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
+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