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4 Commits
9d61819636
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 05201465be | |||
| a907ec0182 | |||
| b5c1e50438 | |||
| e2a4961ebe |
@@ -1,5 +1,6 @@
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# Build directories
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build/
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build_*/
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install/
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out/
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.kilocode/
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@@ -7,7 +7,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Build
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**Prerequisites:** MSVC 2022, CMake ≥ 3.20, Python 3.12 at `%LOCALAPPDATA%\Programs\Python\Python312`.
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OpenUSD 25.05 is expected at `third_party/OpenUSD-v25.05` (set via `CMAKE_PREFIX_PATH` in the preset).
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OpenUSD 25.11 is expected at `third_party/OpenUSD-v25.11` (set via `CMAKE_PREFIX_PATH` in the preset).
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```powershell
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# Configure (one-time; downloads ACES 1.2 OCIO config ~124 MB on first run)
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@@ -20,11 +20,11 @@ cmake --build build --config Release
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cmake --build build --config Release --target install
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```
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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:
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The `default` preset (in `CMakePresets.json`) enables `WITH_CYCLES=ON` and `HDARNOLD_ROOT` for the maintainer's machine. hdEmbree is bundled directly in the `third_party/OpenUSD-v25.11` build (built with `--embree`), so no separate `HDEMBREE_USD_ROOT` is needed. For a minimal build without optional render delegates, configure manually:
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```powershell
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cmake -B build -G "Visual Studio 17 2022" `
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-DCMAKE_PREFIX_PATH="third_party/OpenUSD-v25.05" `
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-DCMAKE_PREFIX_PATH="third_party/OpenUSD-v25.11" `
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-DIMGUI_DIR="third_party/imgui-1.92.7" `
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-DWITH_CYCLES=OFF
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```
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+75
-45
@@ -63,9 +63,13 @@ set(ARNOLD_LOCATION "" CACHE PATH "Arnold SDK root (e.g. C:/Autodesk/mtoa/5.5.0/
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if(HDARNOLD_ROOT AND EXISTS "${HDARNOLD_ROOT}/plugin/hdArnold.dll")
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set(OPENUSD_HAS_ARNOLD TRUE)
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set(HDARNOLD_DLL "${HDARNOLD_ROOT}/plugin/hdArnold.dll")
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set(NDRARNOLD_DLL "${HDARNOLD_ROOT}/plugin/ndrArnold.dll")
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set(HDARNOLD_PLUGIN_DIR "${HDARNOLD_ROOT}/plugin/hdArnold")
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set(NDRARNOLD_PLUGIN_DIR "${HDARNOLD_ROOT}/plugin/ndrArnold")
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# arnold-usd renamed the ndr plugin to node_registry (USD merged ndr into
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# sdr as of PXR_VERSION 2505) and added a usdImaging adapter plugin.
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set(NDRARNOLD_DLL "${HDARNOLD_ROOT}/plugin/nodeRegistryArnold.dll")
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set(NDRARNOLD_PLUGIN_DIR "${HDARNOLD_ROOT}/plugin/nodeRegistryArnold")
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set(USDIMAGINGARNOLD_DLL "${HDARNOLD_ROOT}/plugin/usdImagingArnold.dll")
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set(USDIMAGINGARNOLD_PLUGIN_DIR "${HDARNOLD_ROOT}/plugin/usdImagingArnold")
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if(ARNOLD_LOCATION AND EXISTS "${ARNOLD_LOCATION}/bin/ai.dll")
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set(ARNOLD_AI_DLL "${ARNOLD_LOCATION}/bin/ai.dll")
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# ai.dll also requires companion runtime DLLs (OIDN denoiser, Adsk licensing, cer)
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@@ -98,6 +102,12 @@ set(HDCYCLES_PLUGIN_DIR "${CYCLES_INSTALL_DIR}/hydra/hdCycles")
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# tbb12.dll is required by openvdb/embree4 but lives in the precompiled lib tree,
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# not in the install output — deploy it explicitly.
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set(CYCLES_TBB12_DLL "${CMAKE_SOURCE_DIR}/third_party/cycles/lib/windows_x64/tbb/bin/tbb12.dll")
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# OpenColorIO_2_5.dll: Cycles' bundled prebuilt OpenImageIO.dll was compiled
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# against Cycles' own OCIO 2.5 (forced via -DOpenColorIO_DIR below, to avoid
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# USD's OCIO headers shadowing Cycles' during the ExternalProject build) —
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# distinct from and required alongside USD's own OpenColorIO_2_2.dll. It also
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# lives only in the precompiled lib tree, not in cycles_install's output.
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set(CYCLES_OCIO25_DLL "${CMAKE_SOURCE_DIR}/third_party/cycles/lib/windows_x64/opencolorio/bin/OpenColorIO_2_5.dll")
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if(WITH_CYCLES)
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include(ExternalProject)
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@@ -228,13 +238,20 @@ if(WIN32)
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_CRT_SECURE_NO_WARNINGS
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)
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# OpenColorIO DLL — copy from USD bin/ (which already ships OpenColorIO_2_1.dll)
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add_custom_command(TARGET UsdLayerManager POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${OpenUSD_ROOT_DIR}/bin/OpenColorIO_2_1.dll"
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"$<TARGET_FILE_DIR:UsdLayerManager>"
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COMMENT "Copying OpenColorIO runtime DLL..."
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)
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# OpenColorIO DLL — copy from USD bin/. Filename is version-suffixed
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# (e.g. OpenColorIO_2_2.dll) and changes whenever the USD build's bundled
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# OCIO version changes, so glob for it instead of hardcoding the version.
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file(GLOB OPENCOLORIO_RUNTIME_DLL "${OpenUSD_ROOT_DIR}/bin/OpenColorIO_*.dll")
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if(OPENCOLORIO_RUNTIME_DLL)
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add_custom_command(TARGET UsdLayerManager POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${OPENCOLORIO_RUNTIME_DLL}
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"$<TARGET_FILE_DIR:UsdLayerManager>"
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COMMENT "Copying OpenColorIO runtime DLL..."
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)
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else()
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message(WARNING "OpenColorIO runtime DLL not found in ${OpenUSD_ROOT_DIR}/bin")
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endif()
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# FFmpeg DLLs — copy all .dll files from third_party/ffmpeg/bin
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file(GLOB FFMPEG_RUNTIME_DLLS "${CMAKE_SOURCE_DIR}/third_party/ffmpeg/bin/*.dll")
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@@ -323,13 +340,19 @@ if(WIN32)
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/hdArnold.dll"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${NDRARNOLD_DLL}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/ndrArnold.dll"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/nodeRegistryArnold.dll"
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${HDARNOLD_PLUGIN_DIR}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/hdArnold"
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${NDRARNOLD_PLUGIN_DIR}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/ndrArnold"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/nodeRegistryArnold"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${USDIMAGINGARNOLD_DLL}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/usdImagingArnold.dll"
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${USDIMAGINGARNOLD_PLUGIN_DIR}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/usd/usdImagingArnold"
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COMMENT "Copying hdArnold plugin..."
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)
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if(ARNOLD_RUNTIME_DLLS)
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@@ -367,8 +390,10 @@ if(WIN32)
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" endif()\n"
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# Exclude debug-variant DLLs (not needed in release, just wasted space).
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# Pattern: OpenColorIO_d_2_5.dll → contains "_d_"
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# openjph.0.25d.dll → ends with "d.dll"
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" if(_lname MATCHES \"_d_\" OR _lname MATCHES \"d[.]dll$\")\n"
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# openjph.0.25d.dll → version digit directly followed by "d.dll"
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# NOTE: must require a digit before the trailing "d" — a bare "d[.]dll$"
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# also matches legitimate Release DLLs like IlmThread.dll (ends in "...ead.dll").
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" if(_lname MATCHES \"_d_\" OR _lname MATCHES \"[0-9]d[.]dll$\")\n"
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" continue()\n"
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" endif()\n"
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" list(APPEND _dlls \"\${_dll}\")\n"
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@@ -391,6 +416,10 @@ if(WIN32)
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CYCLES_TBB12_DLL}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/tbb12.dll"
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# OpenColorIO_2_5.dll is required by Cycles' bundled OpenImageIO.dll
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CYCLES_OCIO25_DLL}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/OpenColorIO_2_5.dll"
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COMMENT "Copying hdCycles plugin and runtime DLLs..."
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)
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endif()
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@@ -468,6 +497,14 @@ if(OPENUSD_HAS_ARNOLD)
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DESTINATION bin/usd
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OPTIONAL
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)
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install(FILES "${USDIMAGINGARNOLD_DLL}"
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DESTINATION bin/usd
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OPTIONAL
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)
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install(DIRECTORY "${USDIMAGINGARNOLD_PLUGIN_DIR}"
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DESTINATION bin/usd
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OPTIONAL
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)
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if(ARNOLD_RUNTIME_DLLS)
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install(FILES ${ARNOLD_RUNTIME_DLLS}
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DESTINATION bin
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@@ -511,32 +548,20 @@ if(OPENUSD_HAS_CYCLES)
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DESTINATION bin
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OPTIONAL
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)
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# OpenColorIO_2_5.dll (used by Cycles' bundled OpenImageIO.dll) — same story
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install(FILES "${CYCLES_OCIO25_DLL}"
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DESTINATION bin
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OPTIONAL
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)
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endif()
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# Install Python runtime DLLs required by OpenUSD and Cycles.
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# python312.dll : linked by Cycles (hdCycles.dll → python312.dll)
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# python311.dll : linked by usd_python.dll (the OpenUSD Python bindings were
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# built against Python 3.11, regardless of what we compile with)
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# Detect python311.dll from common install paths.
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foreach(_pyroot
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"$ENV{LOCALAPPDATA}/Programs/Python/Python311"
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"C:/Python311"
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"C:/Program Files/Python311"
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)
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if(EXISTS "${_pyroot}/python311.dll")
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set(PYTHON311_DLL "${_pyroot}/python311.dll")
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message(STATUS "Found python311.dll (required by usd_python.dll): ${PYTHON311_DLL}")
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break()
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endif()
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endforeach()
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# python312.dll: linked by both Cycles (hdCycles.dll) and USD's Python bindings
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# (usd_python.dll) — the OpenUSD build and Cycles now share the same Python 3.12.
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set(_python_runtime_dlls
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"$ENV{LOCALAPPDATA}/Programs/Python/Python312/python312.dll"
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"$ENV{LOCALAPPDATA}/Programs/Python/Python312/python3.dll"
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)
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if(PYTHON311_DLL)
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list(APPEND _python_runtime_dlls "${PYTHON311_DLL}")
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endif()
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install(FILES ${_python_runtime_dlls}
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DESTINATION bin
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@@ -544,17 +569,6 @@ install(FILES ${_python_runtime_dlls}
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# system-wide Python; in that case the DLL is on PATH already.
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)
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# Also copy python311.dll to the build output directory so debug runs work
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# without requiring C:\Python311 to be on PATH.
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if(PYTHON311_DLL)
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add_custom_command(TARGET UsdLayerManager POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${PYTHON311_DLL}"
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"$<TARGET_FILE_DIR:UsdLayerManager>/python311.dll"
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COMMENT "Copying python311.dll (for usd_python.dll)..."
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)
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endif()
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# ---------------------------------------------------------------------------
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# OCIO: download ACES 1.2 config at configure time if not present
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# ---------------------------------------------------------------------------
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@@ -662,7 +676,15 @@ add_custom_command(TARGET UsdLayerManager POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${CMAKE_SOURCE_DIR}/resources/vdb"
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"$<TARGET_FILE_DIR:UsdLayerManager>/resources/vdb"
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COMMENT "Copying fonts, SVG icons, HDRI presets and preview shapes to build output"
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# MaterialX standard library (nodedefs + genosl headers such as mx_funcs.h).
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# hdArnold reads PXR_MTLX_STDLIB_SEARCH_PATHS to locate these; without them
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# Arnold's OSL compile of MaterialX shaders fails with
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# "fatal error: 'mx_funcs.h' file not found". Application.cpp points the
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# env var at this deployed copy.
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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"${OpenUSD_ROOT_DIR}/libraries"
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"$<TARGET_FILE_DIR:UsdLayerManager>/libraries"
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COMMENT "Copying fonts, SVG icons, HDRI presets, preview shapes and MaterialX stdlib to build output"
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)
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# Copy ACES OCIO config to build output — only on first build (skipped if already present).
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@@ -678,7 +700,7 @@ endif()
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# Install OpenColorIO DLL (from the OpenUSD distribution's bin/)
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install(FILES
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"${OpenUSD_ROOT_DIR}/bin/OpenColorIO_2_1.dll"
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${OPENCOLORIO_RUNTIME_DLL}
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DESTINATION bin
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OPTIONAL
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)
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@@ -689,6 +711,14 @@ install(DIRECTORY ${CMAKE_SOURCE_DIR}/resources
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DESTINATION bin
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)
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# MaterialX standard library — required by hdArnold's OSL codegen (mx_funcs.h).
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# See the matching POST_BUILD copy above and PXR_MTLX_STDLIB_SEARCH_PATHS in
|
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# Application.cpp.
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install(DIRECTORY "${OpenUSD_ROOT_DIR}/libraries"
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DESTINATION bin
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OPTIONAL
|
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)
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|
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# Install Inter font next to the exe under resources/font/
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# ImGuiContext tries "resources/font/Inter.ttf" then "resources/font/Inter.ttc".
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install(FILES ${CMAKE_SOURCE_DIR}/third_party/Inter/Inter.ttc
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+3
-4
@@ -9,15 +9,14 @@
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"binaryDir": "${sourceDir}/build",
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"cacheVariables": {
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"CMAKE_INSTALL_PREFIX": "${sourceDir}/install",
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"CMAKE_PREFIX_PATH": "${sourceDir}/third_party/OpenUSD-v25.05",
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"CMAKE_PREFIX_PATH": "${sourceDir}/third_party/OpenUSD-v25.11",
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"IMGUI_DIR": "${sourceDir}/third_party/imgui-1.92.7",
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"CMAKE_CXX_STANDARD": "17",
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"CMAKE_CXX_STANDARD_REQUIRED": "ON",
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"BUILD_TESTS": "OFF",
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"WITH_CYCLES": "ON",
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"HDARNOLD_ROOT": "E:/library/hdArnold",
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"ARNOLD_LOCATION": "C:/Autodesk/mtoa/5.5.0/2026",
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"HDEMBREE_USD_ROOT": "E:/USD_v25.05_embree"
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"HDARNOLD_ROOT": "E:/library/hdArnold-v25.11",
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"ARNOLD_LOCATION": "C:/Autodesk/mtoa/5.5.0/2026"
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}
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},
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{
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@@ -1,6 +1,6 @@
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# USD Layer Manager
|
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|
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A C++17 / Windows desktop application providing a **Maya-style** USD scene and look-dev editor using **OpenUSD v25.05**, **ImGui 1.92.7** (docking branch), and **OpenGL 3.3** (via GLAD). Users can open, edit, and save USD files, manage layered stage overrides, inspect and edit prim properties, author UsdShade material graphs with a live shader-ball preview, animate with a Bezier curve editor, and interact with 3D scenes through a multi-viewport Hydra renderer with OCIO color management.
|
||||
A C++17 / Windows desktop application providing a **Maya-style** USD scene and look-dev editor using **OpenUSD v25.11**, **ImGui 1.92.7** (docking branch), and **OpenGL 3.3** (via GLAD). Users can open, edit, and save USD files, manage layered stage overrides, inspect and edit prim properties, author UsdShade material graphs with a live shader-ball preview, animate with a Bezier curve editor, and interact with 3D scenes through a multi-viewport Hydra renderer with OCIO color management.
|
||||
|
||||

|
||||
|
||||
@@ -26,7 +26,7 @@ A C++17 / Windows desktop application providing a **Maya-style** USD scene and l
|
||||
|
||||
| Dependency | Version | Notes |
|
||||
|---|---|---|
|
||||
| [OpenUSD](https://github.com/PixarAnimationStudios/OpenUSD) | v25.05 | Prebuilt; found via `FindOpenUSD.cmake` |
|
||||
| [OpenUSD](https://github.com/PixarAnimationStudios/OpenUSD) | v25.11 | Prebuilt; found via `FindOpenUSD.cmake` |
|
||||
| [Dear ImGui](https://github.com/ocornut/imgui) | v1.92.7 | Docking branch; Win32 + OpenGL3 backends |
|
||||
| [GLAD](https://glad.dav1d.de/) | — | OpenGL 3.3 core loader |
|
||||
| Python | 3.12 | Required by OpenUSD runtime (`python312.dll`) |
|
||||
@@ -35,8 +35,8 @@ A C++17 / Windows desktop application providing a **Maya-style** USD scene and l
|
||||
|
||||
| Delegate | Renderer Version | Variable | Notes |
|
||||
|---|---|---|---|
|
||||
| **hdEmbree** | Embree 4.4.1 | `HDEMBREE_USD_ROOT` | USD build with `PXR_ENABLE_EMBREE_PLUGIN=ON`; set `EMBREE_LOCATION` if Embree DLLs are not in `HDEMBREE_USD_ROOT/bin` |
|
||||
| **hdArnold** | Arnold 7.4.0 (MtoA 5.5.0) | `HDARNOLD_ROOT`, `ARNOLD_LOCATION` | [arnold-usd](https://github.com/Autodesk/arnold-usd) install dir + MtoA root for `ai.dll` |
|
||||
| **hdEmbree** | Embree 4.3.3 | `HDEMBREE_USD_ROOT` (optional) | Bundled directly in `third_party/OpenUSD-v25.11` (built with `--embree`); set `HDEMBREE_USD_ROOT` only if using a separate USD build, and `EMBREE_LOCATION` if Embree DLLs aren't in its `bin/` |
|
||||
| **hdArnold** | Arnold 7.4.0 (MtoA 5.5.0) | `HDARNOLD_ROOT`, `ARNOLD_LOCATION` | [arnold-usd](https://github.com/Autodesk/arnold-usd) (tag `Arnold-7.4.5.1`, for USD 25.11's `ndr`→`sdr` API change) install dir + MtoA root for `ai.dll` |
|
||||
| **hdCycles** | Cycles 5.2.0 | `WITH_CYCLES=ON` | Built from source under `third_party/cycles` via ExternalProject; requires MSVC |
|
||||
|
||||
All delegate paths are pre-configured in `CMakePresets.json`.
|
||||
@@ -166,7 +166,7 @@ Use Kilo's `openspec-*` skills to streamline this workflow.
|
||||
Before writing any OpenUSD API call, verify the API exists in the actual SDK:
|
||||
|
||||
```powershell
|
||||
findstr /r /s "FunctionName" third_party\OpenUSD_v25.05\include\
|
||||
findstr /r /s "FunctionName" third_party\OpenUSD-v25.11\include\
|
||||
```
|
||||
|
||||
Always build and install before manually verifying a change:
|
||||
|
||||
@@ -72,7 +72,6 @@ set(OpenUSD_REQUIRED_LIBS
|
||||
hio
|
||||
ar
|
||||
kind
|
||||
ndr
|
||||
sdr
|
||||
python
|
||||
cameraUtil
|
||||
|
||||
@@ -0,0 +1,315 @@
|
||||
# ADR 0002 — Render Layer 面板(Maya 風格,建構於 USD Sublayer 架構之上)
|
||||
|
||||
- **Status:** Proposed(尚未實作)
|
||||
- **Date:** 2026-07-12
|
||||
- **Component:** `src/core/RenderLayerManager`(新)、`src/ui/RenderLayerPanel`(新)、
|
||||
`src/core/commands/RenderLayerCommands`(新)、
|
||||
`src/core/commands/ConnectShaderAttrsCommand`、
|
||||
`src/core/commands/DisconnectShaderAttrCommand`、`src/ui/MaterialEditorPanel`、
|
||||
`src/core/UsdStageManager`、`src/ui/StageEditorPanel`、
|
||||
`src/ui/SceneHierarchyPanel`、`src/ui/Application`
|
||||
- **Commit:** (尚未實作,無對應 commit)
|
||||
|
||||
## Context
|
||||
|
||||
使用者希望在本應用中加入一個「Render Layer」面板,行為比照 Maya 的
|
||||
Render Layers:使用者可以把場景中的燈光與可渲染物件加入某個具名圖層,
|
||||
該圖層記錄對這些物件的屬性調整——包含 shading 連線的修改——而不影響
|
||||
場景的基礎資料;切換目前作用中的圖層時,viewport 套用該圖層的所有覆寫,
|
||||
並且**只顯示該圖層的成員燈光與物件**;預設圖層(Default)則等同於目前
|
||||
未經任何 render layer 修改的 base stage。
|
||||
|
||||
為了先弄清楚該怎麼設計,再動手實作,我們先派出三個平行的研究/探索
|
||||
subagent:一個研究 Maya Render Layers(含舊版 Render Layers 與後續的
|
||||
Render Setup)的實際資料模型與行為語意;一個深入探索本專案既有的
|
||||
layer/stage/command 架構(`LayerManager`、`UsdStageManager`、
|
||||
`CommandHistory`、既有的 command 範本、`PropertyManager`、
|
||||
`StageEditorPanel`);一個探索 viewport 可見度控制與既有的材質覆寫機制
|
||||
(`UsdSceneRenderer`/`UsdImagingGLEngine`、`SceneHierarchyPanel` 的
|
||||
眼睛圖示隱藏機制、`MaterialEditorPanel` 的材質綁定與 shader 連線
|
||||
command)。三份研究都完成後,再交由一個 Plan agent 讀取實際原始碼,
|
||||
驗證並修正整體設計——這個過程中抓到兩個既有程式碼裡的真實正確性問題
|
||||
(見下方 D3、D4)。本 ADR 記錄這輪研究與規劃後定案的設計決策。
|
||||
|
||||
**與真實 Maya 行為的刻意偏離:** Maya 切換 render layer 預設**不會**
|
||||
自動 isolate viewport——那只是純粹的 render-time/override-time 概念,
|
||||
非成員物件只有在該圖層明確加了 visibility override 時才會被隱藏。
|
||||
但本專案的使用者明確要求「切換到圖層時,只顯示該圖層內的燈光與物件」,
|
||||
這是經與使用者確認過的刻意設計,而非誤解 Maya 行為。
|
||||
|
||||
## Goals / Non-Goals
|
||||
|
||||
**Goals:**
|
||||
- 非破壞性地記錄每個圖層的屬性覆寫(未來階段含 shading connection 與
|
||||
material binding 覆寫),不修改場景的基礎資料。
|
||||
- 切換作用中圖層時,viewport 即時反映該圖層的所有覆寫。
|
||||
- 切換作用中圖層時,viewport 只顯示該圖層的成員燈光/物件(isolate)。
|
||||
- 正確的存檔/重新開檔 round-trip(圖層清單、成員資格、覆寫內容、目前
|
||||
作用中的圖層都要能還原)。
|
||||
- 圖層切換與圖層內的編輯都要能正確 Undo/Redo。
|
||||
|
||||
**Non-Goals(本階段,MVP 範圍之外,留待後續 Phase):**
|
||||
- Shading connection 覆寫的使用者介面(底層機制在 Phase 0 就會修正到
|
||||
可正確運作,但本階段不在 Render Layer 面板上開放這個操作)。
|
||||
- Material binding(材質指派)覆寫的使用者介面。
|
||||
- 每圖層覆寫清單的檢視/還原(revert)UI,比照 Maya Render Setup 的
|
||||
Property Editor 覆寫堆疊視圖。
|
||||
- 從 Scene Hierarchy 拖放物件到 Render Layer 面板做成員編輯(MVP 先用
|
||||
「加入所選」按鈕取代)。
|
||||
|
||||
這些項目會在後續 Phase(見 Consequences 與另一份實作計畫
|
||||
`misty-watching-stardust.md`)補齊,此處先列出以留紀錄,避免日後誤以為
|
||||
被遺漏。
|
||||
|
||||
## Decision
|
||||
|
||||
### D1 — 每個 Render Layer 對應一個獨立、檔案化的 `SdfLayer`
|
||||
|
||||
**決策:** 每建立一個 render layer,就建立一個實體(檔案化,而非
|
||||
anonymous)的 `SdfLayer`,掛載為 stage root layer 的 sublayer,並以
|
||||
`SdfLayer::SetCustomLayerData` 標記
|
||||
(例如 `usdLayerManager:renderLayer = true`、
|
||||
`usdLayerManager:renderLayerName = "<名稱>"`),藉此與一般內容 sublayer
|
||||
區分。絕對不可放進 session layer。
|
||||
|
||||
**理由:** `UsdStageManager::MergeSessionLayerIntoRoot()` 會在每次存檔
|
||||
時把 session layer 的內容攤平合併進 root layer、再清空 session
|
||||
layer——若 render layer 的資料放在 session layer,存檔當下就會被摧毀。
|
||||
另外,anonymous `SdfLayer` 的 identifier(`anon:0x...`)只在執行期有效,
|
||||
寫進 `subLayerPaths` 之後無法在 `SaveStageAs`/重新開檔時被正確解析,
|
||||
因此每個 render layer 必須是真正的檔案(沿用
|
||||
`LayerManager::CreateNewSublayer` 既有的「建立檔案 → 存檔 → 插入
|
||||
sublayer」流程)。
|
||||
|
||||
---
|
||||
|
||||
### D2 — Default 圖層是虛擬的,沒有對應的 `SdfLayer`
|
||||
|
||||
**決策:** 「Default」不是一個真正的 render layer 物件,選取它只代表
|
||||
「把所有 render-layer sublayer 全部靜音(mute)」。
|
||||
|
||||
**理由:** 這正好等同於今天應用程式既有的行為——沒有任何 render layer
|
||||
生效時,viewport 顯示的就是未經修改的 base stage。不需要為 Default
|
||||
另外設計一套資料結構或程式碼路徑。
|
||||
|
||||
---
|
||||
|
||||
### D3 — 成員資格以 `UsdCollectionAPI` 表示,並修正「非現用圖層無法讀寫」的問題
|
||||
|
||||
**決策:** 每個 render layer 的成員資格,用 `UsdCollectionAPI`
|
||||
(instance name 固定為 `"members"`)表示,掛在該圖層自己 `SdfLayer`
|
||||
內部一個固定保留路徑(`/RenderLayerData`)的 `over`-only admin prim
|
||||
上。這個 prim 只有 `over`、沒有任何 `def`,所以是合法、可定址的
|
||||
`UsdPrim`,但 `IsDefined() == false`,不會出現在
|
||||
`UsdStage::Traverse()`、Scene Hierarchy 面板、或
|
||||
`PropertyManager::GetPrimPaths()` 的預設列舉結果中,不需要額外過濾。
|
||||
|
||||
規劃過程中發現一個關鍵問題:由於同一時間只有一個 render layer 是
|
||||
「現用」(unmuted)的,其餘全部處於 muted 狀態,而
|
||||
`UsdStage::MuteLayer` 會讓該圖層**完全**退出 stage 的合成
|
||||
(composition)——也就是說,對一個目前被 mute 的圖層呼叫
|
||||
`stage->GetPrimAtPath("/RenderLayerData")` 會拿到一個**無效**的
|
||||
`UsdPrim`,`Usd` 層級的 `UsdCollectionAPI` 便完全無法讀寫該圖層的成員
|
||||
資料(例如使用者想在 Render Layer 面板編輯一個目前非現用圖層的成員
|
||||
清單時)。
|
||||
|
||||
**修正做法:** 對於非現用圖層的成員資格讀寫,一律改走**Sdf 層級 API**,
|
||||
直接對該圖層的 `SdfLayerHandle` 操作(`SdfCreatePrimInLayer`
|
||||
建立/取得 `/RenderLayerData` 的 prim spec,再用 `SdfRelationshipSpec`
|
||||
操作 `collection:members:includes` 這個 relationship 的
|
||||
target path 清單)——這條路徑完全不經過 stage 合成,因此不受 mute
|
||||
狀態影響,而且寫入的 opinion 名稱與 `UsdCollectionAPI` 完全一致。
|
||||
只有在計算「目前現用圖層」的 isolate 用成員集合時,才使用一般
|
||||
`Usd` 層級 API(`UsdCollectionAPI::GetCollection` +
|
||||
`ComputeMembershipQuery` + `UsdComputeIncludedObjectsFromCollection`),
|
||||
因為此時該圖層必然已經是 unmuted 的。兩條路徑存取的是同一份
|
||||
authored opinion,只是兩種不同的入口,不是兩套 schema。
|
||||
|
||||
---
|
||||
|
||||
### D4 — 重用既有的 edit-target 機制做屬性覆寫,並修正三個既有的正確性缺陷
|
||||
|
||||
**決策:** 切換作用中的 render layer 時,把 stage 的
|
||||
ambient edit target 指向該圖層的 `SdfLayer`(沿用
|
||||
`LayerManager::SetEditTarget`)。
|
||||
|
||||
**理由與驗證:** 重新閱讀 `PropertyManager.cpp` 與 `TransformCommand`
|
||||
後確認,`PropertyManager::SetPropertyValue`(Property Panel 一般屬性
|
||||
編輯的路徑)與 `TransformCommand`(viewport 操作桿與 Property Panel
|
||||
的 Transform 編輯路徑)都是在編輯提交的當下,從 stage 目前的
|
||||
ambient edit target 解析要寫入哪個 `SdfLayer`。因此,只要把 ambient
|
||||
edit target 換成 render layer 的 `SdfLayer`,這兩條既有的寫入路徑
|
||||
**完全不需要修改任何程式碼**,就會自動把編輯正確記錄到對應的 render
|
||||
layer 裡。
|
||||
|
||||
但在驗證過程中,發現另外三個既有的寫入路徑目前**沒有**捕捉/套用
|
||||
`UsdEditContext`,而是在 `Execute()`/`Undo()` 真正執行的當下才讀取
|
||||
ambient edit target:`ConnectShaderAttrsCommand`、
|
||||
`DisconnectShaderAttrCommand`、以及
|
||||
`MaterialEditorPanel::BindMaterialToTarget` 的材質綁定/解除綁定
|
||||
closure。具體會出錯的情境:使用者在 Render Layer A 生效時連接了一條
|
||||
shader 連線(此時正確寫入 A);接著切換到 Render Layer B(ambient
|
||||
edit target 也隨之換成 B);此時按下復原(Undo),`Undo()` 會在
|
||||
**B** 這個圖層上執行「移除連線」,而不是回到原本執行 `Execute()`
|
||||
時的 A——結果是 A 留下一條沒被正確復原的連線 opinion,B 卻多了一條
|
||||
不該存在的覆寫。這其實是既有程式碼中已經存在、但目前很少被觸發到的
|
||||
潛在 bug(任何在「連線」與「復原連線」之間發生 edit target 變更的
|
||||
情境都會中招),必須在導入 render layer 之前先修正,否則問題會被
|
||||
render layer 的切換行為放大成使用者能輕易踩到的日常錯誤。
|
||||
|
||||
**修正做法:** 比照 `TransformCommand` 既有的寫法,為
|
||||
`ConnectShaderAttrsCommand`、`DisconnectShaderAttrCommand`
|
||||
新增一個建構參數 `SdfLayerHandle editLayer`,並在 `Execute()`/
|
||||
`Undo()` 內以 `UsdEditContext(m_stage, m_editLayer)`
|
||||
包裹實際的連線/解除連線呼叫;`MaterialEditorPanel` 在建立這些
|
||||
command 與綁定/解除綁定的 closure 時,一併在建構當下捕捉
|
||||
`stage->GetEditTarget().GetLayer()` 並傳入。這個修正不影響現有
|
||||
(尚無 render layer 時)的行為——沒有明確傳入圖層時,維持原本讀取
|
||||
ambient edit target 的行為不變。
|
||||
|
||||
---
|
||||
|
||||
### D5 — Viewport Isolate 採用「authored visibility opinion」,而非重建渲染引擎或整個 stage 的 population mask
|
||||
|
||||
**決策:** 圖層啟用、或該圖層成員資格變動時,對場景做一次由上而下的
|
||||
遍歷:若某個子樹完全不含任何成員,就在該子樹**最上層**的 prim 上,
|
||||
用 `UsdGeomImageable`(與 Scene Hierarchy 面板既有的眼睛圖示隱藏
|
||||
機制完全相同的原語)authoring 一個 `visibility = invisible`,並且
|
||||
**停止往下遞迴**(子孫節點靠繼承取得隱藏效果);若子樹內含成員,則不
|
||||
寫入任何東西、繼續往下遞迴。規則上永遠不主動 authoring
|
||||
`visible`——只利用預設的「inherited」語意,避免蓋掉場景中原本就刻意
|
||||
隱藏的物件。所有自動寫入的路徑,記錄在該圖層自己的
|
||||
`customLayerData`(例如 `usdLayerManager:autoHiddenPaths`)中,
|
||||
以便下次重新計算前可以精準只清除這些自動產生的 opinion,不誤刪
|
||||
使用者手動authoring 的覆寫。
|
||||
|
||||
**理由(排除的替代方案見下方 Alternatives Considered):**
|
||||
重新閱讀
|
||||
`third_party/OpenUSD-v25.05/include/pxr/usdImagingGL/engine.h`
|
||||
確認,`UsdImagingGLEngine::Parameters::invisedPaths`
|
||||
只能在**建構時**指定,整個類別沒有任何執行期可用的
|
||||
setter——每次切換圖層都重建 engine 的代價太高(會丟失 Hydra
|
||||
scene-index 狀態,以及 Arnold/Cycles/Embree 等漸進式渲染委派已累積
|
||||
的取樣結果,並造成 viewport 明顯的畫面閃爍)。而
|
||||
`UsdStage::SetPopulationMask()`/`SetLoadRules()`
|
||||
雖然可在執行期呼叫,但作用範圍是整個 stage 的合成,會連帶讓
|
||||
Scene Hierarchy 面板、Property Panel 的選取、viewport 的
|
||||
pick 都看不到/選不到非成員物件——這遠超出「只讓 viewport
|
||||
isolate」的需求,等於把物件從整個場景圖裡「拿掉」而非「隱藏」。
|
||||
以真正的 authored opinion 達成 isolate,則是可檢視、可除錯的
|
||||
USD 資料(能在 Stage Editor 等既有工具中直接看到),而且已經證實
|
||||
Hydra 能對這類編輯即時反應而不需要重建 engine(既有的 Property
|
||||
Panel 編輯、Scene Hierarchy 的眼睛圖示隱藏,都是同一套機制)。
|
||||
開銷與被隱藏的「子樹根節點」數量成正比,而非與場景總物件數成正比,
|
||||
對一般場景規模而言可忽略。
|
||||
|
||||
---
|
||||
|
||||
### D6 — 圖層切換本身也是一個可 Undo 的操作
|
||||
|
||||
**決策:** 新增 `RenderLayerActivateCommand`,和其他編輯一樣推入
|
||||
`CommandHistory`。建構時就先記錄「切換前的 edit target」,以便
|
||||
Undo 或切回 Default 時正確還原。
|
||||
|
||||
**理由:** 切換圖層會 authoring 真正的狀態(isolate 用的 visibility
|
||||
opinion、edit target 的變更),如果不納入 Undo 堆疊,使用者連續按
|
||||
Ctrl+Z 時會「跳過」圖層切換這一步,卻仍然復原了在該圖層內做的編輯,
|
||||
造成不一致、難以理解的復原歷史。此設計已與使用者確認。
|
||||
|
||||
---
|
||||
|
||||
### D7 — 圖層生效期間,鎖定既有的 edit-target 相關 UI
|
||||
|
||||
**決策:** 當某個非 Default 的 render layer 是現用狀態時,停用
|
||||
Stage Editor 面板的 edit-target checkbox,以及 Scene Hierarchy
|
||||
面板的圖層下拉選單,並加上提示文字說明原因。
|
||||
|
||||
**理由:** 這兩個既有的 UI 都是直接讀寫 stage 的 ambient edit
|
||||
target。如果放任使用者在 render layer 生效期間透過這些既有 UI
|
||||
把 edit target 改到別的地方,「編輯會正確落在目前作用中的 render
|
||||
layer」這個核心不變量就會被悄悄破壞,且沒有任何提示。鎖定雖然犧牲
|
||||
一些彈性,但能避免使用者在不知情的狀況下把覆寫寫錯地方。此設計已
|
||||
與使用者確認(相對於「保留可操作、只顯示警告」的替代方案)。
|
||||
|
||||
---
|
||||
|
||||
### D8 — 存檔與重新開檔的持久化
|
||||
|
||||
**決策:** `UsdStageManager::SaveStage`/`SaveStageAs`
|
||||
除了既有的存檔呼叫之外,額外明確逐一存下**每一個** render-layer
|
||||
`SdfLayer`(不論目前是否被 mute)。哪個圖層目前是「現用」這件事,
|
||||
額外以 root layer 的 custom layer data 記錄
|
||||
(例如 `usdLayerManager:activeRenderLayer`),並在
|
||||
`Application::RefreshManagers()`/開啟 stage 時讀回,重新套用對應的
|
||||
`MuteLayer`/`UnmuteLayer` 與 `SetEditTarget`。
|
||||
|
||||
**理由:** `UsdStage::Save()`
|
||||
只會走訪目前在合成(composition)中的 layer 存檔,而同一時間必然有
|
||||
N-1 個 render-layer sublayer 處於 muted、不在合成中的狀態——若不
|
||||
額外處理,這些圖層的編輯內容在存檔時會被靜默遺漏。另外,mute 狀態
|
||||
本身只是 `UsdStage` 的執行期旗標,並不會被序列化進任何檔案,因此
|
||||
「目前是哪個圖層生效」這件事也必須另外顯式持久化,否則重新開檔後
|
||||
會遺失,退回成 Default 生效的狀態。
|
||||
|
||||
## Consequences
|
||||
|
||||
**正面:**
|
||||
- 幾乎完全重用既有的 `SdfLayer`/`UsdEditContext`/`CommandHistory`/
|
||||
`LayerManager` 機制,不需要引入新的渲染或合成機制,實作與既有
|
||||
程式碼風格高度一致。
|
||||
- 每個圖層的覆寫都是真正、可檢視的 USD opinion,能在 Stage Editor
|
||||
等既有工具中直接檢視、除錯,不是一個只存在於應用程式記憶體裡的
|
||||
「影子」狀態。
|
||||
- Isolate 邏輯的開銷與「被隱藏的子樹根節點數」成正比,不隨場景總
|
||||
物件數線性增加。
|
||||
- 圖層切換、圖層內編輯,都能正確納入既有的 Undo/Redo 體系,使用者
|
||||
操作心智模型一致。
|
||||
|
||||
**負面/取捨:**
|
||||
- 成員資格需要維護兩條存取路徑(現用圖層走 `Usd` 層級 API、非現用
|
||||
圖層走 `Sdf` 層級 API),增加一些實作複雜度與日後維護成本。
|
||||
- 鎖定既有 edit-target UI 犧牲了一部分操作彈性。
|
||||
- 每個 render layer 都對應一個實體檔案(而非 anonymous layer),
|
||||
會在專案目錄下產生額外的附屬檔案,需要一致的檔名/存放規則。
|
||||
- 本階段(MVP)尚未支援 shading connection、material binding 的
|
||||
每圖層覆寫 UI,也還沒有覆寫清單的檢視/還原介面——這些留待後續
|
||||
Phase,在此之前 Render Layer 面板的覆寫能力僅限一般屬性數值與
|
||||
Transform。
|
||||
- `ConnectShaderAttrsCommand`/`DisconnectShaderAttrCommand`/
|
||||
`BindMaterialToTarget` 的修正屬於既有程式碼的行為調整,雖然設計上
|
||||
刻意保持向下相容(未傳入圖層時行為不變),仍需要在導入 render
|
||||
layer 之前完成並個別驗證,不能與 render layer 本身的功能驗證
|
||||
混在一起。
|
||||
|
||||
## Alternatives Considered
|
||||
|
||||
- **用 `UsdStage::SetPopulationMask()`/`SetLoadRules()` 做 isolate。**
|
||||
否決:這兩者作用在整個 stage 的合成層級,會讓 Scene Hierarchy
|
||||
面板、Property Panel 的選取與 viewport 的 pick 一併看不到/選不到
|
||||
非成員物件,遠超出「只讓 viewport isolate」的實際需求。
|
||||
- **用 `UsdImagingGLEngine` 建構期的 `invisedPaths`,每次切換圖層就
|
||||
重建 engine。** 否決:代價過高——會丟失 Hydra scene-index 狀態,
|
||||
以及漸進式渲染委派(Arnold/Cycles/Embree)已累積的取樣結果,並造成
|
||||
viewport 明顯閃爍,不適合互動式的頻繁圖層切換。
|
||||
- **用 anonymous `SdfLayer` 存放每個 render layer 的資料。**
|
||||
否決:anonymous layer 的 identifier 只在執行期有效,寫進
|
||||
`subLayerPaths` 後,在 `SaveStageAs`/重新開檔時無法被正確解析,
|
||||
資料會在存檔/重載之間遺失。
|
||||
- **用 `UsdVariantSet` 表示 render layer 之間互斥的選擇。**
|
||||
否決:Maya 的 collection + override 模型本質上更接近可疊加、
|
||||
可獨立排序的 sublayer/override 合成,而非彼此互斥、一次只能選一
|
||||
個的 variant 切換,語意上不夠貼合(尤其考慮到未來允許同一物件
|
||||
同時屬於多個圖層的情境)。
|
||||
|
||||
## Verification
|
||||
|
||||
本 ADR 記錄的是**實作前**的設計決策——目前尚未進行任何程式碼變更,
|
||||
因此本節暫不回報建置或手動驗證結果。待對應的實作計畫
|
||||
(`misty-watching-stardust.md` 中記錄的 Phase 0/Phase 1 MVP)實際
|
||||
執行完成後,應在本節或另外新增一則後續紀錄中,補上實際的建置結果與
|
||||
手動驗證步驟/結果(圖層建立與切換、viewport isolate 是否正確、
|
||||
屬性覆寫是否正確落在對應圖層且不外洩到其他圖層、存檔重新開檔的
|
||||
round-trip、跨圖層切換的 Undo/Redo 行為),寫法比照
|
||||
`0001-viewport-color-correction.md` 文末的「Supersession Note」
|
||||
——以追加的方式記錄後續進展或設計變動,而非直接覆寫、抹除本次
|
||||
決策當下的紀錄。
|
||||
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><!--! Font Awesome Free 6.7.2 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License) Copyright 2024 Fonticons, Inc. --><path d="M41.4 233.4c12.5-12.5 32.8-12.5 45.3 0L256 402.7 425.4 233.4c12.5-12.5 32.8-12.5 45.3 0s12.5 32.8 0 45.3l-192 192c-12.5 12.5-32.8 12.5-45.3 0l-192-192c-12.5-12.5-12.5-32.8 0-45.3z"/></svg>
|
||||
|
After Width: | Height: | Size: 471 B |
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><!--! Font Awesome Free 6.7.2 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License) Copyright 2024 Fonticons, Inc. --><path d="M233.4 105.4c12.5-12.5 32.8-12.5 45.3 0l192 192c12.5 12.5 12.5 32.8 0 45.3s-32.8 12.5-45.3 0L256 173.3 86.6 342.6c-12.5 12.5-32.8 12.5-45.3 0s-12.5-32.8 0-45.3l192-192z"/></svg>
|
||||
|
After Width: | Height: | Size: 460 B |
@@ -0,0 +1,456 @@
|
||||
#include "RenderLayerManager.h"
|
||||
#include "LayerManager.h"
|
||||
#include "../utils/Logger.h"
|
||||
|
||||
#include <pxr/usd/usd/editContext.h>
|
||||
#include <pxr/usd/usd/editTarget.h>
|
||||
#include <pxr/usd/usd/prim.h>
|
||||
#include <pxr/usd/sdf/primSpec.h>
|
||||
#include <pxr/usd/sdf/relationshipSpec.h>
|
||||
#include <pxr/usd/sdf/proxyTypes.h>
|
||||
#include <pxr/usd/usdGeom/imageable.h>
|
||||
#include <pxr/usd/usdGeom/tokens.h>
|
||||
#include <pxr/base/vt/dictionary.h>
|
||||
#include <pxr/base/vt/array.h>
|
||||
#include <pxr/base/tf/token.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <filesystem>
|
||||
#include <functional>
|
||||
#include <set>
|
||||
|
||||
PXR_NAMESPACE_USING_DIRECTIVE
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
namespace {
|
||||
// Reserved, undefined ("over"-only) admin prim path each render layer's own
|
||||
// SdfLayer carries its membership relationship on. Never a `def`, so it never
|
||||
// shows up in UsdStage::Traverse() / the Scene Hierarchy panel / GetChildren().
|
||||
const SdfPath kAdminPrimPath("/RenderLayerData");
|
||||
const TfToken kMembersIncludesName("collection:members:includes");
|
||||
|
||||
// SdfLayer custom-layer-data keys.
|
||||
const std::string kMarkerKey = "usdLayerManager:renderLayer";
|
||||
const std::string kNameKey = "usdLayerManager:renderLayerName";
|
||||
const std::string kAutoHiddenKey = "usdLayerManager:autoHiddenPaths";
|
||||
// Root-layer-only key: persists which render layer was active across save/reload.
|
||||
const std::string kActiveLayerKey = "usdLayerManager:activeRenderLayer";
|
||||
|
||||
std::string SanitizeFileStem(const std::string& raw) {
|
||||
std::string result;
|
||||
result.reserve(raw.size());
|
||||
for (char c : raw) {
|
||||
if (std::isalnum(static_cast<unsigned char>(c)) || c == '_' || c == '-')
|
||||
result += c;
|
||||
else
|
||||
result += '_';
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
SdfPath MembersIncludesPath() {
|
||||
return kAdminPrimPath.AppendProperty(kMembersIncludesName);
|
||||
}
|
||||
} // namespace
|
||||
|
||||
RenderLayerManager::RenderLayerManager() {}
|
||||
RenderLayerManager::~RenderLayerManager() {}
|
||||
|
||||
void RenderLayerManager::SetStage(UsdStageRefPtr stage) {
|
||||
m_stage = stage;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void RenderLayerManager::Refresh() {
|
||||
BuildList();
|
||||
}
|
||||
|
||||
void RenderLayerManager::BuildList() {
|
||||
m_layers.clear();
|
||||
m_layerRefs.clear();
|
||||
|
||||
RenderLayerInfo def;
|
||||
def.name = "Default";
|
||||
def.isDefault = true;
|
||||
m_layers.push_back(def);
|
||||
|
||||
if (!m_stage) return;
|
||||
SdfLayerHandle rootLayer = m_stage->GetRootLayer();
|
||||
if (!rootLayer) return;
|
||||
|
||||
bool anyActive = false;
|
||||
for (const auto& subPath : rootLayer->GetSubLayerPaths()) {
|
||||
SdfLayerRefPtr sub = SdfLayer::FindOrOpenRelativeToLayer(rootLayer, subPath);
|
||||
if (!sub) continue;
|
||||
|
||||
VtDictionary cld = sub->GetCustomLayerData();
|
||||
auto markerIt = cld.find(kMarkerKey);
|
||||
if (markerIt == cld.end() || !markerIt->second.IsHolding<bool>() ||
|
||||
!markerIt->second.Get<bool>())
|
||||
continue; // not a render layer sublayer — leave for LayerManager/StageEditorPanel
|
||||
|
||||
m_layerRefs.push_back(sub);
|
||||
|
||||
RenderLayerInfo info;
|
||||
info.layer = SdfLayerHandle(sub);
|
||||
info.layerIdentifier = sub->GetIdentifier();
|
||||
auto nameIt = cld.find(kNameKey);
|
||||
info.name = (nameIt != cld.end() && nameIt->second.IsHolding<std::string>())
|
||||
? nameIt->second.Get<std::string>()
|
||||
: LayerManager::ExtractDisplayName(info.layerIdentifier);
|
||||
info.isActive = !m_stage->IsLayerMuted(info.layerIdentifier);
|
||||
if (info.isActive) anyActive = true;
|
||||
|
||||
m_layers.push_back(info);
|
||||
}
|
||||
|
||||
m_layers[0].isActive = !anyActive;
|
||||
}
|
||||
|
||||
/*static*/ bool RenderLayerManager::IsRenderLayerSublayer(const SdfLayerHandle& layer) {
|
||||
if (!layer) return false;
|
||||
VtDictionary cld = layer->GetCustomLayerData();
|
||||
auto it = cld.find(kMarkerKey);
|
||||
return it != cld.end() && it->second.IsHolding<bool>() && it->second.Get<bool>();
|
||||
}
|
||||
|
||||
void RenderLayerManager::RefreshLayerManager() {
|
||||
if (m_layerManager) m_layerManager->Refresh();
|
||||
}
|
||||
|
||||
SdfLayerHandle RenderLayerManager::FindRenderLayer(const std::string& layerId) const {
|
||||
for (const auto& info : m_layers)
|
||||
if (!info.isDefault && info.layerIdentifier == layerId)
|
||||
return info.layer;
|
||||
return SdfLayerHandle();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// CRUD
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
std::string RenderLayerManager::CreateRenderLayer(const std::string& name) {
|
||||
if (!m_stage) return {};
|
||||
SdfLayerHandle rootLayer = m_stage->GetRootLayer();
|
||||
if (!rootLayer) return {};
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
fs::path baseDir;
|
||||
std::string realPath = rootLayer->GetRealPath();
|
||||
baseDir = !realPath.empty()
|
||||
? fs::path(realPath).parent_path() / ".renderlayers"
|
||||
: fs::current_path() / ".renderlayers";
|
||||
std::error_code ec;
|
||||
fs::create_directories(baseDir, ec);
|
||||
|
||||
std::string stem = SanitizeFileStem(name.empty() ? "RenderLayer" : name);
|
||||
if (stem.empty()) stem = "RenderLayer";
|
||||
std::string finalStem = stem;
|
||||
fs::path filePath = baseDir / (finalStem + ".usda");
|
||||
int suffix = 1;
|
||||
while (fs::exists(filePath)) {
|
||||
finalStem = stem + "_" + std::to_string(suffix++);
|
||||
filePath = baseDir / (finalStem + ".usda");
|
||||
}
|
||||
|
||||
SdfLayerRefPtr newLayer = SdfLayer::CreateNew(filePath.string());
|
||||
if (!newLayer) {
|
||||
LOG_ERROR("RenderLayerManager: failed to create layer file: " + filePath.string());
|
||||
return {};
|
||||
}
|
||||
|
||||
VtDictionary cld;
|
||||
cld[kMarkerKey] = VtValue(true);
|
||||
cld[kNameKey] = VtValue(name.empty() ? finalStem : name);
|
||||
newLayer->SetCustomLayerData(cld);
|
||||
|
||||
SdfPrimSpecHandle adminPrim = SdfCreatePrimInLayer(newLayer, kAdminPrimPath);
|
||||
if (adminPrim)
|
||||
SdfRelationshipSpec::New(adminPrim, kMembersIncludesName.GetString(),
|
||||
/*custom=*/false, SdfVariabilityUniform);
|
||||
|
||||
newLayer->Save();
|
||||
|
||||
rootLayer->InsertSubLayerPath(filePath.string(), 0);
|
||||
m_stage->MuteLayer(filePath.string()); // starts inactive until explicitly activated
|
||||
|
||||
Refresh();
|
||||
RefreshLayerManager();
|
||||
return newLayer->GetIdentifier();
|
||||
}
|
||||
|
||||
bool RenderLayerManager::DeleteRenderLayer(const std::string& layerId) {
|
||||
if (!m_stage) return false;
|
||||
SdfLayerHandle rootLayer = m_stage->GetRootLayer();
|
||||
if (!rootLayer) return false;
|
||||
if (!FindRenderLayer(layerId)) return false;
|
||||
|
||||
if (GetActiveRenderLayerId() == layerId)
|
||||
ActivateDefaultLayer();
|
||||
|
||||
SdfSubLayerProxy subPaths = rootLayer->GetSubLayerPaths();
|
||||
for (size_t i = 0; i < subPaths.size(); ++i) {
|
||||
SdfLayerRefPtr sub = SdfLayer::FindOrOpenRelativeToLayer(rootLayer, subPaths[i]);
|
||||
if (sub && sub->GetIdentifier() == layerId) {
|
||||
subPaths.erase(subPaths.begin() + static_cast<long>(i));
|
||||
Refresh();
|
||||
RefreshLayerManager();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool RenderLayerManager::RestoreDeletedRenderLayer(const std::string& layerIdentifier) {
|
||||
if (!m_stage) return false;
|
||||
SdfLayerHandle rootLayer = m_stage->GetRootLayer();
|
||||
if (!rootLayer) return false;
|
||||
rootLayer->InsertSubLayerPath(layerIdentifier, 0);
|
||||
Refresh();
|
||||
RefreshLayerManager();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderLayerManager::RenameRenderLayer(const std::string& layerId, const std::string& newName) {
|
||||
SdfLayerHandle layer = FindRenderLayer(layerId);
|
||||
if (!layer || newName.empty()) return false;
|
||||
VtDictionary cld = layer->GetCustomLayerData();
|
||||
cld[kNameKey] = VtValue(newName);
|
||||
layer->SetCustomLayerData(cld);
|
||||
Refresh();
|
||||
RefreshLayerManager();
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Switching
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
bool RenderLayerManager::ActivateRenderLayer(const std::string& layerId) {
|
||||
if (!m_stage) return false;
|
||||
SdfLayerHandle target = FindRenderLayer(layerId);
|
||||
if (!target) return false;
|
||||
|
||||
// First entry into render-layer mode this "session" (Default -> a render
|
||||
// layer): remember the edit target so ActivateDefaultLayer() can restore
|
||||
// it later, no matter how many render-layer-to-render-layer switches
|
||||
// happen in between.
|
||||
if (IsDefaultActive()) {
|
||||
SdfLayerHandle currentEt = m_stage->GetEditTarget().GetLayer();
|
||||
m_savedEditTargetIdBeforeMode = currentEt ? currentEt->GetIdentifier() : std::string();
|
||||
}
|
||||
|
||||
for (const auto& info : m_layers) {
|
||||
if (info.isDefault || info.layerIdentifier == layerId) continue;
|
||||
if (!m_stage->IsLayerMuted(info.layerIdentifier))
|
||||
m_stage->MuteLayer(info.layerIdentifier);
|
||||
}
|
||||
if (m_stage->IsLayerMuted(layerId))
|
||||
m_stage->UnmuteLayer(layerId);
|
||||
|
||||
if (m_layerManager) m_layerManager->SetEditTarget(layerId);
|
||||
else m_stage->SetEditTarget(UsdEditTarget(target));
|
||||
|
||||
RecomputeIsolation(target, layerId);
|
||||
PersistActiveLayerId(layerId);
|
||||
Refresh();
|
||||
RefreshLayerManager();
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderLayerManager::ActivateDefaultLayer() {
|
||||
if (!m_stage) return;
|
||||
for (const auto& info : m_layers) {
|
||||
if (info.isDefault) continue;
|
||||
if (!m_stage->IsLayerMuted(info.layerIdentifier))
|
||||
m_stage->MuteLayer(info.layerIdentifier);
|
||||
}
|
||||
|
||||
if (!m_savedEditTargetIdBeforeMode.empty()) {
|
||||
if (m_layerManager) {
|
||||
m_layerManager->SetEditTarget(m_savedEditTargetIdBeforeMode);
|
||||
} else if (SdfLayerHandle saved = SdfLayer::Find(m_savedEditTargetIdBeforeMode)) {
|
||||
m_stage->SetEditTarget(UsdEditTarget(saved));
|
||||
}
|
||||
}
|
||||
m_savedEditTargetIdBeforeMode.clear();
|
||||
|
||||
PersistActiveLayerId("");
|
||||
Refresh();
|
||||
RefreshLayerManager();
|
||||
}
|
||||
|
||||
std::string RenderLayerManager::GetActiveRenderLayerId() const {
|
||||
for (const auto& info : m_layers)
|
||||
if (!info.isDefault && info.isActive)
|
||||
return info.layerIdentifier;
|
||||
return {};
|
||||
}
|
||||
|
||||
void RenderLayerManager::PersistActiveLayerId(const std::string& layerId) {
|
||||
if (!m_stage) return;
|
||||
SdfLayerHandle rootLayer = m_stage->GetRootLayer();
|
||||
if (!rootLayer) return;
|
||||
VtDictionary cld = rootLayer->GetCustomLayerData();
|
||||
if (layerId.empty()) cld.erase(kActiveLayerKey);
|
||||
else cld[kActiveLayerKey] = VtValue(layerId);
|
||||
rootLayer->SetCustomLayerData(cld);
|
||||
}
|
||||
|
||||
void RenderLayerManager::RestorePersistedActiveLayer() {
|
||||
if (!m_stage) return;
|
||||
SdfLayerHandle rootLayer = m_stage->GetRootLayer();
|
||||
if (!rootLayer) return;
|
||||
VtDictionary cld = rootLayer->GetCustomLayerData();
|
||||
auto it = cld.find(kActiveLayerKey);
|
||||
if (it == cld.end() || !it->second.IsHolding<std::string>()) return;
|
||||
std::string layerId = it->second.Get<std::string>();
|
||||
if (FindRenderLayer(layerId))
|
||||
ActivateRenderLayer(layerId);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Membership (Sdf-level — works regardless of mute state)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
std::vector<SdfPath> RenderLayerManager::GetMembers(const std::string& layerId) const {
|
||||
std::vector<SdfPath> result;
|
||||
SdfLayerHandle layer = FindRenderLayer(layerId);
|
||||
if (!layer) return result;
|
||||
SdfRelationshipSpecHandle rel = layer->GetRelationshipAtPath(MembersIncludesPath());
|
||||
if (!rel) return result;
|
||||
for (const SdfPath& p : rel->GetTargetPathList().GetAddedOrExplicitItems())
|
||||
result.push_back(p);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool RenderLayerManager::AddMember(const std::string& layerId, const SdfPath& path) {
|
||||
SdfLayerHandle layer = FindRenderLayer(layerId);
|
||||
if (!layer) return false;
|
||||
|
||||
SdfRelationshipSpecHandle rel = layer->GetRelationshipAtPath(MembersIncludesPath());
|
||||
if (!rel) {
|
||||
SdfPrimSpecHandle adminPrim = SdfCreatePrimInLayer(layer, kAdminPrimPath);
|
||||
if (!adminPrim) return false;
|
||||
rel = SdfRelationshipSpec::New(adminPrim, kMembersIncludesName.GetString(),
|
||||
/*custom=*/false, SdfVariabilityUniform);
|
||||
}
|
||||
if (!rel) return false;
|
||||
|
||||
// Add() doesn't de-duplicate against existing explicit items — guard
|
||||
// here so repeated adds of the same path (e.g. re-running a command, or
|
||||
// a redundant drag) don't pile up duplicate targets.
|
||||
auto existing = rel->GetTargetPathList().GetAddedOrExplicitItems();
|
||||
if (std::find(existing.begin(), existing.end(), path) == existing.end())
|
||||
rel->GetTargetPathList().Add(path);
|
||||
|
||||
if (GetActiveRenderLayerId() == layerId)
|
||||
RecomputeIsolation(layer, layerId);
|
||||
RefreshLayerManager(); // keeps StageEditorPanel's dirty-flag asterisk current
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RenderLayerManager::RemoveMember(const std::string& layerId, const SdfPath& path) {
|
||||
SdfLayerHandle layer = FindRenderLayer(layerId);
|
||||
if (!layer) return false;
|
||||
SdfRelationshipSpecHandle rel = layer->GetRelationshipAtPath(MembersIncludesPath());
|
||||
if (!rel) return false;
|
||||
|
||||
rel->GetTargetPathList().Remove(path);
|
||||
|
||||
if (GetActiveRenderLayerId() == layerId)
|
||||
RecomputeIsolation(layer, layerId);
|
||||
RefreshLayerManager();
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Viewport isolation
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void RenderLayerManager::ClearAutoHiddenPaths(const SdfLayerHandle& layer) {
|
||||
if (!layer) return;
|
||||
VtDictionary cld = layer->GetCustomLayerData();
|
||||
auto it = cld.find(kAutoHiddenKey);
|
||||
if (it == cld.end()) return;
|
||||
|
||||
if (it->second.IsHolding<VtArray<std::string>>()) {
|
||||
for (const std::string& p : it->second.Get<VtArray<std::string>>()) {
|
||||
SdfPath primPath(p);
|
||||
SdfPrimSpecHandle owner = layer->GetPrimAtPath(primPath);
|
||||
SdfAttributeSpecHandle attrSpec =
|
||||
layer->GetAttributeAtPath(primPath.AppendProperty(TfToken("visibility")));
|
||||
if (owner && attrSpec)
|
||||
owner->RemoveProperty(attrSpec);
|
||||
}
|
||||
}
|
||||
cld.erase(it);
|
||||
layer->SetCustomLayerData(cld);
|
||||
}
|
||||
|
||||
void RenderLayerManager::RecomputeIsolation(const SdfLayerHandle& layer, const std::string& layerId) {
|
||||
if (!m_stage || !layer) return;
|
||||
|
||||
ClearAutoHiddenPaths(layer);
|
||||
|
||||
std::vector<SdfPath> memberList = GetMembers(layerId);
|
||||
std::set<SdfPath> members(memberList.begin(), memberList.end());
|
||||
|
||||
// Every strict prefix of every member path: a subtree rooted at one of
|
||||
// these paths might still contain a member somewhere below it, so it
|
||||
// must be recursed into rather than hidden outright.
|
||||
std::set<SdfPath> ancestors;
|
||||
for (const SdfPath& m : memberList) {
|
||||
SdfPath p = m.GetParentPath();
|
||||
while (!p.IsEmpty()) {
|
||||
if (!ancestors.insert(p).second) break; // already inserted by another member
|
||||
if (p == SdfPath::AbsoluteRootPath()) break;
|
||||
p = p.GetParentPath();
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::string> newHidden;
|
||||
|
||||
std::function<void(const UsdPrim&)> visit = [&](const UsdPrim& prim) {
|
||||
for (const UsdPrim& child : prim.GetChildren()) {
|
||||
SdfPath cp = child.GetPath();
|
||||
if (cp == kAdminPrimPath) continue;
|
||||
|
||||
if (members.count(cp)) {
|
||||
// Exact member: whole subtree stays default-visible (expandPrims
|
||||
// semantics — everything under a member is implicitly included),
|
||||
// nothing to author, no need to recurse.
|
||||
continue;
|
||||
}
|
||||
if (ancestors.count(cp)) {
|
||||
visit(child); // a member lies somewhere below — keep exploring
|
||||
continue;
|
||||
}
|
||||
|
||||
UsdGeomImageable img(child);
|
||||
if (img) {
|
||||
UsdEditContext ec(m_stage, layer);
|
||||
img.GetVisibilityAttr().Set(UsdGeomTokens->invisible);
|
||||
newHidden.push_back(cp.GetString());
|
||||
// Minimal cut: stop here, children inherit the hidden state.
|
||||
} else {
|
||||
// Can't author visibility on a non-imageable prim (e.g. a pure
|
||||
// Scope holding unrelated data) — look deeper for an imageable
|
||||
// descendant to hide instead, rather than silently failing to
|
||||
// isolate this whole branch.
|
||||
visit(child);
|
||||
}
|
||||
}
|
||||
};
|
||||
visit(m_stage->GetPseudoRoot());
|
||||
|
||||
if (!newHidden.empty()) {
|
||||
VtDictionary cld = layer->GetCustomLayerData();
|
||||
cld[kAutoHiddenKey] = VtValue(VtArray<std::string>(newHidden.begin(), newHidden.end()));
|
||||
layer->SetCustomLayerData(cld);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -0,0 +1,135 @@
|
||||
#pragma once
|
||||
|
||||
#include <pxr/usd/usd/stage.h>
|
||||
#include <pxr/usd/sdf/layer.h>
|
||||
#include <pxr/usd/sdf/path.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
class LayerManager;
|
||||
|
||||
/// One row for the Render Layer panel. The "Default" entry (isDefault=true)
|
||||
/// has no backing layer — it represents the unmodified base stage, i.e. every
|
||||
/// render-layer sublayer muted.
|
||||
struct RenderLayerInfo {
|
||||
std::string name;
|
||||
pxr::SdfLayerHandle layer; ///< empty for Default
|
||||
std::string layerIdentifier; ///< empty for Default; the stable key used everywhere below
|
||||
bool isActive = false;
|
||||
bool isDefault = false;
|
||||
};
|
||||
|
||||
/// Maya-Render-Layers-style layers built on the stage's own sublayer stack.
|
||||
///
|
||||
/// Each render layer is a dedicated, file-backed SdfLayer inserted as a
|
||||
/// sublayer of the stage's root layer (tagged via SdfLayer custom layer data
|
||||
/// so it's distinguishable from ordinary content sublayers). At most one is
|
||||
/// ever unmuted ("active") at a time; activating one mutes the rest and
|
||||
/// repoints the stage's ambient edit target at it, so every existing
|
||||
/// attribute/transform/shader-connection/material-binding command in the app
|
||||
/// already lands its edits in the right place with no changes of its own
|
||||
/// (see docs/adr/0002-render-layer.md).
|
||||
///
|
||||
/// Membership (which lights/objects belong to a layer) is stored as a
|
||||
/// UsdCollectionAPI-compatible relationship (`collection:members:includes`)
|
||||
/// on a reserved, undefined ("over"-only, never rendered) admin prim inside
|
||||
/// that layer's own SdfLayer. All reads/writes of it go through raw Sdf-level
|
||||
/// API rather than UsdCollectionAPI/UsdStage, because muted layers are fully
|
||||
/// excluded from stage composition — GetPrimAtPath would fail for every
|
||||
/// layer except the currently-active one, and the panel needs to edit
|
||||
/// membership on layers that aren't active.
|
||||
///
|
||||
/// Switching layers also isolates the viewport to that layer's members: a
|
||||
/// single top-down traversal authors the minimal set of
|
||||
/// `visibility = invisible` opinions (into the active layer's own SdfLayer)
|
||||
/// needed to hide every subtree that contains no member, tracked via that
|
||||
/// layer's custom layer data so it can be precisely cleared and recomputed
|
||||
/// without disturbing deliberate visibility overrides.
|
||||
class RenderLayerManager {
|
||||
public:
|
||||
RenderLayerManager();
|
||||
~RenderLayerManager();
|
||||
|
||||
void SetStage(pxr::UsdStageRefPtr stage);
|
||||
void SetLayerManager(LayerManager* mgr) { m_layerManager = mgr; }
|
||||
void Refresh();
|
||||
|
||||
/// Default first, then user-created render layers in sublayer order.
|
||||
std::vector<RenderLayerInfo> GetRenderLayers() const { return m_layers; }
|
||||
|
||||
/// Creates a new file-backed render layer next to the stage's root layer
|
||||
/// (under a ".renderlayers" subdirectory), muted, with an empty member
|
||||
/// list. Returns the new layer's identifier, or empty on failure.
|
||||
std::string CreateRenderLayer(const std::string& name);
|
||||
bool DeleteRenderLayer(const std::string& layerId);
|
||||
/// Re-inserts a render layer previously removed by DeleteRenderLayer — its
|
||||
/// backing file is left on disk untouched by DeleteRenderLayer, so this
|
||||
/// just restores the sublayer reference (always at the top of the stack,
|
||||
/// same as a newly-created layer). Used by RenderLayerDeleteCommand::Undo().
|
||||
bool RestoreDeletedRenderLayer(const std::string& layerIdentifier);
|
||||
bool RenameRenderLayer(const std::string& layerId, const std::string& newName);
|
||||
|
||||
/// Mutes every other render-layer sublayer, unmutes layerId, repoints the
|
||||
/// stage's ambient edit target at it, and recomputes viewport isolation.
|
||||
/// The first time this is called while Default is active, it remembers
|
||||
/// the current edit target so ActivateDefaultLayer() can restore it later
|
||||
/// — callers (e.g. an undoable switch command) don't need to manage that
|
||||
/// themselves; it's tracked here so it stays correct across Undo/Redo.
|
||||
bool ActivateRenderLayer(const std::string& layerId);
|
||||
/// Mutes every render-layer sublayer (back to the unmodified base stage)
|
||||
/// and restores whatever the edit target was before render-layer mode
|
||||
/// was first entered (see ActivateRenderLayer's note).
|
||||
void ActivateDefaultLayer();
|
||||
std::string GetActiveRenderLayerId() const;
|
||||
bool IsDefaultActive() const { return GetActiveRenderLayerId().empty(); }
|
||||
|
||||
/// Sdf-level: the raw, unexpanded `includes` target list. Works
|
||||
/// regardless of whether layerId is currently muted.
|
||||
std::vector<pxr::SdfPath> GetMembers(const std::string& layerId) const;
|
||||
bool AddMember(const std::string& layerId, const pxr::SdfPath& path);
|
||||
bool RemoveMember(const std::string& layerId, const pxr::SdfPath& path);
|
||||
|
||||
/// Re-applies whichever render layer was active the last time this stage
|
||||
/// was saved (persisted as root-layer custom layer data, since USD mute
|
||||
/// state itself is a runtime flag and isn't serialized). Call once after
|
||||
/// SetStage(). No-op if nothing was persisted, or the persisted layer no
|
||||
/// longer exists.
|
||||
void RestorePersistedActiveLayer();
|
||||
|
||||
/// True if this layer carries the "this sublayer is a render layer"
|
||||
/// marker RenderLayerManager itself authors on creation. Exposed so
|
||||
/// other panels (e.g. StageEditorPanel) that walk the raw sublayer list
|
||||
/// can recognize and guard-rail render-layer sublayers without
|
||||
/// duplicating the custom-layer-data key.
|
||||
static bool IsRenderLayerSublayer(const pxr::SdfLayerHandle& layer);
|
||||
|
||||
private:
|
||||
void BuildList();
|
||||
// LayerManager keeps its own cached sublayer/mute-state snapshot,
|
||||
// rebuilt only on its own SetStage()/Refresh()/mutator calls — it has no
|
||||
// way to know when RenderLayerManager mutates the root layer's sublayer
|
||||
// stack or a layer's mute state directly (bypassing LayerManager's own
|
||||
// methods, which every RenderLayerManager mutator below does). Called
|
||||
// after every such mutation so StageEditorPanel (backed by LayerManager)
|
||||
// doesn't show a stale sublayer list.
|
||||
void RefreshLayerManager();
|
||||
pxr::SdfLayerHandle FindRenderLayer(const std::string& layerId) const;
|
||||
void RecomputeIsolation(const pxr::SdfLayerHandle& layer, const std::string& layerId);
|
||||
void ClearAutoHiddenPaths(const pxr::SdfLayerHandle& layer);
|
||||
void PersistActiveLayerId(const std::string& layerId);
|
||||
|
||||
pxr::UsdStageRefPtr m_stage;
|
||||
LayerManager* m_layerManager = nullptr;
|
||||
std::vector<RenderLayerInfo> m_layers; // [0] is always the Default entry
|
||||
// Strong refs so muted render-layer SdfLayers stay alive between
|
||||
// Refresh() calls (mirrors LayerManager::m_layerRefs).
|
||||
std::vector<pxr::SdfLayerRefPtr> m_layerRefs;
|
||||
// Edit target identifier captured the moment render-layer mode is first
|
||||
// entered (Default -> any render layer); restored and cleared by
|
||||
// ActivateDefaultLayer(). Empty when not currently "in mode".
|
||||
std::string m_savedEditTargetIdBeforeMode;
|
||||
};
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -174,7 +174,7 @@ UsdSceneRenderer::UsdSceneRenderer()
|
||||
, m_aaEnabled(false)
|
||||
, m_backgroundColor(0.15f, 0.15f, 0.15f)
|
||||
, m_shadingMode(ShadingMode::SmoothShaded)
|
||||
, m_cullStyle(CullStyle::BackUnlessDoubleSided)
|
||||
, m_cullStyle(CullStyle::Nothing) // matches usdview; see ViewportTileSettings::cullStyle
|
||||
, m_colorCorrectionMode(ColorCorrectionMode::sRGB)
|
||||
, m_ambientLightOnly(true)
|
||||
, m_domeLightEnabled(false)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "ConnectShaderAttrsCommand.h"
|
||||
#include "../../utils/Logger.h"
|
||||
#include <pxr/usd/usd/editContext.h>
|
||||
#include <pxr/usd/usdShade/shader.h>
|
||||
#include <pxr/usd/usdShade/connectableAPI.h>
|
||||
#include <pxr/base/tf/token.h>
|
||||
@@ -12,7 +13,8 @@ ConnectShaderAttrsCommand::ConnectShaderAttrsCommand(pxr::UsdStageRefPtr stage,
|
||||
const pxr::SdfValueTypeName& destType,
|
||||
const pxr::SdfPath& sourceNode,
|
||||
const std::string& sourceOutput,
|
||||
const pxr::SdfValueTypeName& sourceType)
|
||||
const pxr::SdfValueTypeName& sourceType,
|
||||
pxr::SdfLayerHandle editLayer)
|
||||
: m_stage(stage)
|
||||
, m_destNode(destNode)
|
||||
, m_destInput(destInput)
|
||||
@@ -20,6 +22,7 @@ ConnectShaderAttrsCommand::ConnectShaderAttrsCommand(pxr::UsdStageRefPtr stage,
|
||||
, m_sourceNode(sourceNode)
|
||||
, m_sourceOutput(sourceOutput)
|
||||
, m_sourceType(sourceType)
|
||||
, m_editLayer(editLayer)
|
||||
, m_description("Connect " + sourceNode.GetName() + "." + sourceOutput +
|
||||
" -> " + destNode.GetName() + "." + destInput)
|
||||
{
|
||||
@@ -50,9 +53,16 @@ void ConnectShaderAttrsCommand::Execute() {
|
||||
return;
|
||||
}
|
||||
|
||||
pxr::UsdShadeInput destInput = destShader.CreateInput(pxr::TfToken(m_destInput), m_destType);
|
||||
pxr::UsdShadeOutput sourceOutput = sourceShader.CreateOutput(pxr::TfToken(m_sourceOutput), m_sourceType);
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(destInput, sourceOutput);
|
||||
if (m_editLayer) {
|
||||
pxr::UsdEditContext ec(m_stage, m_editLayer);
|
||||
pxr::UsdShadeInput destInput = destShader.CreateInput(pxr::TfToken(m_destInput), m_destType);
|
||||
pxr::UsdShadeOutput sourceOutput = sourceShader.CreateOutput(pxr::TfToken(m_sourceOutput), m_sourceType);
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(destInput, sourceOutput);
|
||||
} else {
|
||||
pxr::UsdShadeInput destInput = destShader.CreateInput(pxr::TfToken(m_destInput), m_destType);
|
||||
pxr::UsdShadeOutput sourceOutput = sourceShader.CreateOutput(pxr::TfToken(m_sourceOutput), m_sourceType);
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(destInput, sourceOutput);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(std::string("ConnectShaderAttrsCommand::Execute error: ") + e.what());
|
||||
}
|
||||
@@ -66,13 +76,22 @@ void ConnectShaderAttrsCommand::Undo() {
|
||||
pxr::UsdShadeInput destInput = destShader.GetInput(pxr::TfToken(m_destInput));
|
||||
if (!destInput) return;
|
||||
|
||||
if (m_hadPriorConnection) {
|
||||
pxr::UsdShadeShader priorSourceShader(m_stage->GetPrimAtPath(m_priorSourceNode));
|
||||
pxr::UsdShadeOutput priorSourceOutput = priorSourceShader.GetOutput(pxr::TfToken(m_priorSourceOutput));
|
||||
if (priorSourceShader && priorSourceOutput)
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(destInput, priorSourceOutput);
|
||||
auto doUndo = [&]() {
|
||||
if (m_hadPriorConnection) {
|
||||
pxr::UsdShadeShader priorSourceShader(m_stage->GetPrimAtPath(m_priorSourceNode));
|
||||
pxr::UsdShadeOutput priorSourceOutput = priorSourceShader.GetOutput(pxr::TfToken(m_priorSourceOutput));
|
||||
if (priorSourceShader && priorSourceOutput)
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(destInput, priorSourceOutput);
|
||||
} else {
|
||||
pxr::UsdShadeConnectableAPI::DisconnectSource(destInput);
|
||||
}
|
||||
};
|
||||
|
||||
if (m_editLayer) {
|
||||
pxr::UsdEditContext ec(m_stage, m_editLayer);
|
||||
doUndo();
|
||||
} else {
|
||||
pxr::UsdShadeConnectableAPI::DisconnectSource(destInput);
|
||||
doUndo();
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(std::string("ConnectShaderAttrsCommand::Undo error: ") + e.what());
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <pxr/usd/usd/stage.h>
|
||||
#include <pxr/usd/sdf/path.h>
|
||||
#include <pxr/usd/sdf/valueTypeName.h>
|
||||
#include <pxr/usd/sdf/layer.h>
|
||||
#include <string>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
@@ -14,13 +15,19 @@ namespace UsdLayerManager {
|
||||
/// Undo can restore it exactly rather than merely disconnecting.
|
||||
class ConnectShaderAttrsCommand : public ICommand {
|
||||
public:
|
||||
/// editLayer: layer to author into (mirrors TransformCommand's pattern).
|
||||
/// Captured at construction time so Undo() targets the same layer as
|
||||
/// Execute() even if the stage's ambient edit target changes in between
|
||||
/// (e.g. a render-layer switch) — pass null/empty to fall back to
|
||||
/// whatever the ambient edit target is at call time (today's behavior).
|
||||
ConnectShaderAttrsCommand(pxr::UsdStageRefPtr stage,
|
||||
const pxr::SdfPath& destNode,
|
||||
const std::string& destInput,
|
||||
const pxr::SdfValueTypeName& destType,
|
||||
const pxr::SdfPath& sourceNode,
|
||||
const std::string& sourceOutput,
|
||||
const pxr::SdfValueTypeName& sourceType);
|
||||
const pxr::SdfValueTypeName& sourceType,
|
||||
pxr::SdfLayerHandle editLayer = pxr::SdfLayerHandle());
|
||||
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
@@ -34,6 +41,7 @@ private:
|
||||
pxr::SdfPath m_sourceNode;
|
||||
std::string m_sourceOutput;
|
||||
pxr::SdfValueTypeName m_sourceType;
|
||||
pxr::SdfLayerHandle m_editLayer;
|
||||
std::string m_description;
|
||||
|
||||
bool m_hadPriorConnection = false;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "DisconnectShaderAttrCommand.h"
|
||||
#include "../../utils/Logger.h"
|
||||
#include <pxr/usd/usd/editContext.h>
|
||||
#include <pxr/usd/usdShade/shader.h>
|
||||
#include <pxr/usd/usdShade/connectableAPI.h>
|
||||
#include <pxr/base/tf/token.h>
|
||||
@@ -8,10 +9,12 @@ namespace UsdLayerManager {
|
||||
|
||||
DisconnectShaderAttrCommand::DisconnectShaderAttrCommand(pxr::UsdStageRefPtr stage,
|
||||
const pxr::SdfPath& destNode,
|
||||
const std::string& destInput)
|
||||
const std::string& destInput,
|
||||
pxr::SdfLayerHandle editLayer)
|
||||
: m_stage(stage)
|
||||
, m_destNode(destNode)
|
||||
, m_destInput(destInput)
|
||||
, m_editLayer(editLayer)
|
||||
, m_description("Disconnect " + destNode.GetName() + "." + destInput)
|
||||
{
|
||||
if (!stage) return;
|
||||
@@ -38,7 +41,13 @@ void DisconnectShaderAttrCommand::Execute() {
|
||||
if (!destShader) return;
|
||||
pxr::UsdShadeInput input = destShader.GetInput(pxr::TfToken(m_destInput));
|
||||
if (!input) return;
|
||||
pxr::UsdShadeConnectableAPI::DisconnectSource(input);
|
||||
|
||||
if (m_editLayer) {
|
||||
pxr::UsdEditContext ec(m_stage, m_editLayer);
|
||||
pxr::UsdShadeConnectableAPI::DisconnectSource(input);
|
||||
} else {
|
||||
pxr::UsdShadeConnectableAPI::DisconnectSource(input);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(std::string("DisconnectShaderAttrCommand::Execute error: ") + e.what());
|
||||
}
|
||||
@@ -53,8 +62,14 @@ void DisconnectShaderAttrCommand::Undo() {
|
||||
|
||||
pxr::UsdShadeInput input = destShader.GetInput(pxr::TfToken(m_destInput));
|
||||
pxr::UsdShadeOutput output = sourceShader.GetOutput(pxr::TfToken(m_sourceOutput));
|
||||
if (input && output)
|
||||
if (!input || !output) return;
|
||||
|
||||
if (m_editLayer) {
|
||||
pxr::UsdEditContext ec(m_stage, m_editLayer);
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(input, output);
|
||||
} else {
|
||||
pxr::UsdShadeConnectableAPI::ConnectToSource(input, output);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
LOG_ERROR(std::string("DisconnectShaderAttrCommand::Undo error: ") + e.what());
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "../CommandHistory.h"
|
||||
#include <pxr/usd/usd/stage.h>
|
||||
#include <pxr/usd/sdf/path.h>
|
||||
#include <pxr/usd/sdf/layer.h>
|
||||
#include <string>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
@@ -11,9 +12,13 @@ namespace UsdLayerManager {
|
||||
/// source at construction time so Undo can restore it.
|
||||
class DisconnectShaderAttrCommand : public ICommand {
|
||||
public:
|
||||
/// editLayer: see ConnectShaderAttrsCommand's constructor doc — same
|
||||
/// capture-at-construction-time pattern, null/empty falls back to the
|
||||
/// ambient edit target at call time (today's behavior).
|
||||
DisconnectShaderAttrCommand(pxr::UsdStageRefPtr stage,
|
||||
const pxr::SdfPath& destNode,
|
||||
const std::string& destInput);
|
||||
const std::string& destInput,
|
||||
pxr::SdfLayerHandle editLayer = pxr::SdfLayerHandle());
|
||||
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
@@ -23,6 +28,7 @@ private:
|
||||
pxr::UsdStageRefPtr m_stage;
|
||||
pxr::SdfPath m_destNode;
|
||||
std::string m_destInput;
|
||||
pxr::SdfLayerHandle m_editLayer;
|
||||
std::string m_description;
|
||||
|
||||
bool m_hadConnection = false;
|
||||
|
||||
@@ -0,0 +1,102 @@
|
||||
#include "RenderLayerCommands.h"
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
// ─── RenderLayerCreateCommand ─────────────────────────────────────────────
|
||||
|
||||
RenderLayerCreateCommand::RenderLayerCreateCommand(RenderLayerManager* mgr, std::string name)
|
||||
: m_mgr(mgr)
|
||||
, m_name(std::move(name))
|
||||
, m_description("Create Render Layer " + m_name)
|
||||
{
|
||||
}
|
||||
|
||||
void RenderLayerCreateCommand::Execute() {
|
||||
if (!m_mgr) return;
|
||||
m_layerId = m_mgr->CreateRenderLayer(m_name);
|
||||
}
|
||||
|
||||
void RenderLayerCreateCommand::Undo() {
|
||||
if (!m_mgr || m_layerId.empty()) return;
|
||||
m_mgr->DeleteRenderLayer(m_layerId);
|
||||
}
|
||||
|
||||
// ─── RenderLayerDeleteCommand ─────────────────────────────────────────────
|
||||
|
||||
RenderLayerDeleteCommand::RenderLayerDeleteCommand(RenderLayerManager* mgr, std::string layerId)
|
||||
: m_mgr(mgr)
|
||||
, m_layerId(std::move(layerId))
|
||||
, m_description("Delete Render Layer")
|
||||
{
|
||||
if (!mgr) return;
|
||||
for (const auto& info : mgr->GetRenderLayers()) {
|
||||
if (!info.isDefault && info.layerIdentifier == m_layerId) {
|
||||
m_description = "Delete Render Layer " + info.name;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderLayerDeleteCommand::Execute() {
|
||||
if (!m_mgr) return;
|
||||
m_mgr->DeleteRenderLayer(m_layerId);
|
||||
}
|
||||
|
||||
void RenderLayerDeleteCommand::Undo() {
|
||||
if (!m_mgr || m_layerId.empty()) return;
|
||||
m_mgr->RestoreDeletedRenderLayer(m_layerId);
|
||||
}
|
||||
|
||||
// ─── RenderLayerRenameCommand ─────────────────────────────────────────────
|
||||
|
||||
RenderLayerRenameCommand::RenderLayerRenameCommand(RenderLayerManager* mgr, std::string layerId,
|
||||
std::string newName)
|
||||
: m_mgr(mgr)
|
||||
, m_layerId(std::move(layerId))
|
||||
, m_newName(std::move(newName))
|
||||
, m_description("Rename Render Layer")
|
||||
{
|
||||
if (!mgr) return;
|
||||
for (const auto& info : mgr->GetRenderLayers()) {
|
||||
if (!info.isDefault && info.layerIdentifier == m_layerId) {
|
||||
m_oldName = info.name;
|
||||
m_description = "Rename Render Layer " + info.name + " -> " + m_newName;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderLayerRenameCommand::Execute() {
|
||||
if (!m_mgr) return;
|
||||
m_mgr->RenameRenderLayer(m_layerId, m_newName);
|
||||
}
|
||||
|
||||
void RenderLayerRenameCommand::Undo() {
|
||||
if (!m_mgr || m_oldName.empty()) return;
|
||||
m_mgr->RenameRenderLayer(m_layerId, m_oldName);
|
||||
}
|
||||
|
||||
// ─── RenderLayerActivateCommand ───────────────────────────────────────────
|
||||
|
||||
RenderLayerActivateCommand::RenderLayerActivateCommand(RenderLayerManager* mgr, std::string targetLayerId)
|
||||
: m_mgr(mgr)
|
||||
, m_targetLayerId(std::move(targetLayerId))
|
||||
, m_description(m_targetLayerId.empty() ? "Activate Render Layer: Default"
|
||||
: "Activate Render Layer")
|
||||
{
|
||||
if (mgr) m_priorLayerId = mgr->GetActiveRenderLayerId();
|
||||
}
|
||||
|
||||
void RenderLayerActivateCommand::Execute() {
|
||||
if (!m_mgr) return;
|
||||
if (m_targetLayerId.empty()) m_mgr->ActivateDefaultLayer();
|
||||
else m_mgr->ActivateRenderLayer(m_targetLayerId);
|
||||
}
|
||||
|
||||
void RenderLayerActivateCommand::Undo() {
|
||||
if (!m_mgr) return;
|
||||
if (m_priorLayerId.empty()) m_mgr->ActivateDefaultLayer();
|
||||
else m_mgr->ActivateRenderLayer(m_priorLayerId);
|
||||
}
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -0,0 +1,76 @@
|
||||
#pragma once
|
||||
|
||||
#include "../CommandHistory.h"
|
||||
#include "../RenderLayerManager.h"
|
||||
#include <string>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
/// Undo removes the created layer via RenderLayerManager::DeleteRenderLayer.
|
||||
class RenderLayerCreateCommand : public ICommand {
|
||||
public:
|
||||
RenderLayerCreateCommand(RenderLayerManager* mgr, std::string name);
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
std::string GetDescription() const override { return m_description; }
|
||||
|
||||
/// Valid after Execute() — the new layer's identifier, so the panel can
|
||||
/// select it immediately.
|
||||
const std::string& GetCreatedLayerId() const { return m_layerId; }
|
||||
|
||||
private:
|
||||
RenderLayerManager* m_mgr;
|
||||
std::string m_name;
|
||||
std::string m_layerId;
|
||||
std::string m_description;
|
||||
};
|
||||
|
||||
/// The backing file is left on disk by RenderLayerManager::DeleteRenderLayer
|
||||
/// (only the sublayer reference is removed), so Undo just re-inserts it.
|
||||
class RenderLayerDeleteCommand : public ICommand {
|
||||
public:
|
||||
RenderLayerDeleteCommand(RenderLayerManager* mgr, std::string layerId);
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
std::string GetDescription() const override { return m_description; }
|
||||
|
||||
private:
|
||||
RenderLayerManager* m_mgr;
|
||||
std::string m_layerId;
|
||||
std::string m_description;
|
||||
};
|
||||
|
||||
class RenderLayerRenameCommand : public ICommand {
|
||||
public:
|
||||
RenderLayerRenameCommand(RenderLayerManager* mgr, std::string layerId, std::string newName);
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
std::string GetDescription() const override { return m_description; }
|
||||
|
||||
private:
|
||||
RenderLayerManager* m_mgr;
|
||||
std::string m_layerId;
|
||||
std::string m_newName;
|
||||
std::string m_oldName;
|
||||
std::string m_description;
|
||||
};
|
||||
|
||||
/// Switches the active render layer (or back to Default). RenderLayerManager
|
||||
/// itself tracks the edit target to restore on returning to Default, so this
|
||||
/// command only needs to remember which layer was active before the switch.
|
||||
class RenderLayerActivateCommand : public ICommand {
|
||||
public:
|
||||
/// targetLayerId empty = activate Default.
|
||||
RenderLayerActivateCommand(RenderLayerManager* mgr, std::string targetLayerId);
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
std::string GetDescription() const override { return m_description; }
|
||||
|
||||
private:
|
||||
RenderLayerManager* m_mgr;
|
||||
std::string m_targetLayerId; // "" = Default
|
||||
std::string m_priorLayerId; // captured at construction; "" = Default
|
||||
std::string m_description;
|
||||
};
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -0,0 +1,57 @@
|
||||
#include "RenderLayerMembershipCommand.h"
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
// ─── RenderLayerAddMembersCommand ─────────────────────────────────────────
|
||||
|
||||
RenderLayerAddMembersCommand::RenderLayerAddMembersCommand(RenderLayerManager* mgr,
|
||||
std::string layerId,
|
||||
std::vector<pxr::SdfPath> paths)
|
||||
: m_mgr(mgr)
|
||||
, m_layerId(std::move(layerId))
|
||||
, m_paths(std::move(paths))
|
||||
, m_description(m_paths.size() == 1
|
||||
? ("Add " + m_paths.front().GetString() + " to Render Layer")
|
||||
: ("Add " + std::to_string(m_paths.size()) + " Members to Render Layer"))
|
||||
{
|
||||
}
|
||||
|
||||
void RenderLayerAddMembersCommand::Execute() {
|
||||
if (!m_mgr) return;
|
||||
for (const auto& p : m_paths)
|
||||
m_mgr->AddMember(m_layerId, p);
|
||||
}
|
||||
|
||||
void RenderLayerAddMembersCommand::Undo() {
|
||||
if (!m_mgr) return;
|
||||
for (const auto& p : m_paths)
|
||||
m_mgr->RemoveMember(m_layerId, p);
|
||||
}
|
||||
|
||||
// ─── RenderLayerRemoveMembersCommand ──────────────────────────────────────
|
||||
|
||||
RenderLayerRemoveMembersCommand::RenderLayerRemoveMembersCommand(RenderLayerManager* mgr,
|
||||
std::string layerId,
|
||||
std::vector<pxr::SdfPath> paths)
|
||||
: m_mgr(mgr)
|
||||
, m_layerId(std::move(layerId))
|
||||
, m_paths(std::move(paths))
|
||||
, m_description(m_paths.size() == 1
|
||||
? ("Remove " + m_paths.front().GetString() + " from Render Layer")
|
||||
: ("Remove " + std::to_string(m_paths.size()) + " Members from Render Layer"))
|
||||
{
|
||||
}
|
||||
|
||||
void RenderLayerRemoveMembersCommand::Execute() {
|
||||
if (!m_mgr) return;
|
||||
for (const auto& p : m_paths)
|
||||
m_mgr->RemoveMember(m_layerId, p);
|
||||
}
|
||||
|
||||
void RenderLayerRemoveMembersCommand::Undo() {
|
||||
if (!m_mgr) return;
|
||||
for (const auto& p : m_paths)
|
||||
m_mgr->AddMember(m_layerId, p);
|
||||
}
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include "../CommandHistory.h"
|
||||
#include "../RenderLayerManager.h"
|
||||
#include <pxr/usd/sdf/path.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
/// Adds one or more prim paths to a render layer's membership (Sdf-level, so
|
||||
/// this works whether or not layerId is currently active). Re-runs viewport
|
||||
/// isolation if layerId happens to be the active layer.
|
||||
class RenderLayerAddMembersCommand : public ICommand {
|
||||
public:
|
||||
RenderLayerAddMembersCommand(RenderLayerManager* mgr, std::string layerId,
|
||||
std::vector<pxr::SdfPath> paths);
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
std::string GetDescription() const override { return m_description; }
|
||||
|
||||
private:
|
||||
RenderLayerManager* m_mgr;
|
||||
std::string m_layerId;
|
||||
std::vector<pxr::SdfPath> m_paths;
|
||||
std::string m_description;
|
||||
};
|
||||
|
||||
class RenderLayerRemoveMembersCommand : public ICommand {
|
||||
public:
|
||||
RenderLayerRemoveMembersCommand(RenderLayerManager* mgr, std::string layerId,
|
||||
std::vector<pxr::SdfPath> paths);
|
||||
void Execute() override;
|
||||
void Undo() override;
|
||||
std::string GetDescription() const override { return m_description; }
|
||||
|
||||
private:
|
||||
RenderLayerManager* m_mgr;
|
||||
std::string m_layerId;
|
||||
std::vector<pxr::SdfPath> m_paths;
|
||||
std::string m_description;
|
||||
};
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -19,6 +19,45 @@ static void SetUsdPluginPath() {
|
||||
std::string pluginPath = exeDir + "\\usd";
|
||||
SetEnvironmentVariableA("PXR_PLUGINPATH_NAME", pluginPath.c_str());
|
||||
|
||||
// --- MaterialX / Arnold OSL include path -------------------------------
|
||||
// hdArnold compiles MaterialX shaders by generating OSL whose first line is
|
||||
// #include "mx_funcs.h"
|
||||
// and compiling it as an "osl" node's `code` parameter. Without an include
|
||||
// path that compile fails with:
|
||||
// [osl] error: <buffer>:2:10: fatal error: 'mx_funcs.h' file not found
|
||||
//
|
||||
// The knob is Arnold's options.osl_includepath, which hdArnold exposes as the
|
||||
// HDARNOLD_osl_includepath env setting (render_delegate/config.cpp).
|
||||
//
|
||||
// THIS MUST BE SET BEFORE ANY PLUGIN DLL IS LOADED. TF_DEFINE_ENV_SETTING
|
||||
// registers a TF_REGISTRY_FUNCTION that eagerly calls TfGetEnvSetting() and
|
||||
// caches the value permanently when hdArnold.dll loads -- which the
|
||||
// LoadLibraryA pre-flight below does. Setting it later (e.g. from
|
||||
// Application::Initialize) is silently ignored.
|
||||
//
|
||||
// Set via both the CRT (_putenv_s -> getenv) and the Win32 block
|
||||
// (SetEnvironmentVariableA) since the two are not kept in sync on Windows.
|
||||
{
|
||||
namespace fs = std::filesystem;
|
||||
const std::string mtlxLibs = exeDir + "\\libraries";
|
||||
const std::string mtlxOslInclude = mtlxLibs + "\\stdlib\\genosl\\include";
|
||||
|
||||
if (fs::exists(mtlxOslInclude)) {
|
||||
if (!getenv("HDARNOLD_osl_includepath")) {
|
||||
_putenv_s("HDARNOLD_osl_includepath", mtlxOslInclude.c_str());
|
||||
SetEnvironmentVariableA("HDARNOLD_osl_includepath",
|
||||
mtlxOslInclude.c_str());
|
||||
}
|
||||
// Nodedef lookup (MATERIALX_NODE_DEFINITIONS). Separate knob from
|
||||
// the OSL include path above -- it does NOT fix the include error.
|
||||
if (!getenv("PXR_MTLX_STDLIB_SEARCH_PATHS")) {
|
||||
_putenv_s("PXR_MTLX_STDLIB_SEARCH_PATHS", mtlxLibs.c_str());
|
||||
SetEnvironmentVariableA("PXR_MTLX_STDLIB_SEARCH_PATHS",
|
||||
mtlxLibs.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::string> pluginPaths;
|
||||
WIN32_FIND_DATAA findData;
|
||||
std::string searchPattern = pluginPath + "\\*";
|
||||
|
||||
@@ -41,6 +41,7 @@ Application::Application()
|
||||
: m_showDemoWindow(false)
|
||||
, m_showStageInfo(true)
|
||||
, m_showStageEditor(true)
|
||||
, m_showRenderLayerPanel(true)
|
||||
, m_showSceneHierarchy(true)
|
||||
, m_showViewport(true)
|
||||
, m_showPropertyPanel(true)
|
||||
@@ -67,15 +68,23 @@ bool Application::Initialize(const std::string& windowTitle, int width, int heig
|
||||
// Create managers
|
||||
m_stageManager = std::make_unique<UsdStageManager>();
|
||||
m_layerManager = std::make_unique<LayerManager>();
|
||||
m_renderLayerManager = std::make_unique<RenderLayerManager>();
|
||||
m_renderLayerManager->SetLayerManager(m_layerManager.get());
|
||||
m_propertyManager = std::make_unique<PropertyManager>();
|
||||
m_propertyManager->SetCommandHistory(&m_commandHistory);
|
||||
m_stageEditorPanel = std::make_unique<StageEditorPanel>();
|
||||
m_stageEditorPanel->SetLayerManager(m_layerManager.get());
|
||||
m_stageEditorPanel->SetCommandHistory(&m_commandHistory);
|
||||
m_stageEditorPanel->SetRenderLayerManager(m_renderLayerManager.get());
|
||||
m_sceneHierarchyPanel = std::make_unique<SceneHierarchyPanel>();
|
||||
m_sceneHierarchyPanel->SetPropertyManager(m_propertyManager.get());
|
||||
m_sceneHierarchyPanel->SetCommandHistory(&m_commandHistory);
|
||||
m_sceneHierarchyPanel->SetLayerManager(m_layerManager.get());
|
||||
m_sceneHierarchyPanel->SetRenderLayerManager(m_renderLayerManager.get());
|
||||
m_renderLayerPanel = std::make_unique<RenderLayerPanel>();
|
||||
m_renderLayerPanel->SetRenderLayerManager(m_renderLayerManager.get());
|
||||
m_renderLayerPanel->SetCommandHistory(&m_commandHistory);
|
||||
m_renderLayerPanel->SetSceneHierarchyPanel(m_sceneHierarchyPanel.get());
|
||||
m_viewportPanel = std::make_unique<ViewportPanel>();
|
||||
m_viewportPanel->SetCommandHistory(&m_commandHistory);
|
||||
m_propertyPanel = std::make_unique<PropertyPanel>();
|
||||
@@ -116,6 +125,7 @@ bool Application::Initialize(const std::string& windowTitle, int width, int heig
|
||||
m_timelinePanel->SetIconManager(m_iconManager.get());
|
||||
m_stageEditorPanel->SetIconManager(m_iconManager.get());
|
||||
m_materialEditorPanel->SetIconManager(m_iconManager.get());
|
||||
m_renderLayerPanel->SetIconManager(m_iconManager.get());
|
||||
|
||||
m_sceneHierarchyPanel->SetOnPrimSelected(
|
||||
[this](const std::string& path) {
|
||||
@@ -177,6 +187,18 @@ bool Application::Initialize(const std::string& windowTitle, int width, int heig
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: HDARNOLD_osl_includepath / PXR_MTLX_STDLIB_SEARCH_PATHS are set in
|
||||
// main.cpp, NOT here. They must be in the environment before the plugin
|
||||
// DLLs are loaded, because TF_DEFINE_ENV_SETTING caches the value when
|
||||
// hdArnold.dll registers its settings. Setting them at this point is too
|
||||
// late and is silently ignored.
|
||||
if (const char* oslInc = getenv("HDARNOLD_osl_includepath")) {
|
||||
LOG_INFO(std::string("Arnold OSL include path: ") + oslInc);
|
||||
} else {
|
||||
LOG_WARNING("HDARNOLD_osl_includepath not set — Arnold MaterialX "
|
||||
"shaders will fail to compile ('mx_funcs.h' not found)");
|
||||
}
|
||||
|
||||
// Load per-viewport settings and global preferences from AppData.
|
||||
if (const char* appData = getenv("APPDATA")) {
|
||||
namespace fs = std::filesystem;
|
||||
@@ -186,6 +208,7 @@ bool Application::Initialize(const std::string& windowTitle, int width, int heig
|
||||
m_prefsPath = (dir / "preferences.ini").string();
|
||||
m_viewportPanel->LoadSettings(m_viewportSettingsPath);
|
||||
LoadPreferences();
|
||||
ValidateOcioPreferences();
|
||||
// Apply pref delegate only to tiles that have no saved delegate.
|
||||
m_viewportPanel->ApplyDefaultDelegate(m_prefs.renderDelegate);
|
||||
// Color correction is always global — apply to all tiles.
|
||||
@@ -223,10 +246,12 @@ void Application::Shutdown() {
|
||||
m_sceneHierarchyPanel.reset();
|
||||
m_propertyPanel.reset();
|
||||
m_stageEditorPanel.reset();
|
||||
m_renderLayerPanel.reset();
|
||||
// Owns the shader-ball preview's Hydra engine + GL draw target — must be
|
||||
// destroyed while the GL context still exists, like m_viewportPanel.
|
||||
m_materialEditorPanel.reset();
|
||||
m_propertyManager.reset();
|
||||
m_renderLayerManager.reset();
|
||||
m_layerManager.reset();
|
||||
|
||||
if (m_iconManager) {
|
||||
@@ -251,8 +276,12 @@ void Application::RefreshManagers() {
|
||||
if (m_stageManager->HasStage()) {
|
||||
auto stage = m_stageManager->GetStage();
|
||||
m_layerManager->SetStage(stage);
|
||||
// After LayerManager (ActivateRenderLayer routes edit-target changes
|
||||
// through it) but before RestorePersistedActiveLayer needs it.
|
||||
m_renderLayerManager->SetStage(stage);
|
||||
m_propertyManager->SetStage(stage);
|
||||
m_sceneHierarchyPanel->SetStage(stage);
|
||||
m_renderLayerPanel->SetStage(stage);
|
||||
m_viewportPanel->SetStage(stage);
|
||||
m_viewportPanel->FrameScene();
|
||||
m_propertyPanel->SetStage(stage);
|
||||
@@ -260,10 +289,16 @@ void Application::RefreshManagers() {
|
||||
m_curveEditorPanel->SetStage(stage);
|
||||
m_materialManager->SetStage(stage);
|
||||
m_materialEditorPanel->SetStage(stage);
|
||||
// Re-applies whichever render layer was active last time this stage
|
||||
// was saved (mute state itself isn't serialized — see
|
||||
// RenderLayerManager::RestorePersistedActiveLayer).
|
||||
m_renderLayerManager->RestorePersistedActiveLayer();
|
||||
} else {
|
||||
m_layerManager->SetStage(nullptr);
|
||||
m_renderLayerManager->SetStage(nullptr);
|
||||
m_propertyManager->SetStage(nullptr);
|
||||
m_sceneHierarchyPanel->SetStage(nullptr);
|
||||
m_renderLayerPanel->SetStage(nullptr);
|
||||
m_viewportPanel->SetStage(nullptr);
|
||||
m_propertyPanel->SetStage(nullptr);
|
||||
m_timelinePanel->SetStage(nullptr);
|
||||
@@ -315,6 +350,12 @@ void Application::RenderUI() {
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
if (m_showRenderLayerPanel) {
|
||||
ImGui::Begin("Render Layers", &m_showRenderLayerPanel, ImGuiWindowFlags_NoCollapse);
|
||||
m_renderLayerPanel->Render();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
if (m_showViewport) {
|
||||
m_viewportPanel->Render(&m_showViewport);
|
||||
}
|
||||
@@ -440,6 +481,76 @@ void Application::LoadPreferences()
|
||||
}
|
||||
}
|
||||
|
||||
void Application::ValidateOcioPreferences()
|
||||
{
|
||||
// A persisted display/view that doesn't exist in the active OCIO config
|
||||
// makes HdxColorCorrectionTask throw ("Display 'x' not found") every frame
|
||||
// and silently skip correction, which reads as a washed-out viewport --
|
||||
// worst on delegates like hdEmbree whose output depends on the transform.
|
||||
// Note display and view are easy to invert: in the bundled ACES 1.2 config
|
||||
// the only display is "ACES" and "sRGB" is one of its views.
|
||||
const OcioConfig& cfg = GetCurrentOcioConfig();
|
||||
if (!cfg.valid) {
|
||||
// No $OCIO / unreadable config -- nothing to validate against. Leave
|
||||
// the prefs alone rather than clobbering values that may be correct
|
||||
// for a config supplied later.
|
||||
return;
|
||||
}
|
||||
|
||||
auto contains = [](const std::vector<std::string>& v, const std::string& s) {
|
||||
return std::find(v.begin(), v.end(), s) != v.end();
|
||||
};
|
||||
|
||||
// --- display ---
|
||||
if (m_prefs.ocioDisplay.empty() || !contains(cfg.displays, m_prefs.ocioDisplay)) {
|
||||
if (!m_prefs.ocioDisplay.empty()) {
|
||||
LOG_WARNING("OCIO display '" + m_prefs.ocioDisplay
|
||||
+ "' not in config; falling back to '"
|
||||
+ cfg.defaultDisplay + "'");
|
||||
}
|
||||
m_prefs.ocioDisplay = cfg.defaultDisplay;
|
||||
}
|
||||
|
||||
// --- view (must belong to the display resolved above) ---
|
||||
auto viewsIt = cfg.views.find(m_prefs.ocioDisplay);
|
||||
const std::vector<std::string>* views =
|
||||
(viewsIt != cfg.views.end()) ? &viewsIt->second : nullptr;
|
||||
|
||||
if (views && !views->empty()) {
|
||||
if (m_prefs.ocioView.empty() || !contains(*views, m_prefs.ocioView)) {
|
||||
// Prefer the config default when it's valid for this display,
|
||||
// otherwise take the display's first view.
|
||||
const std::string fallback =
|
||||
contains(*views, cfg.defaultView) ? cfg.defaultView : views->front();
|
||||
if (!m_prefs.ocioView.empty()) {
|
||||
LOG_WARNING("OCIO view '" + m_prefs.ocioView
|
||||
+ "' not valid for display '" + m_prefs.ocioDisplay
|
||||
+ "'; falling back to '" + fallback + "'");
|
||||
}
|
||||
m_prefs.ocioView = fallback;
|
||||
}
|
||||
}
|
||||
|
||||
// --- color space (same failure mode if it names a missing space) ---
|
||||
if (!m_prefs.ocioColorSpace.empty()
|
||||
&& !contains(cfg.colorSpaces, m_prefs.ocioColorSpace)) {
|
||||
LOG_WARNING("OCIO color space '" + m_prefs.ocioColorSpace
|
||||
+ "' not in config; clearing it");
|
||||
m_prefs.ocioColorSpace.clear();
|
||||
}
|
||||
|
||||
// --- look ---
|
||||
if (!m_prefs.ocioLook.empty()
|
||||
&& !contains(cfg.looks, m_prefs.ocioLook)) {
|
||||
LOG_WARNING("OCIO look '" + m_prefs.ocioLook
|
||||
+ "' not in config; clearing it");
|
||||
m_prefs.ocioLook.clear();
|
||||
}
|
||||
|
||||
LOG_INFO("OCIO display/view: '" + m_prefs.ocioDisplay + "' / '"
|
||||
+ m_prefs.ocioView + "'");
|
||||
}
|
||||
|
||||
void Application::SavePreferences()
|
||||
{
|
||||
// Pull the latest splitter positions; called from Shutdown before the
|
||||
@@ -765,6 +876,7 @@ void Application::RenderMenuBar() {
|
||||
|
||||
if (ImGui::BeginMenu("View")) {
|
||||
ImGui::MenuItem("Stage Editor", nullptr, &m_showStageEditor);
|
||||
ImGui::MenuItem("Render Layers", nullptr, &m_showRenderLayerPanel);
|
||||
ImGui::MenuItem("Scene Hierarchy", nullptr, &m_showSceneHierarchy);
|
||||
ImGui::MenuItem("Viewport", nullptr, &m_showViewport);
|
||||
ImGui::MenuItem("Property Panel", nullptr, &m_showPropertyPanel);
|
||||
@@ -860,7 +972,9 @@ void Application::SaveUsdFile() {
|
||||
|
||||
if (!m_stageManager->SaveStage()) {
|
||||
LOG_ERROR("Failed to save USD file: " + m_stageManager->GetLastError());
|
||||
return;
|
||||
}
|
||||
SaveDirtyRenderLayers();
|
||||
}
|
||||
|
||||
void Application::SaveUsdFileAs() {
|
||||
@@ -879,6 +993,11 @@ void Application::SaveUsdFileAs() {
|
||||
if (!m_stageManager->SaveStageAs(filePath)) {
|
||||
LOG_ERROR("Failed to save USD file: " + m_stageManager->GetLastError());
|
||||
} else {
|
||||
// m_renderLayerManager's layer refs are identifier-keyed SdfLayer
|
||||
// objects, independent of which UsdStage currently references
|
||||
// them — safe to save before the stage swap RefreshManagers()
|
||||
// below performs.
|
||||
SaveDirtyRenderLayers();
|
||||
// SaveStageAs reopens m_stageManager's stage from the new file path.
|
||||
// RefreshManagers syncs m_layerManager (and others) to that new stage;
|
||||
// without this, subsequent sublayer edits go to the old (now stale) stage
|
||||
@@ -888,6 +1007,15 @@ void Application::SaveUsdFileAs() {
|
||||
}
|
||||
}
|
||||
|
||||
void Application::SaveDirtyRenderLayers() {
|
||||
if (!m_renderLayerManager) return;
|
||||
for (const auto& info : m_renderLayerManager->GetRenderLayers()) {
|
||||
if (info.isDefault || !info.layer) continue;
|
||||
if (info.layer->IsDirty())
|
||||
info.layer->Save();
|
||||
}
|
||||
}
|
||||
|
||||
void Application::CloseUsdFile() {
|
||||
m_stageManager->CloseStage();
|
||||
// Re-create a fresh default stage so the app is always in an editable state.
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "IconManager.h"
|
||||
#include "StageEditorPanel.h"
|
||||
#include "SceneHierarchyPanel.h"
|
||||
#include "RenderLayerPanel.h"
|
||||
#include "ViewportPanel.h"
|
||||
#include "PropertyPanel.h"
|
||||
#include "TimelinePanel.h"
|
||||
@@ -11,6 +12,7 @@
|
||||
#include "MaterialEditorPanel.h"
|
||||
#include "../core/UsdStageManager.h"
|
||||
#include "../core/LayerManager.h"
|
||||
#include "../core/RenderLayerManager.h"
|
||||
#include "../core/PropertyManager.h"
|
||||
#include "../core/MaterialManager.h"
|
||||
#include "../core/CommandHistory.h"
|
||||
@@ -65,12 +67,22 @@ private:
|
||||
void AddReferenceToStage();
|
||||
void CreatePrimOnStage(const std::string& typeName);
|
||||
|
||||
/// Explicitly saves every render-layer SdfLayer, since at most one is
|
||||
/// ever in the stage's composition (unmuted) at a time and
|
||||
/// UsdStage::Save() only walks layers currently in composition — the
|
||||
/// rest would otherwise be silently dropped on save.
|
||||
void SaveDirtyRenderLayers();
|
||||
|
||||
// Playblast
|
||||
void CapturePlayblastFrame();
|
||||
|
||||
// Preferences
|
||||
void LoadPreferences();
|
||||
void SavePreferences();
|
||||
/// Reconcile persisted OCIO display/view names against the active config.
|
||||
/// Falls back to the config defaults when a name doesn't exist, so a stale
|
||||
/// or mistyped preference can't silently disable color correction.
|
||||
void ValidateOcioPreferences();
|
||||
void ApplyPrefsToAllViewports();
|
||||
void RenderPreferencesDialog();
|
||||
|
||||
@@ -78,11 +90,13 @@ private:
|
||||
std::unique_ptr<IconManager> m_iconManager;
|
||||
std::unique_ptr<UsdStageManager> m_stageManager;
|
||||
std::unique_ptr<LayerManager> m_layerManager;
|
||||
std::unique_ptr<RenderLayerManager> m_renderLayerManager;
|
||||
std::unique_ptr<PropertyManager> m_propertyManager;
|
||||
std::unique_ptr<MaterialManager> m_materialManager;
|
||||
CommandHistory m_commandHistory;
|
||||
std::unique_ptr<StageEditorPanel> m_stageEditorPanel;
|
||||
std::unique_ptr<SceneHierarchyPanel> m_sceneHierarchyPanel;
|
||||
std::unique_ptr<RenderLayerPanel> m_renderLayerPanel;
|
||||
std::unique_ptr<ViewportPanel> m_viewportPanel;
|
||||
std::unique_ptr<PropertyPanel> m_propertyPanel;
|
||||
std::unique_ptr<TimelinePanel> m_timelinePanel;
|
||||
@@ -91,6 +105,7 @@ private:
|
||||
bool m_showDemoWindow;
|
||||
bool m_showStageInfo;
|
||||
bool m_showStageEditor;
|
||||
bool m_showRenderLayerPanel;
|
||||
bool m_showSceneHierarchy;
|
||||
bool m_showViewport;
|
||||
bool m_showPropertyPanel;
|
||||
|
||||
@@ -61,6 +61,8 @@ static const char* IconFilename(Icon icon) {
|
||||
case Icon::FilePlus: return "file-plus.svg";
|
||||
case Icon::Pen: return "pen.svg";
|
||||
case Icon::Settings: return "gear.svg";
|
||||
case Icon::ChevronUp: return "chevron-up.svg";
|
||||
case Icon::ChevronDown: return "chevron-down.svg";
|
||||
default: return nullptr;
|
||||
}
|
||||
}
|
||||
@@ -77,6 +79,7 @@ static constexpr Icon kAllIcons[] = {
|
||||
Icon::SkipBack, Icon::StepBack, Icon::PlayBack, Icon::Play, Icon::Pause,
|
||||
Icon::StepForward, Icon::SkipEnd, Icon::Loop, Icon::Bounce,
|
||||
Icon::Refresh, Icon::FilePlus, Icon::Pen, Icon::Settings,
|
||||
Icon::ChevronUp, Icon::ChevronDown,
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -55,6 +55,9 @@ enum class Icon {
|
||||
FilePlus, // create new file
|
||||
Pen, // edit / edit target
|
||||
Settings, // gear / viewport options
|
||||
// List reordering
|
||||
ChevronUp, // move item up
|
||||
ChevronDown, // move item down
|
||||
};
|
||||
|
||||
/// Loads SVG files from disk, rasterizes them with NanoSVG, uploads them as
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "../utils/Logger.h"
|
||||
#include "../utils/FileDialog.h"
|
||||
#include "../utils/OcioConfigParser.h"
|
||||
#include <pxr/usd/usd/editContext.h>
|
||||
#include <pxr/usd/usdShade/shader.h>
|
||||
#include <pxr/usd/usdShade/material.h>
|
||||
#include <pxr/usd/usdShade/materialBindingAPI.h>
|
||||
@@ -1428,25 +1429,42 @@ void MaterialEditorPanel::BindMaterialToTarget(const pxr::SdfPath& materialPath,
|
||||
}
|
||||
|
||||
pxr::UsdStageRefPtr stage = m_stage;
|
||||
auto doBind = [stage, targetPath, materialPath]() {
|
||||
// Captured at construction time so Undo() lands in the same layer as
|
||||
// Execute() even if the ambient edit target changes in between (e.g. a
|
||||
// render-layer switch) — mirrors ConnectShaderAttrsCommand's pattern.
|
||||
pxr::SdfLayerHandle editLayer = m_stage->GetEditTarget().GetLayer();
|
||||
auto doBind = [stage, targetPath, materialPath, editLayer]() {
|
||||
pxr::UsdPrim target = stage->GetPrimAtPath(targetPath);
|
||||
pxr::UsdShadeMaterial material(stage->GetPrimAtPath(materialPath));
|
||||
if (target && material)
|
||||
if (!target || !material) return;
|
||||
if (editLayer) {
|
||||
pxr::UsdEditContext ec(stage, editLayer);
|
||||
pxr::UsdShadeMaterialBindingAPI::Apply(target).Bind(material);
|
||||
} else {
|
||||
pxr::UsdShadeMaterialBindingAPI::Apply(target).Bind(material);
|
||||
}
|
||||
};
|
||||
|
||||
if (m_commandHistory) {
|
||||
m_commandHistory->Push(std::make_unique<AttributeSetCommand>(
|
||||
"Bind Material",
|
||||
doBind,
|
||||
[stage, targetPath, hadPriorRel, priorTargets]() {
|
||||
[stage, targetPath, hadPriorRel, priorTargets, editLayer]() {
|
||||
pxr::UsdPrim target = stage->GetPrimAtPath(targetPath);
|
||||
if (!target) return;
|
||||
pxr::UsdShadeMaterialBindingAPI bindAPI(target);
|
||||
if (hadPriorRel && !priorTargets.empty())
|
||||
bindAPI.GetDirectBindingRel().SetTargets(priorTargets);
|
||||
else
|
||||
bindAPI.UnbindDirectBinding();
|
||||
auto doUnbind = [&]() {
|
||||
pxr::UsdShadeMaterialBindingAPI bindAPI(target);
|
||||
if (hadPriorRel && !priorTargets.empty())
|
||||
bindAPI.GetDirectBindingRel().SetTargets(priorTargets);
|
||||
else
|
||||
bindAPI.UnbindDirectBinding();
|
||||
};
|
||||
if (editLayer) {
|
||||
pxr::UsdEditContext ec(stage, editLayer);
|
||||
doUnbind();
|
||||
} else {
|
||||
doUnbind();
|
||||
}
|
||||
}
|
||||
));
|
||||
} else {
|
||||
@@ -2355,9 +2373,13 @@ pxr::SdfPath MaterialEditorPanel::CreateShaderNode(const std::string& shaderId,
|
||||
void MaterialEditorPanel::CreateConnection(const PinInfo& destInput, const PinInfo& sourceOutput) {
|
||||
if (!m_stage || !m_commandHistory) return;
|
||||
|
||||
// Captured now so Undo() (which may run after the ambient edit target
|
||||
// has since changed, e.g. a render-layer switch) still targets the same
|
||||
// layer this connection was authored into.
|
||||
pxr::SdfLayerHandle editLayer = m_stage->GetEditTarget().GetLayer();
|
||||
m_commandHistory->Push(std::make_unique<ConnectShaderAttrsCommand>(
|
||||
m_stage, destInput.nodePath, destInput.name, destInput.typeName,
|
||||
sourceOutput.nodePath, sourceOutput.name, sourceOutput.typeName));
|
||||
sourceOutput.nodePath, sourceOutput.name, sourceOutput.typeName, editLayer));
|
||||
SyncFromUsd();
|
||||
}
|
||||
|
||||
@@ -2369,7 +2391,8 @@ void MaterialEditorPanel::DeleteNode(const pxr::SdfPath& nodePath) {
|
||||
|
||||
void MaterialEditorPanel::DisconnectAttr(const pxr::SdfPath& destNode, const std::string& destInput) {
|
||||
if (!m_stage || !m_commandHistory) return;
|
||||
m_commandHistory->Push(std::make_unique<DisconnectShaderAttrCommand>(m_stage, destNode, destInput));
|
||||
pxr::SdfLayerHandle editLayer = m_stage->GetEditTarget().GetLayer();
|
||||
m_commandHistory->Push(std::make_unique<DisconnectShaderAttrCommand>(m_stage, destNode, destInput, editLayer));
|
||||
SyncFromUsd();
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,263 @@
|
||||
#include "RenderLayerPanel.h"
|
||||
#include "../core/commands/RenderLayerCommands.h"
|
||||
#include "../core/commands/RenderLayerMembershipCommand.h"
|
||||
#include <pxr/usd/usd/prim.h>
|
||||
#include <imgui.h>
|
||||
#include <cstring>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
RenderLayerPanel::RenderLayerPanel() {}
|
||||
RenderLayerPanel::~RenderLayerPanel() {}
|
||||
|
||||
void RenderLayerPanel::SetStage(pxr::UsdStageRefPtr stage) {
|
||||
m_stage = stage;
|
||||
m_defaultSelected = true;
|
||||
m_selectedLayerId.clear();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void RenderLayerPanel::Render() {
|
||||
if (!m_renderLayerManager) {
|
||||
ImGui::TextDisabled("No stage loaded");
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::Text("Render Layers");
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::SetNextItemWidth(180.0f);
|
||||
ImGui::InputText("##newLayerName", m_newLayerNameBuf, sizeof(m_newLayerNameBuf));
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Create Layer")) {
|
||||
std::string name = m_newLayerNameBuf[0] ? m_newLayerNameBuf : "RenderLayer";
|
||||
std::string newId;
|
||||
if (m_commandHistory) {
|
||||
auto cmd = std::make_unique<RenderLayerCreateCommand>(m_renderLayerManager, name);
|
||||
RenderLayerCreateCommand* raw = cmd.get();
|
||||
m_commandHistory->Push(std::move(cmd));
|
||||
newId = raw->GetCreatedLayerId();
|
||||
} else {
|
||||
newId = m_renderLayerManager->CreateRenderLayer(name);
|
||||
}
|
||||
if (!newId.empty()) {
|
||||
m_defaultSelected = false;
|
||||
m_selectedLayerId = newId;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
RenderLayerList();
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
ImGui::TextDisabled("Membership");
|
||||
ImGui::Separator();
|
||||
RenderMembershipPanel();
|
||||
|
||||
RenderRenameModal();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void RenderLayerPanel::RenderLayerList() {
|
||||
auto layers = m_renderLayerManager->GetRenderLayers();
|
||||
|
||||
if (!ImGui::BeginTable("RenderLayerTable", 3,
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersInnerV |
|
||||
ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollY,
|
||||
ImVec2(0, 150)))
|
||||
return;
|
||||
|
||||
ImGui::TableSetupColumn("##active", ImGuiTableColumnFlags_WidthFixed, 24.0f);
|
||||
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch);
|
||||
ImGui::TableSetupColumn("##dirty", ImGuiTableColumnFlags_WidthFixed, 14.0f);
|
||||
|
||||
for (int i = 0; i < static_cast<int>(layers.size()); ++i) {
|
||||
const auto& li = layers[i];
|
||||
ImGui::TableNextRow();
|
||||
ImGui::PushID(i);
|
||||
|
||||
// Col 0: activate radio button.
|
||||
ImGui::TableSetColumnIndex(0);
|
||||
{
|
||||
bool isActive = li.isActive;
|
||||
if (ImGui::RadioButton("##act", isActive) && !isActive) {
|
||||
std::string target = li.isDefault ? std::string() : li.layerIdentifier;
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(
|
||||
std::make_unique<RenderLayerActivateCommand>(m_renderLayerManager, target));
|
||||
else if (li.isDefault)
|
||||
m_renderLayerManager->ActivateDefaultLayer();
|
||||
else
|
||||
m_renderLayerManager->ActivateRenderLayer(target);
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip(isActive ? "Active" : "Click to activate");
|
||||
}
|
||||
|
||||
// Col 1: name — selecting a row picks which layer's membership shows below.
|
||||
ImGui::TableSetColumnIndex(1);
|
||||
{
|
||||
bool selected = li.isDefault
|
||||
? m_defaultSelected
|
||||
: (!m_defaultSelected && m_selectedLayerId == li.layerIdentifier);
|
||||
ImVec4 nameColor = li.isActive ? ImVec4(0.5f, 1.0f, 0.5f, 1.0f)
|
||||
: ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, nameColor);
|
||||
if (ImGui::Selectable(li.name.c_str(), selected,
|
||||
ImGuiSelectableFlags_SpanAllColumns)) {
|
||||
m_defaultSelected = li.isDefault;
|
||||
m_selectedLayerId = li.isDefault ? std::string() : li.layerIdentifier;
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
|
||||
if (!li.isDefault && ImGui::BeginPopupContextItem()) {
|
||||
if (ImGui::MenuItem("Rename")) {
|
||||
m_openRenameModal = true;
|
||||
m_renameTargetId = li.layerIdentifier;
|
||||
std::strncpy(m_renameBuf, li.name.c_str(), sizeof(m_renameBuf) - 1);
|
||||
m_renameBuf[sizeof(m_renameBuf) - 1] = '\0';
|
||||
}
|
||||
if (ImGui::MenuItem("Delete")) {
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(
|
||||
std::make_unique<RenderLayerDeleteCommand>(m_renderLayerManager, li.layerIdentifier));
|
||||
else
|
||||
m_renderLayerManager->DeleteRenderLayer(li.layerIdentifier);
|
||||
if (!m_defaultSelected && m_selectedLayerId == li.layerIdentifier) {
|
||||
m_defaultSelected = true;
|
||||
m_selectedLayerId.clear();
|
||||
}
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
// Col 2: dirty indicator.
|
||||
ImGui::TableSetColumnIndex(2);
|
||||
if (!li.isDefault && li.layer && li.layer->IsDirty())
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.6f, 0.2f, 1.0f), "*");
|
||||
else
|
||||
ImGui::TextDisabled(" ");
|
||||
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void RenderLayerPanel::RenderMembershipPanel() {
|
||||
if (m_defaultSelected) {
|
||||
ImGui::TextDisabled("Default has no membership of its own - it always shows the full, unmodified stage.");
|
||||
return;
|
||||
}
|
||||
if (m_selectedLayerId.empty()) {
|
||||
ImGui::TextDisabled("Select a render layer above to edit its membership.");
|
||||
return;
|
||||
}
|
||||
|
||||
std::string displayName = m_selectedLayerId;
|
||||
for (const auto& li : m_renderLayerManager->GetRenderLayers())
|
||||
if (!li.isDefault && li.layerIdentifier == m_selectedLayerId) { displayName = li.name; break; }
|
||||
ImGui::Text("Members of \"%s\"", displayName.c_str());
|
||||
|
||||
auto members = m_renderLayerManager->GetMembers(m_selectedLayerId);
|
||||
|
||||
auto isValid = [&](const pxr::SdfPath& p) {
|
||||
return m_stage && m_stage->GetPrimAtPath(p).IsValid();
|
||||
};
|
||||
|
||||
bool anyMissing = false;
|
||||
for (const auto& p : members)
|
||||
if (!isValid(p)) { anyMissing = true; break; }
|
||||
|
||||
if (m_sceneHierarchyPanel && ImGui::Button("Add Selected")) {
|
||||
auto paths = m_sceneHierarchyPanel->GetSelectedPaths();
|
||||
if (!paths.empty()) {
|
||||
std::vector<pxr::SdfPath> sdfPaths;
|
||||
sdfPaths.reserve(paths.size());
|
||||
for (const auto& p : paths) sdfPaths.emplace_back(p);
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(std::make_unique<RenderLayerAddMembersCommand>(
|
||||
m_renderLayerManager, m_selectedLayerId, sdfPaths));
|
||||
else
|
||||
for (const auto& sp : sdfPaths) m_renderLayerManager->AddMember(m_selectedLayerId, sp);
|
||||
}
|
||||
}
|
||||
if (anyMissing) {
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Remove Missing")) {
|
||||
std::vector<pxr::SdfPath> toRemove;
|
||||
for (const auto& p : members)
|
||||
if (!isValid(p)) toRemove.push_back(p);
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(std::make_unique<RenderLayerRemoveMembersCommand>(
|
||||
m_renderLayerManager, m_selectedLayerId, toRemove));
|
||||
else
|
||||
for (const auto& p : toRemove) m_renderLayerManager->RemoveMember(m_selectedLayerId, p);
|
||||
}
|
||||
}
|
||||
|
||||
if (members.empty()) {
|
||||
ImGui::TextDisabled("No members. Select lights/objects in Scene Hierarchy and click \"Add Selected\".");
|
||||
return;
|
||||
}
|
||||
|
||||
if (ImGui::BeginChild("RenderLayerMembersList", ImVec2(0, 0), true)) {
|
||||
for (const auto& path : members) {
|
||||
ImGui::PushID(path.GetString().c_str());
|
||||
bool missing = !isValid(path);
|
||||
|
||||
if (missing) ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.45f, 0.45f, 1.0f));
|
||||
ImGui::TextUnformatted(path.GetText());
|
||||
if (missing) {
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::SameLine();
|
||||
ImGui::TextDisabled("(missing)");
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(ImGui::GetWindowContentRegionMax().x - 24.0f);
|
||||
if (ImGui::SmallButton("x")) {
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(std::make_unique<RenderLayerRemoveMembersCommand>(
|
||||
m_renderLayerManager, m_selectedLayerId, std::vector<pxr::SdfPath>{path}));
|
||||
else
|
||||
m_renderLayerManager->RemoveMember(m_selectedLayerId, path);
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
ImGui::EndChild();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void RenderLayerPanel::RenderRenameModal() {
|
||||
if (m_openRenameModal) {
|
||||
ImGui::OpenPopup("Rename Render Layer");
|
||||
m_openRenameModal = false;
|
||||
}
|
||||
if (ImGui::BeginPopupModal("Rename Render Layer", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
|
||||
ImGui::SetNextItemWidth(240.0f);
|
||||
bool enterPressed = ImGui::InputText("Name", m_renameBuf, sizeof(m_renameBuf),
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
bool okClicked = ImGui::Button("OK");
|
||||
ImGui::SameLine();
|
||||
bool cancelClicked = ImGui::Button("Cancel");
|
||||
|
||||
if ((enterPressed || okClicked) && m_renameBuf[0]) {
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(std::make_unique<RenderLayerRenameCommand>(
|
||||
m_renderLayerManager, m_renameTargetId, std::string(m_renameBuf)));
|
||||
else
|
||||
m_renderLayerManager->RenameRenderLayer(m_renameTargetId, m_renameBuf);
|
||||
ImGui::CloseCurrentPopup();
|
||||
} else if (cancelClicked) {
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -0,0 +1,52 @@
|
||||
#pragma once
|
||||
|
||||
#include "../core/RenderLayerManager.h"
|
||||
#include "../core/CommandHistory.h"
|
||||
#include "SceneHierarchyPanel.h"
|
||||
#include "IconManager.h"
|
||||
#include <pxr/usd/usd/stage.h>
|
||||
#include <string>
|
||||
|
||||
namespace UsdLayerManager {
|
||||
|
||||
/// Maya-Render-Layers-style panel: layer list with one-click activation,
|
||||
/// create/rename/delete, and a membership editor for whichever layer is
|
||||
/// selected (independent of which one is active — you can inspect/edit a
|
||||
/// layer's members without switching to it).
|
||||
class RenderLayerPanel {
|
||||
public:
|
||||
RenderLayerPanel();
|
||||
~RenderLayerPanel();
|
||||
|
||||
void SetRenderLayerManager(RenderLayerManager* mgr) { m_renderLayerManager = mgr; }
|
||||
void SetCommandHistory(CommandHistory* history) { m_commandHistory = history; }
|
||||
/// Optional — powers the "Add Selected" membership button.
|
||||
void SetSceneHierarchyPanel(SceneHierarchyPanel* panel) { m_sceneHierarchyPanel = panel; }
|
||||
void SetIconManager(IconManager* icons) { m_iconManager = icons; }
|
||||
void SetStage(pxr::UsdStageRefPtr stage);
|
||||
void Render();
|
||||
|
||||
private:
|
||||
void RenderLayerList();
|
||||
void RenderMembershipPanel();
|
||||
void RenderRenameModal();
|
||||
|
||||
RenderLayerManager* m_renderLayerManager = nullptr;
|
||||
CommandHistory* m_commandHistory = nullptr;
|
||||
SceneHierarchyPanel* m_sceneHierarchyPanel = nullptr;
|
||||
IconManager* m_iconManager = nullptr;
|
||||
pxr::UsdStageRefPtr m_stage;
|
||||
|
||||
/// Which layer's membership the lower panel shows — independent of which
|
||||
/// layer is currently active.
|
||||
bool m_defaultSelected = true;
|
||||
std::string m_selectedLayerId;
|
||||
|
||||
char m_newLayerNameBuf[128] = "RenderLayer";
|
||||
|
||||
bool m_openRenameModal = false;
|
||||
std::string m_renameTargetId;
|
||||
char m_renameBuf[128] = {};
|
||||
};
|
||||
|
||||
} // namespace UsdLayerManager
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "../core/commands/RenamePrimCommand.h"
|
||||
#include "../core/commands/ReparentPrimCommand.h"
|
||||
#include "../core/commands/GroupPrimsCommand.h"
|
||||
#include "../core/commands/LayerCommands.h"
|
||||
#include <pxr/usd/usd/prim.h>
|
||||
#include <pxr/usd/usd/primRange.h>
|
||||
#include <pxr/usd/usd/references.h>
|
||||
@@ -309,6 +310,8 @@ void SceneHierarchyPanel::Render() {
|
||||
}
|
||||
}
|
||||
|
||||
bool renderLayerActive = m_renderLayerManager && !m_renderLayerManager->IsDefaultActive();
|
||||
ImGui::BeginDisabled(renderLayerActive);
|
||||
ImGui::SetNextItemWidth(-1.0f);
|
||||
if (ImGui::BeginCombo("##layerswitch", currentLabel.c_str(),
|
||||
ImGuiComboFlags_HeightRegular)) {
|
||||
@@ -326,9 +329,16 @@ void SceneHierarchyPanel::Render() {
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
bool comboHovered = ImGui::IsItemHovered();
|
||||
ImGui::EndDisabled();
|
||||
if (renderLayerActive && comboHovered)
|
||||
ImGui::SetTooltip("Edit target is locked to the active render layer");
|
||||
ImGui::Spacing();
|
||||
}
|
||||
|
||||
RenderSublayerSection();
|
||||
ImGui::Spacing();
|
||||
|
||||
auto paths = m_propertyManager->GetPrimPaths();
|
||||
if (paths.empty()) {
|
||||
ImGui::TextDisabled("No prims in stage");
|
||||
@@ -582,6 +592,272 @@ void SceneHierarchyPanel::Render() {
|
||||
ProcessPendingReplaceRef();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void SceneHierarchyPanel::RenderSublayerSection() {
|
||||
if (!ImGui::CollapsingHeader("Sublayers", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
return;
|
||||
|
||||
if (!m_layerManager) {
|
||||
ImGui::TextDisabled(" No layer manager");
|
||||
return;
|
||||
}
|
||||
|
||||
auto sublayers = m_layerManager->GetSublayers();
|
||||
if (sublayers.empty()) {
|
||||
ImGui::TextDisabled(" No sublayers");
|
||||
return;
|
||||
}
|
||||
|
||||
const float rowHeight = ImGui::GetTextLineHeightWithSpacing();
|
||||
const int visibleRows = std::min<int>(static_cast<int>(sublayers.size()), 6);
|
||||
float tableHeight = rowHeight * (visibleRows + 1); // +1 for header row
|
||||
|
||||
if (!ImGui::BeginTable("HierarchySublayerTable", 6,
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersInnerV |
|
||||
ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollY,
|
||||
ImVec2(0, tableHeight)))
|
||||
return;
|
||||
|
||||
ImGui::TableSetupScrollFreeze(0, 1);
|
||||
ImGui::TableSetupColumn("##drag", ImGuiTableColumnFlags_WidthFixed, 14.0f);
|
||||
ImGui::TableSetupColumn("##dirty", ImGuiTableColumnFlags_WidthFixed, 14.0f);
|
||||
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthStretch);
|
||||
ImGui::TableSetupColumn("##et", ImGuiTableColumnFlags_WidthFixed, 28.0f);
|
||||
ImGui::TableSetupColumn("Muted", ImGuiTableColumnFlags_WidthFixed, 55.0f);
|
||||
ImGui::TableSetupColumn("##order", ImGuiTableColumnFlags_WidthFixed, 44.0f);
|
||||
|
||||
// Custom header row: pen icon for the ET column, text for the rest.
|
||||
ImGui::TableNextRow(ImGuiTableRowFlags_Headers);
|
||||
ImGui::TableSetColumnIndex(2); ImGui::TableHeader("Name");
|
||||
ImGui::TableSetColumnIndex(3);
|
||||
{
|
||||
float cellW = ImGui::GetContentRegionAvail().x;
|
||||
float iconW = 14.0f;
|
||||
float off = (cellW - iconW) * 0.5f;
|
||||
if (off > 0.0f) ImGui::SetCursorPosX(ImGui::GetCursorPosX() + off);
|
||||
if (m_iconManager)
|
||||
ImGui::Image(ImTextureRef(m_iconManager->Get(Icon::Pen)), ImVec2(iconW, iconW));
|
||||
else
|
||||
ImGui::TextUnformatted("ET");
|
||||
if (ImGui::IsItemHovered()) ImGui::SetTooltip("Edit Target");
|
||||
}
|
||||
ImGui::TableSetColumnIndex(4); ImGui::TableHeader("Muted");
|
||||
ImGui::TableSetColumnIndex(5); ImGui::TableHeader("Order");
|
||||
|
||||
for (int i = 0; i < static_cast<int>(sublayers.size()); i++) {
|
||||
const auto& li = sublayers[i];
|
||||
ImGui::TableNextRow();
|
||||
ImGui::PushID(i);
|
||||
|
||||
// Col 0: invisible span-all Selectable for row selection / drag / context menu.
|
||||
ImGui::TableSetColumnIndex(0);
|
||||
ImVec2 rowStart = ImGui::GetCursorScreenPos(); // save before Selectable moves cursor
|
||||
|
||||
bool isSelected = (m_sublayerSelectedIdx == i);
|
||||
if (ImGui::Selectable("##row", isSelected,
|
||||
ImGuiSelectableFlags_SpanAllColumns |
|
||||
ImGuiSelectableFlags_AllowOverlap,
|
||||
ImVec2(0, 0)))
|
||||
m_sublayerSelectedIdx = i;
|
||||
|
||||
// Context menu: must come immediately after the span-all Selectable so
|
||||
// BeginPopupContextItem sees it as the "last item" and responds to
|
||||
// right-click anywhere in the row.
|
||||
RenderSublayerContextMenu(i, sublayers);
|
||||
|
||||
// Drag source: also attached to the Selectable (left-button drag).
|
||||
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_SourceAllowNullID)) {
|
||||
ImGui::SetDragDropPayload("HIER_SUBLAYER_IDX", &i, sizeof(int));
|
||||
ImGui::Text("%s", li.displayName.c_str());
|
||||
ImGui::EndDragDropSource();
|
||||
}
|
||||
|
||||
// Drop target on the Selectable.
|
||||
if (ImGui::BeginDragDropTarget()) {
|
||||
if (const ImGuiPayload* payload =
|
||||
ImGui::AcceptDragDropPayload("HIER_SUBLAYER_IDX")) {
|
||||
int src = *static_cast<const int*>(payload->Data);
|
||||
int dst = i;
|
||||
if (src != dst) {
|
||||
std::vector<std::string> before, after;
|
||||
for (const auto& sl : sublayers) before.push_back(sl.identifier);
|
||||
after = before;
|
||||
std::string moved = after[src];
|
||||
after.erase(after.begin() + src);
|
||||
after.insert(after.begin() + dst, moved);
|
||||
if (m_commandHistory) {
|
||||
m_commandHistory->Push(std::make_unique<LayerReorderCommand>(
|
||||
m_layerManager, before, after));
|
||||
} else {
|
||||
LayerReorderCommand cmd(m_layerManager, before, after);
|
||||
static_cast<ICommand&>(cmd).Execute();
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndDragDropTarget();
|
||||
}
|
||||
|
||||
// "=" drag handle: overlay at col 0 using the saved screen position so it
|
||||
// sits inside the row, not below it (TableSetColumnIndex only resets X).
|
||||
ImGui::SetCursorScreenPos(rowStart);
|
||||
ImGui::TextDisabled("=");
|
||||
|
||||
// Col 1: dirty indicator
|
||||
ImGui::TableSetColumnIndex(1);
|
||||
if (li.isDirty)
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.6f, 0.2f, 1.0f), "*");
|
||||
else
|
||||
ImGui::TextDisabled(" ");
|
||||
|
||||
bool isRenderLayer = RenderLayerManager::IsRenderLayerSublayer(li.layer);
|
||||
bool renderLayerActive = m_renderLayerManager && !m_renderLayerManager->IsDefaultActive();
|
||||
|
||||
// Col 2: layer name
|
||||
ImGui::TableSetColumnIndex(2);
|
||||
ImVec4 nameColor = li.isMuted
|
||||
? ImVec4(0.5f, 0.5f, 0.5f, 1.0f)
|
||||
: ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
ImGui::TextColored(nameColor, "%s", li.displayName.c_str());
|
||||
if (ImGui::IsItemHovered() && !li.realPath.empty())
|
||||
ImGui::SetTooltip("%s\n%s", li.identifier.c_str(), li.realPath.c_str());
|
||||
if (isRenderLayer) {
|
||||
ImGui::SameLine();
|
||||
ImGui::TextColored(ImVec4(0.9f, 0.7f, 0.2f, 1.0f), "[RL]");
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
}
|
||||
|
||||
// Col 3: edit target checkbox — checking sets this layer as edit target;
|
||||
// unchecking does nothing (there is always an active edit target).
|
||||
ImGui::TableSetColumnIndex(3);
|
||||
{
|
||||
bool isET = li.isEditTarget;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
|
||||
ImGui::BeginDisabled(renderLayerActive);
|
||||
if (ImGui::Checkbox("##et", &isET) && isET)
|
||||
m_layerManager->SetEditTarget(li.identifier);
|
||||
ImGui::EndDisabled();
|
||||
ImGui::PopStyleVar();
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip(renderLayerActive ? "Edit target is locked to the active render layer"
|
||||
: li.isEditTarget ? "Edit target (active)"
|
||||
: "Set as edit target");
|
||||
}
|
||||
|
||||
// Col 4: mute checkbox — disabled for render-layer sublayers, which
|
||||
// RenderLayerManager mutes/unmutes exclusively as layers are switched.
|
||||
ImGui::TableSetColumnIndex(4);
|
||||
{
|
||||
bool muted = li.isMuted;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
|
||||
ImGui::BeginDisabled(isRenderLayer);
|
||||
if (ImGui::Checkbox("##muted", &muted)) {
|
||||
if (muted) m_layerManager->MuteLayer(li.identifier);
|
||||
else m_layerManager->UnmuteLayer(li.identifier);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::PopStyleVar();
|
||||
if (isRenderLayer && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
}
|
||||
|
||||
// Col 5: up/down reorder icon buttons.
|
||||
ImGui::TableSetColumnIndex(5);
|
||||
{
|
||||
bool canUp = (i > 0);
|
||||
bool canDown = (i < static_cast<int>(sublayers.size()) - 1);
|
||||
|
||||
auto buildBeforeAfter = [&](int a, int b,
|
||||
std::vector<std::string>& before,
|
||||
std::vector<std::string>& after) {
|
||||
for (const auto& sl : sublayers) before.push_back(sl.identifier);
|
||||
after = before;
|
||||
std::swap(after[a], after[b]);
|
||||
};
|
||||
|
||||
ImVec2 iconSize(14.0f, 14.0f);
|
||||
|
||||
ImGui::BeginDisabled(!canUp);
|
||||
ImTextureID upTex = m_iconManager ? m_iconManager->Get(Icon::ChevronUp) : ImTextureID_Invalid;
|
||||
if (m_iconManager ? ImGui::ImageButton("##up", ImTextureRef(upTex), iconSize)
|
||||
: ImGui::ArrowButton("##up", ImGuiDir_Up)) {
|
||||
std::vector<std::string> before, after;
|
||||
buildBeforeAfter(i, i - 1, before, after);
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(
|
||||
std::make_unique<LayerReorderCommand>(m_layerManager, before, after));
|
||||
else {
|
||||
LayerReorderCommand cmd(m_layerManager, before, after);
|
||||
static_cast<ICommand&>(cmd).Execute();
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
if (ImGui::IsItemHovered()) ImGui::SetTooltip("Move Up");
|
||||
|
||||
ImGui::SameLine(0.0f, 2.0f);
|
||||
|
||||
ImGui::BeginDisabled(!canDown);
|
||||
ImTextureID downTex = m_iconManager ? m_iconManager->Get(Icon::ChevronDown) : ImTextureID_Invalid;
|
||||
if (m_iconManager ? ImGui::ImageButton("##down", ImTextureRef(downTex), iconSize)
|
||||
: ImGui::ArrowButton("##down", ImGuiDir_Down)) {
|
||||
std::vector<std::string> before, after;
|
||||
buildBeforeAfter(i, i + 1, before, after);
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(
|
||||
std::make_unique<LayerReorderCommand>(m_layerManager, before, after));
|
||||
else {
|
||||
LayerReorderCommand cmd(m_layerManager, before, after);
|
||||
static_cast<ICommand&>(cmd).Execute();
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
if (ImGui::IsItemHovered()) ImGui::SetTooltip("Move Down");
|
||||
}
|
||||
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void SceneHierarchyPanel::RenderSublayerContextMenu(int i,
|
||||
const std::vector<LayerInfo>& sublayers) {
|
||||
if (!ImGui::BeginPopupContextItem(("ctx_sublayer_" + std::to_string(i)).c_str()))
|
||||
return;
|
||||
|
||||
const auto& li = sublayers[i];
|
||||
bool isRenderLayer = RenderLayerManager::IsRenderLayerSublayer(li.layer);
|
||||
bool renderLayerActive = m_renderLayerManager && !m_renderLayerManager->IsDefaultActive();
|
||||
|
||||
if (ImGui::MenuItem(li.isMuted ? "Unmute" : "Mute", nullptr, false, !isRenderLayer)) {
|
||||
if (li.isMuted) m_layerManager->UnmuteLayer(li.identifier);
|
||||
else m_layerManager->MuteLayer(li.identifier);
|
||||
}
|
||||
if (isRenderLayer && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
|
||||
if (!li.isEditTarget &&
|
||||
ImGui::MenuItem("Set as Edit Target", nullptr, false, !renderLayerActive))
|
||||
m_layerManager->SetEditTarget(li.identifier);
|
||||
if (renderLayerActive && !li.isEditTarget && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Edit target is locked to the active render layer");
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Remove", nullptr, false, !isRenderLayer)) {
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(
|
||||
std::make_unique<LayerRemoveCommand>(m_layerManager, i));
|
||||
else
|
||||
m_layerManager->RemoveSublayer(i);
|
||||
}
|
||||
if (isRenderLayer && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
void SceneHierarchyPanel::RenderPrimNode(const UsdPrim& prim) {
|
||||
if (!prim.IsValid()) return;
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "../core/PropertyManager.h"
|
||||
#include "../core/CommandHistory.h"
|
||||
#include "../core/LayerManager.h"
|
||||
#include "../core/RenderLayerManager.h"
|
||||
#include "IconManager.h"
|
||||
#include <pxr/usd/usd/stage.h>
|
||||
#include <pxr/usd/sdf/path.h>
|
||||
@@ -26,13 +27,24 @@ public:
|
||||
void SetPropertyManager(PropertyManager* manager);
|
||||
void SetCommandHistory(CommandHistory* history) { m_commandHistory = history; }
|
||||
void SetLayerManager(LayerManager* lm) { m_layerManager = lm; }
|
||||
/// Optional. When set and a non-Default render layer is active, the
|
||||
/// edit-target layer switcher below is disabled — repointing the ambient
|
||||
/// edit target away from the active render layer's SdfLayer would break
|
||||
/// the invariant that edits made while it's active land in that layer.
|
||||
void SetRenderLayerManager(RenderLayerManager* mgr) { m_renderLayerManager = mgr; }
|
||||
void SetStage(UsdStageRefPtr stage);
|
||||
void SetIconManager(IconManager* iconManager) { m_iconManager = iconManager; }
|
||||
void Render();
|
||||
|
||||
|
||||
std::string GetSelectedPrimPath() const { return m_primarySelectedPath; }
|
||||
UsdPrim GetSelectedPrim() const;
|
||||
|
||||
/// Full multi-selection (rect pick or Ctrl/Shift click), in no
|
||||
/// particular order. Empty when nothing is selected.
|
||||
std::vector<std::string> GetSelectedPaths() const {
|
||||
return std::vector<std::string>(m_selectedPaths.begin(), m_selectedPaths.end());
|
||||
}
|
||||
|
||||
/// Set single selection from hierarchy click (fires callback).
|
||||
/// Also clears any rect multi-selection.
|
||||
void SetSelectedPathFromClick(const std::string& path);
|
||||
@@ -79,10 +91,13 @@ private:
|
||||
void RenderRemovePrimModal();
|
||||
void RenderArcModal();
|
||||
void ProcessPendingReplaceRef();
|
||||
void RenderSublayerSection();
|
||||
void RenderSublayerContextMenu(int i, const std::vector<LayerInfo>& sublayers);
|
||||
|
||||
PropertyManager* m_propertyManager;
|
||||
CommandHistory* m_commandHistory = nullptr;
|
||||
LayerManager* m_layerManager = nullptr;
|
||||
RenderLayerManager* m_renderLayerManager = nullptr;
|
||||
IconManager* m_iconManager = nullptr;
|
||||
UsdStageRefPtr m_stage;
|
||||
|
||||
@@ -94,6 +109,9 @@ private:
|
||||
|
||||
bool m_scrollToSelected = false;
|
||||
|
||||
/// Selected row in the Sublayers section (context menu / drag anchor).
|
||||
int m_sublayerSelectedIdx = -1;
|
||||
|
||||
/// Stage-local layer identifiers rebuilt once per Render() for override detection.
|
||||
/// Contains only the stage's own layers (root + sublayers + session),
|
||||
/// NOT layers that came in through references or payloads.
|
||||
|
||||
@@ -123,13 +123,18 @@ void StageEditorPanel::RenderFixedLayers(const std::vector<LayerInfo>& layers) {
|
||||
|
||||
ImGui::TableSetColumnIndex(3);
|
||||
{
|
||||
bool renderLayerActive = m_renderLayerManager && !m_renderLayerManager->IsDefaultActive();
|
||||
bool isET = li.isEditTarget;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
|
||||
ImGui::BeginDisabled(renderLayerActive);
|
||||
if (ImGui::Checkbox("##et", &isET) && isET)
|
||||
m_layerManager->SetEditTarget(li.identifier);
|
||||
ImGui::EndDisabled();
|
||||
ImGui::PopStyleVar();
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip(li.isEditTarget ? "Edit target (active)" : "Set as edit target");
|
||||
ImGui::SetTooltip(renderLayerActive ? "Edit target is locked to the active render layer"
|
||||
: li.isEditTarget ? "Edit target (active)"
|
||||
: "Set as edit target");
|
||||
}
|
||||
|
||||
ImGui::PopID();
|
||||
@@ -242,6 +247,9 @@ void StageEditorPanel::RenderSublayerList(const std::vector<LayerInfo>& sublayer
|
||||
else
|
||||
ImGui::TextDisabled(" ");
|
||||
|
||||
bool isRenderLayer = RenderLayerManager::IsRenderLayerSublayer(li.layer);
|
||||
bool renderLayerActive = m_renderLayerManager && !m_renderLayerManager->IsDefaultActive();
|
||||
|
||||
// Col 2: layer name
|
||||
ImGui::TableSetColumnIndex(2);
|
||||
ImVec4 nameColor = li.isMuted
|
||||
@@ -250,6 +258,12 @@ void StageEditorPanel::RenderSublayerList(const std::vector<LayerInfo>& sublayer
|
||||
ImGui::TextColored(nameColor, "%s", li.displayName.c_str());
|
||||
if (ImGui::IsItemHovered() && !li.realPath.empty())
|
||||
ImGui::SetTooltip("%s\n%s", li.identifier.c_str(), li.realPath.c_str());
|
||||
if (isRenderLayer) {
|
||||
ImGui::SameLine();
|
||||
ImGui::TextColored(ImVec4(0.9f, 0.7f, 0.2f, 1.0f), "[RL]");
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
}
|
||||
|
||||
// Col 3: edit target checkbox — checking sets this layer as edit target;
|
||||
// unchecking does nothing (there is always an active edit target).
|
||||
@@ -257,23 +271,32 @@ void StageEditorPanel::RenderSublayerList(const std::vector<LayerInfo>& sublayer
|
||||
{
|
||||
bool isET = li.isEditTarget;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
|
||||
ImGui::BeginDisabled(renderLayerActive);
|
||||
if (ImGui::Checkbox("##et", &isET) && isET)
|
||||
m_layerManager->SetEditTarget(li.identifier);
|
||||
ImGui::EndDisabled();
|
||||
ImGui::PopStyleVar();
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip(li.isEditTarget ? "Edit target (active)" : "Set as edit target");
|
||||
ImGui::SetTooltip(renderLayerActive ? "Edit target is locked to the active render layer"
|
||||
: li.isEditTarget ? "Edit target (active)"
|
||||
: "Set as edit target");
|
||||
}
|
||||
|
||||
// Col 4: mute checkbox
|
||||
// Col 4: mute checkbox — disabled for render-layer sublayers, which
|
||||
// RenderLayerManager mutes/unmutes exclusively as layers are switched.
|
||||
ImGui::TableSetColumnIndex(4);
|
||||
{
|
||||
bool muted = li.isMuted;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
|
||||
ImGui::BeginDisabled(isRenderLayer);
|
||||
if (ImGui::Checkbox("##muted", &muted)) {
|
||||
if (muted) m_layerManager->MuteLayer(li.identifier);
|
||||
else m_layerManager->UnmuteLayer(li.identifier);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::PopStyleVar();
|
||||
if (isRenderLayer && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
}
|
||||
|
||||
ImGui::PopID();
|
||||
@@ -289,14 +312,21 @@ void StageEditorPanel::RenderSublayerContextMenu(int i,
|
||||
return;
|
||||
|
||||
const auto& li = sublayers[i];
|
||||
bool isRenderLayer = RenderLayerManager::IsRenderLayerSublayer(li.layer);
|
||||
bool renderLayerActive = m_renderLayerManager && !m_renderLayerManager->IsDefaultActive();
|
||||
|
||||
if (ImGui::MenuItem(li.isMuted ? "Unmute" : "Mute")) {
|
||||
if (ImGui::MenuItem(li.isMuted ? "Unmute" : "Mute", nullptr, false, !isRenderLayer)) {
|
||||
if (li.isMuted) m_layerManager->UnmuteLayer(li.identifier);
|
||||
else m_layerManager->MuteLayer(li.identifier);
|
||||
}
|
||||
if (isRenderLayer && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
|
||||
if (!li.isEditTarget && ImGui::MenuItem("Set as Edit Target"))
|
||||
if (!li.isEditTarget &&
|
||||
ImGui::MenuItem("Set as Edit Target", nullptr, false, !renderLayerActive))
|
||||
m_layerManager->SetEditTarget(li.identifier);
|
||||
if (renderLayerActive && !li.isEditTarget && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Edit target is locked to the active render layer");
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
@@ -337,13 +367,15 @@ void StageEditorPanel::RenderSublayerContextMenu(int i,
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Remove")) {
|
||||
if (ImGui::MenuItem("Remove", nullptr, false, !isRenderLayer)) {
|
||||
if (m_commandHistory)
|
||||
m_commandHistory->Push(
|
||||
std::make_unique<LayerRemoveCommand>(m_layerManager, i));
|
||||
else
|
||||
m_layerManager->RemoveSublayer(i);
|
||||
}
|
||||
if (isRenderLayer && ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Managed from the Render Layer panel");
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include "../core/LayerManager.h"
|
||||
#include "../core/CommandHistory.h"
|
||||
#include "../core/RenderLayerManager.h"
|
||||
#include "IconManager.h"
|
||||
#include <imgui.h>
|
||||
#include <memory>
|
||||
@@ -17,6 +18,12 @@ public:
|
||||
void SetLayerManager(LayerManager* manager) { m_layerManager = manager; }
|
||||
void SetCommandHistory(CommandHistory* history) { m_commandHistory = history; }
|
||||
void SetIconManager(IconManager* icons) { m_iconManager = icons; }
|
||||
/// Optional. When set: sublayers RenderLayerManager created are badged
|
||||
/// and have their mute/remove controls disabled here (they're managed
|
||||
/// exclusively from the Render Layer panel so the two can't desync), and
|
||||
/// every row's edit-target checkbox is disabled while a non-Default
|
||||
/// render layer is active.
|
||||
void SetRenderLayerManager(RenderLayerManager* mgr) { m_renderLayerManager = mgr; }
|
||||
void Render();
|
||||
|
||||
private:
|
||||
@@ -24,9 +31,10 @@ private:
|
||||
void RenderSublayerList(const std::vector<LayerInfo>& sublayers);
|
||||
void RenderSublayerContextMenu(int i, const std::vector<LayerInfo>& sublayers);
|
||||
|
||||
LayerManager* m_layerManager = nullptr;
|
||||
CommandHistory* m_commandHistory = nullptr;
|
||||
IconManager* m_iconManager = nullptr;
|
||||
LayerManager* m_layerManager = nullptr;
|
||||
CommandHistory* m_commandHistory = nullptr;
|
||||
IconManager* m_iconManager = nullptr;
|
||||
RenderLayerManager* m_renderLayerManager = nullptr;
|
||||
int m_selectedIdx = -1;
|
||||
};
|
||||
|
||||
|
||||
@@ -32,7 +32,11 @@ struct ViewportTileSettings {
|
||||
bool ambientLightOnly = true;
|
||||
bool domeLightEnabled = false;
|
||||
int shadingMode = 0;
|
||||
int cullStyle = 4; // CullStyle::BackUnlessDoubleSided
|
||||
// CullStyle::Nothing — matches usdview's default (viewSettingsDataModel
|
||||
// cullBackfaces=False -> CULL_STYLE_NOTHING). BackUnlessDoubleSided drops
|
||||
// back faces on geometry that isn't authored doubleSided, which hdEmbree
|
||||
// applies to occlusion rays as well, so interiors shade as single-sided.
|
||||
int cullStyle = 1; // CullStyle::Nothing
|
||||
bool showGuides = false;
|
||||
bool showProxy = true;
|
||||
bool showRender = false;
|
||||
|
||||
Reference in New Issue
Block a user