Commit Graph

14 Commits

Author SHA1 Message Date
indigo fac4ca0c74 Auto-save the active render layer's sublayer file
Render layer overrides only reached disk on an explicit File > Save --
SaveDirtyRenderLayers() was called from SaveUsdFile/SaveUsdFileAs and nowhere
else. Everything a user authored after switching to a render layer (property
values, shader parameters, material assignments) sat in a dirty in-memory
SdfLayer marked with an orange asterisk, and a crash took the whole layer's
overrides with it.

Application::Update() now polls the active render layer's IsDirty() and saves
it 0.5s after the user goes idle, gated on IsAnyItemActive() and the left mouse
button so a slider or gizmo drag produces one write on release rather than one
per frame.

Polling rather than hooking CommandHistory::Push/Undo/Redo is deliberate: many
of the writes this is meant to catch never build a command and author straight
to the ambient edit target -- PropertyPanel's live WriteTranslate/Rotate/Scale
and its generic attribute widgets, TransformManipulator's gizmo drags, and
MaterialEditorPanel::RenderInputWidget's shader input writes. A command hook
would have silently missed exactly the property and shader-parameter edits at
issue. IsDirty() catches every path, commanded or not.

Scope is the active layer only. Muted render layers still rely on
SaveDirtyRenderLayers() at save time, and the root layer is never auto-written
-- so the persisted active-layer choice (custom layer data on the root layer)
still only survives a reopen once the stage itself is saved. Auto-writing the
user's main scene file was ruled out.

- SaveRenderLayerIfDirty() refreshes LayerManager after a successful save, or
  the cached isDirty snapshot leaves a stale asterisk in StageEditorPanel and
  the Scene Hierarchy sublayer list. A failed save latches the layer id so a
  read-only file can't spam the log twice a second.
- Switching layers flushes the outgoing one, and Shutdown() flushes before the
  panels are destroyed, so edits inside the debounce window aren't stranded.
- RefreshManagers() clears the auto-save state, whose layer ids belong to the
  outgoing stage.
- New "Auto-save active layer" checkbox in the Render Layer panel, on by
  default, persisted as AutoSaveRenderLayer in preferences.ini.

See docs/adr/0002-render-layer.md D9-D11 for the rationale.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 09:47:58 +08:00
indigo 05201465be Validate persisted OCIO preferences against the active config
A display or view saved in preferences.ini that doesn't exist in the current
OCIO config made HdxColorCorrectionTask throw every frame
("DisplayViewTransform error. Display 'x' not found") and silently skip color
correction, which reads as a washed-out viewport -- worst on delegates like
hdEmbree whose output depends on the transform actually running.

The two are easy to invert: in the bundled ACES 1.2 config the only display is
"ACES" and "sRGB" is one of its views, but the shipped preferences had
OcioDisplay=sRGB and OcioView="ACES 1.0 SDR-video" (an OCIO-v2 studio-config
view that doesn't exist here). Nothing validated them -- LoadPreferences fed
ApplyGlobalColorCorrection directly, and the only existing fallback lived in
the preferences dialog and triggered on empty, never on invalid.

ValidateOcioPreferences() now runs right after LoadPreferences() so both the
viewport and the Material Editor see corrected values:
- display falls back to the config default when missing
- view is checked against the *resolved* display's view list, since correcting
  the display can invalidate the view; prefers the config default view when
  valid for that display, else its first view
- color space and look are cleared when they name something absent, as they
  fail the same way (note the real name is "ACES - ACEScg", not "ACEScg")
- no-op when the config is unreadable, so a missing $OCIO doesn't clobber
  values that may be correct for a config supplied later

Each correction logs a warning naming the old and new value.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 10:24:24 +08:00
indigo b5c1e50438 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>
2026-08-03 10:02:33 +08:00
indigo c7edd145df Hypershade-style pin display modes for material graph nodes
Each node gets an All/Conn toggle: connected-only mode hides
unconnected pins behind collapsed connector nubs on the title row;
dragging a link onto (or from) a nub opens a menu to pick which hidden
pin to wire, and the pin appears once connected. The toggle is drawn
and hit-tested geometrically, and its tooltip is deferred to after
NE::End() so it lands at the cursor. A new Preferences > Material
checkbox opts into persisting the per-node mode as USD customData
(uiShowAllPins); otherwise it stays session-only.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 23:02:56 +08:00
indigo de94decf64 Persist material editor column widths in preferences
MaterialBrowserWidth / MaterialPreviewWidth in preferences.ini, saved
from the live splitter positions on shutdown and restored (clamped to
the splitter ranges) at startup.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 15:54:06 +08:00
indigo 09819091c4 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>
2026-07-04 20:44:54 +08:00
indigo cb0d72d980 Add global Preferences dialog and per-viewport render delegate
Preferences (Edit > Preferences, tabbed General/Animation/Viewport):
- Viewport tab: Default Render Delegate and Color Correction settings
- Persisted to %APPDATA%\UsdLayerManager\preferences.ini
- Render delegate: startup default only (not live-applied to running tiles)
- Color correction: global, applied live to all viewports on change

Render delegate per-viewport:
- Each tile toolbar switches its own delegate independently
- Saved per-tile in viewport_settings.ini; restored on next launch
- Tiles with no saved delegate get the pref default on startup

Color correction global:
- Removed from gear popup; lives in Preferences > Viewport only
- Applied to all tiles on init and on live change from Preferences

Fix InitRenderer always applying m_currentRendererPlugin when set,
rather than skipping when UsdImagingGLEngine auto-selects a default.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-28 11:43:32 +08:00
indigo 9d8840ced6 Add per-viewport render settings persistence (delegate, grid, AA, bg, bbox, lighting)
ViewportTileSettings struct captures: render delegate, show grid, AA, background
color, bbox mode, ambient-light-only, dome-light flags.

ViewportPanel::SaveSettings() writes a simple INI file (layout + one [TileN]
section per tile) to %APPDATA%\UsdLayerManager\viewport_settings.ini on
Application::Shutdown().

ViewportPanel::LoadSettings() is called at the end of Application::Initialize()
— after the viewport panel is constructed but before the first frame — so the
saved render delegate is picked up by UsdSceneRenderer::InitRenderer() on the
first Render() call.  Layout (Single/HSplit/VSplit/Quad) and split ratios are
also restored, creating the correct number of tiles before settings are applied.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 09:34:00 +08:00
indigo 425d21db45 Add animation curve editor with Bezier F-curve round-trip
Maya-style Graph Editor panel (View > Curve Editor) that fits Catmull-Rom
Bezier curves through USD time samples, allows interactive editing with
tangent handles, and bakes the result back to dense linear samples on Apply.

Key behaviours:
- Left panel lists all animated attributes of the selected prim, decomposed
  into per-component channels (translate [X/Y/Z], etc.) with colour swatches
  and visibility toggles
- ImDrawList canvas: smooth Bezier polylines, always-visible tangent handle
  lines/circles, diamond keyframe markers
- Pan (MMB/Alt+drag), zoom (scroll / Shift+scroll), Frame All (F)
- LMB drag moves keyframes; tangent handle drag reshapes curve with mirrored
  or broken handles; box-select for multi-selection
- Double-click canvas adds a keyframe; Delete removes selected keyframes
- RMB context menu: Delete, Flatten, Break/Unify Tangents, Auto Tangents
- Simplify toggle (Ramer-Douglas-Peucker) reduces baked sample count
- Time cursor draggable to scrub the timeline
- UsdNotice::ObjectsChanged listener re-fits clean channels whenever the
  stage changes externally (Property Panel edits, Auto-Key, undo/redo),
  while preserving channels with unsaved Bezier edits
- Bake is a single undoable AttributeSetCommand (Ctrl+Z restores original
  sparse samples); Revert discards in-editor edits without touching USD

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-24 08:25:25 +08:00
indigo 0538dd3243 Add playblast: viewport capture to H.264 MP4 via libavcodec
- TimelinePanel: Playblast button opens modal with output dir (native
  folder picker via IFileOpenDialog), custom resolution (HD/FHD/4K
  presets), frame range, and movie export toggle
- UsdSceneRenderer: CaptureFrame() reads pixels from resolved MSAA FBO;
  Render() stores last dimensions for off-screen re-render at capture res
- MovieEncoder: streams RGBA frames directly into MP4 using libavcodec/
  libswscale (H.264, tries libx264 → nvenc → qsv → amf → openh264)
- Application: CapturePlayblastFrame() re-renders at capture resolution
  each frame; opens/writes/closes MovieEncoder inline with the render loop
- FileDialog: BrowseFolder() using Vista-style IFileOpenDialog (COM)
- CMake: FindFFmpeg.cmake locates prebuilt BtbN GPL shared package in
  third_party/ffmpeg; links and copies DLLs for main and test targets

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-23 09:36:30 +08:00
indigo e5d7967455 View menu — panel visibility toggles for all 5 panels
Each panel (Stage Editor, Scene Hierarchy, Viewport, Property Panel,
Timeline) now has a checkable menu item under View. Closing a panel via
its X button also unchecks the entry. Stage Info and Demo Window follow
below a separator.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 22:39:50 +08:00
indigo 9816fb8759 Stage Editor Panel — sublayer editing with ET control, mute, reorder, dirty state
Replace LayerPanel with StageEditorPanel for full sublayer composition workflow:
- Edit target (ET) checkbox on root/session and each sublayer; pen icon header
- Dirty indicator (*) per layer; muted layers remain visible in list
- Drag-drop and Move Up/Down reordering with undo (LayerReorderCommand)
- Add existing sublayer via file dialog; create new sublayer modal
- Fixed LayerReorderCommand::ApplyOrder using full-stack indices on sublayer-local
  list (silent remove failure → duplicate insert → USD _ValidateEdit error)
- Fixed muted sublayer visibility: walk GetSubLayerPaths() + FindOrOpenRelativeToLayer
  + m_layerRefs to keep muted layers alive and visible

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-14 16:37:30 +08:00
indigo c4bf9673a8 Timeline Prototype 2026-06-13 11:48:56 +08:00
indigo 9be48d8b9e Init Repo 2026-06-03 09:00:11 +08:00