploaded and in-flight one.
if (resolvedFile != e.fileKey && resolvedFile != e.reqFile) {
e.reqFile = resolvedFile;
{
std::lock_guard<std::mutex> lk(m_jobMutex);
m_jobs.push_back(TexJob{key, resolvedFile});
}
m_jobCv.notify_one();
}
return e.texId;
}
void NodeThumbnailCache::WorkerLoop() {
for (;;) {
TexJob job;
{
std::unique_lock<std::mutex> lk(m_jobMutex);
m_jobCv.wait(lk, [this] { return !m_running || !m_jobs.empty(); });
if (!m_running) return;
job = std::move(m_jobs.front());
m_jobs.pop_front();
}
TexResult result;
result.nodeKey = job.nodeKey;
result.file = job.file;
result.ok = DecodeThumbnail(job.file, result);
{
std::lock_guard<std::mutex> lk(m_resultMutex);
m_results.push_back(std::move(result));
}
}
}
bool NodeThumbnailCache::DecodeThumbnail(const std::string& file, TexResult& out) {
pxr::HioImageSharedPtr img = pxr::HioImage::OpenForReading(file, /*subimage=*/0, /*mip=*/0,
pxr::HioImage::SourceColorSpace::Auto,
/*suppressErrors=*/true);
if (!img) return false;
const int sw = img->GetWidth();
const int sh = img->GetHeight();
if (sw <= 0 || sh <= 0) return false;
// Hio's stb reader does no format conversion: it requires the requested
// StorageSpec.format to *exactly* equal the file's own format (channel
// count + component type + sRGB-ness) or it raises "Image format mismatch".
// So read into the image's native format and normalize to RGBA8 ourselves.
const pxr::HioFormat fmt = img->GetFormat();
const int nComp = pxr::HioGetComponentCount(fmt);
const pxr::HioType type = pxr::HioGetHioType(fmt);
if (nComp < 1 || nComp > 4) return false;
size_t bpc = 0; // bytes per component
switch (type) {
case pxr::HioTypeUnsignedByte:
case pxr::HioTypeUnsignedByteSRGB:
case pxr::HioTypeSignedByte: bpc = 1; break;
case pxr::HioTypeUnsignedShort:
case pxr::HioTypeSignedShort:
case pxr::HioTypeHalfFloat: bpc = 2; break;
case pxr::HioTypeUnsignedInt:
case pxr::HioTypeInt:
case pxr::HioTypeFloat: bpc = 4; break;
case pxr::HioTypeDouble: bpc = 8; break;
default: return false;
}
const size_t pixels = static_cast<size_t>(sw) * sh;
std::vector<unsigned char> raw(pixels * nComp * bpc);
pxr::HioImage::StorageSpec spec;
spec.width = sw;
spec.height = sh;
spec.depth = 1;
spec.format = fmt;
spec.flipped = false; // keep top row first for ImGui display
spec.data = raw.data();
if (!img->Read(spec)) return false;
// Collapse whatever component type the file uses down to an 8-bit value.
// sRGB byte data is passed through as-is (ImGui does no color management,
// so the encoded bytes display correctly); float/half is clamped to [0,1].
const void* rp = raw.data();
auto toU8 = [&](size_t i) -> unsigned char {
switch (type) {
case pxr::HioTypeUnsignedByte:
case pxr::HioTypeUnsignedByteSRGB:
return reinterpret_cast<const uint8_t*>(rp)[i];
case pxr::HioTypeSignedByte:
return static_cast<unsigned char>(std::max(0, static_cast<int>(reinterpret_cast<const int8_t*>(rp)[i]) * 2));
case pxr::HioTypeUnsignedShort:
return static_cast<unsigned char>(reinterpret_cast<const uint16_t*>(rp)[i] >> 8);
case pxr::HioTypeSignedShort:
return static_cast<unsigned char>(std::clamp(static_cast<int>(reinterpret_cast<const int16_t*>(rp)[i]) >> 7, 0, 255));
case pxr::HioTypeHalfFloat:
return static_cast<unsigned char>(std::clamp(static_cast<float>(reinterpret_cast<const pxr::GfHalf*>(rp)[i]), 0.f, 1.f) * 255.f + 0.5f);
case pxr::HioTypeFloat:
return static_cast<unsigned char>(std::clamp(reinterpret_cast<const float*>(rp)[i], 0.f, 1.f) * 255.f + 0.5f);
case pxr::HioTypeUnsignedInt:
return static_cast<unsigned char>(reinterpret_cast<const uint32_t*>(rp)[i] >> 24);
case pxr::HioTypeInt:
return static_cast<unsigned char>(std::clamp(reinterpret_cast<const int32_t*>(rp)[i] >> 23, 0, 255));
case pxr::HioTypeDouble:
return static_cast<unsigned char>(std::clamp(reinterpret_cast<const double*>(rp)[i], 0.0, 1.0) * 255.0 + 0.5);
default: return 0;
}
};
// Expand to RGBA8: 1ch → grey, 2ch → grey+alpha, 3ch → opaque, 4ch → as-is.
std::vector<unsigned char> native(pixels * 4);
for (size_t px = 0; px < pixels; ++px) {
const size_t s = px * nComp;
const unsigned char c0 = toU8(s);
unsigned char* d = &native[px * 4];
d[0] = c0;
d[1] = nComp >= 3 ? toU8(s + 1) : c0;
d[2] = nComp >= 3 ? toU8(s + 2) : c0;
d[3] = nComp == 4 ? toU8(s + 3) : (nComp == 2 ? toU8(s + 1) : 255);
}
const int longSide = std::max(sw, sh);
const float scale = longSide > kThumbPx ? static_cast<float>(kThumbPx) / longSide : 1.0f;
const int dw = std::max(1, static_cast<int>(std::lround(sw * scale)));
const int dh = std::max(1, static_cast<int>(std::lround(sh * scale)));
if (dw == sw && dh == sh) {
out.rgba = std::move(native);
} else {
out.rgba.assign(static_cast<size_t>(dw) * dh * 4, 0);
for (int y = 0; y < dh; ++y) {
const int sy0 = y * sh / dh, sy1 = std::max(sy0 + 1, (y + 1) * sh / dh);
for (int x = 0; x < dw; ++x) {
const int sx0 = x * sw / dw, sx1 = std::max(sx0 + 1, (x + 1) * sw / dw);
unsigned int acc[4] = {0, 0, 0, 0};
unsigned int n = 0;
for (int sy = sy0; sy < sy1; ++sy)
for (int sx = sx0; sx < sx1; ++sx) {
const unsigned char* p = &native[(static_cast<size_t>(sy) * sw + sx) * 4];
acc[0] += p[0]; acc[1] += p[1]; acc[2] += p[2]; acc[3] += p[3];
++n;
}
unsigned char* d = &out.rgba[(static_cast<size_t>(y) * dw + x) * 4];
d[0] = static_cast<unsigned char>(acc[0] / n);
d[1] = static_cast<unsigned char>(acc[1] / n);
d[2] = static_cast<unsigned char>(acc[2] / n);
d[3] = static_cast<unsigned char>(acc[3] / n);
}
}
}
out.w = dw;
out.h = dh;
return true;
}
void NodeThumbnailCache::UploadTexture(TexEntry& e, const TexResult& r) {
DeleteTex(e.texId);
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, r.w, r.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, r.rgba.data());
glBindTexture(GL_TEXTURE_2D, 0);
e.texId = static_cast<ImTextureID>(static_cast<ImU64>(tex));
}
// ---------------------------------------------------------------------------
// Material thumbnails
// ---------------------------------------------------------------------------
ImTextureID NodeThumbnailCache::GetMaterialThumbnail(const pxr::UsdStageRefPtr& stage,
const pxr::SdfPath& materialPath,
const pxr::SdfPath& node,
const std::string& output, bool terminal,
size_t revision) {
MatEntry& e = m_matEntries[node.GetString()];
e.touched = true;
e.stage = stage;
e.materialPath = materialPath;
e.nodePath = node;
e.output = output;
e.terminal = terminal;
if (revision != e.revision || e.texId == 0) {
e.revision = revision;
e.stale = true;
}
return e.texId;
}
void NodeThumbnailCache::EnsureBlitFbos() {
if (!m_readFbo) glGenFramebuffers(1, &m_readFbo);
if (!m_drawFbo) glGenFramebuffers(1, &m_drawFbo);
}
void NodeThumbnailCache::BlitToEntry(MatEntry& e, uint32_t srcTex) {
int sw = 0, sh = 0;
glBindTexture(GL_TEXTURE_2D, srcTex);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &sw);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &sh);
glBindTexture(GL_TEXTURE_2D, 0);
if (sw <= 0 || sh <= 0) return;
if (e.texId == 0) {
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kThumbPx, kThumbPx, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
e.texId = static_cast<ImTextureID>(static_cast<ImU64>(tex));
}
const GLuint dst = static_cast<GLuint>(static_cast<ImU64>(e.texId));
EnsureBlitFbos();
GLint prevRead = 0, prevDraw = 0;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prevRead);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prevDraw);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_readFbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcTex, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_drawFbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst, 0);
// Flip Y (dst rows reversed): the draw target is a GL bottom-up texture, so
// this leaves the cache texture top-down for uniform ImGui (0,0)-(1,1) UVs.
glBlitFramebuffer(0, 0, sw, sh, 0, kThumbPx, kThumbPx, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, static_cast<GLuint>(prevRead));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, static_cast<GLuint>(prevDraw));
}
// ---------------------------------------------------------------------------
// Per-frame pump / lifecycle
// ---------------------------------------------------------------------------
void NodeThumbnailCache::PumpMainThread() {
// 1. Upload finished texture decodes.
std::vector<TexResult> done;
{
std::lock_guard<std::mutex> lk(m_resultMutex);
done.swap(m_results);
}
for (const TexResult& r : done) {
auto it = m_texEntries.find(r.nodeKey);
if (it == m_texEntries.end()) continue;
TexEntry& e = it->second;
if (r.file != e.reqFile) continue; // superseded by a newer request
if (r.ok) {
UploadTexture(e, r);
e.fileKey = r.file;
}
e.reqFile.clear();
}
// 2. Render at most one stale material thumbnail (amortized).
for (auto& kv : m_matEntries) {
MatEntry& e = kv.second;
if (!e.stale || !e.touched || !e.stage) continue;
m_matRenderer.SetMaterial(e.stage, e.materialPath, RenderToken(e.revision, kv.first),
e.nodePath, e.output, e.terminal);
const uint32_t src = m_matRenderer.Render(kThumbPx, kThumbPx);
if (src != 0) {
BlitToEntry(e, src);
e.stale = false;
}
break; // one per frame
}
// 3. Prune entries not requested since the previous pump (node deleted or
// no longer a thumbnailed category), then reset touch flags for this frame.
for (auto it = m_texEntries.begin(); it != m_texEntries.end();) {
if (!it->second.touched) { DeleteTex(it->second.texId); it = m_texEntries.erase(it); }
else { it->second.touched = false; ++it; }
}
for (auto it = m_matEntries.begin(); it != m_matEntries.end();) {
if (!it->second.touched) { DeleteTex(it->second.texId); it = m_matEntries.erase(it); }
else { it->second.touched = false; ++it; }
}
}
void NodeThumbnailCache::Clear() {
for (auto& kv : m_texEntries) DeleteTex(kv.second.texId);
for (auto& kv : m_matEntries) DeleteTex(kv.second.texId);
m_texEntries.clear();
m_matEntries.clear();
}
void NodeThumbnailCache::DeleteTex(ImTextureID& id) {
if (id) {
GLuint t = static_cast<GLuint>(static_cast<ImU64>(id));
glDeleteTextures(1, &t);
id = 0;
}
}
} // namespace UsdLayerManager
+107
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@@ -0,0 +1,107 @@
#pragma once
#include "MaterialPreviewRenderer.h"
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/sdf/path.h>
#include <imgui.h>
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_map>
#include <vector>
namespace UsdLayerManager {
/// Owns the in-canvas node thumbnails for the material editor.
///
/// Two kinds, both handed back as an ImTextureID (0 while not ready):
/// - Texture nodes: the source image, decoded on a background worker thread
/// (USD HioImage / OpenImageIO) and uploaded to GL on the main thread.
/// - Material nodes: a shader-ball render through a dedicated
/// MaterialPreviewRenderer. Hydra is GL-/main-thread-bound, so these are
/// rendered one-per-frame (amortized) and cached by graph revision.
///
/// Lifecycle is driven from the panel: Get*Thumbnail() per node during the
/// canvas draw, then PumpMainThread() once per frame (GL context current).
class NodeThumbnailCache {
public:
NodeThumbnailCache();
~NodeThumbnailCache();
NodeThumbnailCache(const NodeThumbnailCache&) = delete;
NodeThumbnailCache& operator=(const NodeThumbnailCache&) = delete;
/// Displayed edge length; also the material render size.
static constexpr int kThumbPx = 96;
/// Returns the node's texture thumbnail (0 = not ready). Enqueues a
/// background decode when resolvedFile is new or has changed. An empty
/// resolvedFile (unresolvable asset) yields whatever is cached (usually 0).
ImTextureID GetTextureThumbnail(const pxr::SdfPath& node, const std::string& resolvedFile);
/// Returns the node's material shader-ball thumbnail (0 = not ready yet).
/// Marks it stale (to be re-rendered on a later pump) when revision changes.
/// output/terminal select the node output to preview (a token-typed
/// terminal is wired as the surface; otherwise routed into diffuseColor).
ImTextureID GetMaterialThumbnail(const pxr::UsdStageRefPtr& stage,
const pxr::SdfPath& materialPath,
const pxr::SdfPath& node,
const std::string& output, bool terminal,
size_t revision);
/// Main thread, once per frame, GL context current: drains finished
/// decodes and uploads them, renders at most one stale material thumbnail,
/// and prunes entries not requested since the previous pump.
void PumpMainThread();
/// Frees every thumbnail (call on material/stage change). Main thread.
void Clear();
private:
// ---- texture thumbnails (background decode) ----
struct TexJob { std::string nodeKey; std::string file; };
struct TexResult { std::string nodeKey; std::string file;
std::vector<unsigned char> rgba; int w = 0, h = 0; bool ok = false; };
struct TexEntry { ImTextureID texId = 0; std::string fileKey; std::string reqFile;
bool touched = false; };
void WorkerLoop();
static bool DecodeThumbnail(const std::string& file, TexResult& out);
void UploadTexture(TexEntry& e, const TexResult& r);
std::thread m_worker;
std::atomic<bool> m_running{false};
std::mutex m_jobMutex;
std::condition_variable m_jobCv;
std::deque<TexJob> m_jobs;
std::mutex m_resultMutex;
std::vector<TexResult> m_results;
std::unordered_map<std::string, TexEntry> m_texEntries;
// ---- material thumbnails (main-thread, amortized) ----
struct MatEntry {
ImTextureID texId = 0;
size_t revision = 0;
bool stale = true;
bool touched = false;
pxr::UsdStageRefPtr stage;
pxr::SdfPath materialPath;
pxr::SdfPath nodePath;
std::string output;
bool terminal = false;
};
std::unordered_map<std::string, MatEntry> m_matEntries;
MaterialPreviewRenderer m_matRenderer;
unsigned int m_readFbo = 0; // scratch GL FBOs for the render->cache blit
unsigned int m_drawFbo = 0;
void EnsureBlitFbos();
void BlitToEntry(MatEntry& e, uint32_t srcTex);
static void DeleteTex(ImTextureID& id);
};
} // namespace UsdLayerManager