b5c1e50438
Render layers built on the existing USD sublayer architecture: each layer is a file-backed SdfLayer mounted as a sublayer and tagged via custom layer data, with membership stored in a UsdCollectionAPI on a hidden /RenderLayerData prim. Activating a layer applies its overrides and isolates it to its members. "Default" is virtual -- it means all render-layer sublayers muted. See docs/adr/0002-render-layer.md for the design and rationale. - RenderLayerManager: create/delete/rename/activate, membership, mute-based isolation. Sdf-level APIs are used while a layer is muted (Usd-level APIs can't see muted layers) and Usd-level APIs when active. - Commands: create/delete/rename/activate and add/remove members, all undoable. - RenderLayerPanel: layer list with one-click activation and a membership editor for the selected prims. - StageEditorPanel / SceneHierarchyPanel: badge render-layer-owned sublayers, disable their mute/remove controls (they're managed from the Render Layer panel so the two can't desync), and lock the edit target while a non-Default layer is active. - ConnectShaderAttrs/DisconnectShaderAttr: take an explicit editLayer captured at construction, so undo targets the same layer as execute even if the ambient edit target changed in between (e.g. a render-layer switch). Note: SceneHierarchyPanel.h also carries declarations for the sublayers section added in the following commit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
53 lines
2.1 KiB
C++
53 lines
2.1 KiB
C++
#pragma once
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#include "../CommandHistory.h"
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#include <pxr/usd/usd/stage.h>
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#include <pxr/usd/sdf/path.h>
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#include <pxr/usd/sdf/valueTypeName.h>
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#include <pxr/usd/sdf/layer.h>
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#include <string>
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namespace UsdLayerManager {
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/// Connects a shader input to an upstream shader output, sparsely authoring
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/// both attributes (with the given types) if they don't already exist.
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/// Captures whatever the input was previously connected to (if anything) so
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/// Undo can restore it exactly rather than merely disconnecting.
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class ConnectShaderAttrsCommand : public ICommand {
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public:
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/// editLayer: layer to author into (mirrors TransformCommand's pattern).
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/// Captured at construction time so Undo() targets the same layer as
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/// Execute() even if the stage's ambient edit target changes in between
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/// (e.g. a render-layer switch) — pass null/empty to fall back to
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/// whatever the ambient edit target is at call time (today's behavior).
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ConnectShaderAttrsCommand(pxr::UsdStageRefPtr stage,
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const pxr::SdfPath& destNode,
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const std::string& destInput,
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const pxr::SdfValueTypeName& destType,
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const pxr::SdfPath& sourceNode,
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const std::string& sourceOutput,
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const pxr::SdfValueTypeName& sourceType,
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pxr::SdfLayerHandle editLayer = pxr::SdfLayerHandle());
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void Execute() override;
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void Undo() override;
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std::string GetDescription() const override { return m_description; }
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private:
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pxr::UsdStageRefPtr m_stage;
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pxr::SdfPath m_destNode;
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std::string m_destInput;
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pxr::SdfValueTypeName m_destType;
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pxr::SdfPath m_sourceNode;
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std::string m_sourceOutput;
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pxr::SdfValueTypeName m_sourceType;
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pxr::SdfLayerHandle m_editLayer;
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std::string m_description;
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bool m_hadPriorConnection = false;
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pxr::SdfPath m_priorSourceNode;
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std::string m_priorSourceOutput;
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};
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} // namespace UsdLayerManager
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