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Renderable logic improvements to web viewer #1644

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kwokcb
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@kwokcb kwokcb commented Jan 9, 2024

Changes

  • Fixes: Web Viewer: When loading file that contains both surfacematerial and a nodegraph with single output, only one material is displayed #1633
  • Adds in proper parsing of renderable elements vs always just picking the first surface shader found.
    • The test suite files which have (multiple) nodegraph outputs and top level outputs will now load properly.
  • Adds in UI to mark folders as renderable (using a shaderball icon)
  • Adds in "soloing" capability to allow picking a renderable and have it show up on all geometry. When nothing is solo'ed the default material assignment is used.
  • Includes fixes for:
    • Dag path assignment matching .
    • Missing exposure of NodeGraph::getDownStreamPorts() in JS.
    • Addressing the big performance hit when binding materials to geometry in ThreeJS. The code by default is some quite slow code for reflection / debugging purposes which is now turned off. Chess set load is seconds vs minutes. This affects the 'solo'ing workflow significantly as each switch is a geometry re-bind. If the material is not already cached then slow code will be hit which can cause seconds to pass when selecting a new material -- which appears like a "hang" from a user perspective.

Results

Videos

  • Shows basic interaction of picking different renderables to solo and editing inputs on solo'ed item.
WebViewer_Renderables.mp4
  • Shows improved bind time performance for 2 cases:
    • Load and bind all programs on document load (entire chess set)
    • Load all programs but incrementally binding on renderable switch
      Once cached the program bind time overhead is reduced.
ThreeJS_BindTime.mp4

Snapshots

  • Includes case where are already assignments. Solo'ing is non-destructive and materialassign assigments found on load will be restored on unsolo'ing. (wood example)
On load Solo'ed
image image
image image image
image image image

// Add a icon to the title to allow for assigning the material to geometry
// Clicking on the icon will "solo" the material to the geometry.
// Clicking on the title will open/close the material folder.
matTitle.innerHTML = "<img id='" + elemPath + "' src='public/shader_ball.svg' width='16' height='16' style='vertical-align:middle; margin-right: 5px;'>" + elem.getNamePath();
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This mechanism of inserting additional DOM elements + event handler allows for insertion of additional interaction. We can do this anywhere we'd like to add in additional action "buttons".

static updateSoloMaterial(viewer, elemPath, materials, event)
{
// Prevent the event from being passed to parent folder
event.stopPropagation();
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This is the only "trick" to capture the "icon" events to not being passed to the parent action which is to collapse the folder.

@@ -623,15 +667,110 @@ export class Material
}
else
{
// Search for any surface shader. It
// Search for any surface shaders. The first found
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This is the only "interesting" code which scans for all renderables so that as far as I have tested all test suite files can load.

continue;
}
// Skip any nodegraph that is connected to something downstream
if (nodeGraph.getDownstreamPorts().length > 0)
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This needs the missing API exposure. Prevents re-including nodegraphs which are already connected to downstream shaders.

// as each call is blocking.
// - Adding this avoids the chess set scene from "hanging" the Chrome browser on Windows to a few second load.
// - Documentation for this flag: https://threejs.org/docs/index.html#api/en/renderers/WebGLRenderer.debug
renderer.debug.checkShaderErrors = false;
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This is one cause of extreme slowdown for loading in scenes with a number of standard surface shaders. It is slower for this than say UsdPreviewSurface since there are more uniforms to inspect for debugging. Each causes a pipeline stall. Once removed then the remaining profile time found was for texture load (if any) but this is an incremental load.

@jstone-lucasfilm jstone-lucasfilm changed the title WebViewer: "Renderable" Preview Improvements Renderable logic improvements to web viewer Jan 10, 2024
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This looks good to me, thanks @kwokcb!

@jstone-lucasfilm jstone-lucasfilm merged commit f004153 into AcademySoftwareFoundation:main Jan 10, 2024
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@kwokcb kwokcb deleted the webviewer_renderables branch January 10, 2024 19:12
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Awesome! Thank you so much!

kwokcb added a commit to kwokcb/MaterialX that referenced this pull request Jan 30, 2024
* Web viewer formatting improvements and fixes (AcademySoftwareFoundation#1635)

- Add colouring to items and folders which can be set vis CSS. This makes it easier to tell what areas are under what folders.
- Fix string disable setting (was using old API).
- Fix parenting of enum widgets to be under current folder instead of top level.

* Add HwImplementation class

This changelist adds an intermediate HwImplementation class, allowing the sharing of common features between node implementations in hardware shading languages.

* Merge geometry node implementations

This changelist merges the implementations of geometry nodes across hardware shading languages, allowing a greater degree of code sharing.

* Merge application node implementations

This changelist merges the implementations of application and NPR nodes across hardware shading languages, allowing a greater degree of code sharing.

* Add vector2 variant of normalmap (AcademySoftwareFoundation#1355)

The materialx specification defines the scale attribute of the normalmap to be either a float or a vector2 but the vector2 variant was missing from the implementation. This PR adds it.

* Renderable logic improvements to web viewer (AcademySoftwareFoundation#1644)

- Adds in proper parsing of renderable elements vs always just picking the first surface shader found.
  - The test suite files which have (multiple) nodegraph outputs and top level outputs will now load properly.
- Adds in UI to mark folders as renderable (using a shaderball icon) 
- Adds in "soloing" capability to allow picking a renderable and have it show up on all geometry. When nothing is solo'ed the default material assignment is used.
- Includes fixes for:
  - Dag path assignment matching .
  - Missing exposure of NodeGraph::getDownStreamPorts() in JS.
  - Addressing the big performance hit when binding materials to geometry in ThreeJS. The code by default is some quite slow code for reflection / debugging purposes which is now turned off. Chess set load is seconds vs minutes. This affects the 'solo'ing workflow significantly as each switch is a geometry re-bind. If the material is not already cached then slow code will be hit which can cause seconds to pass when selecting a new material -- which appears like a "hang" from a user perspective.

* Fix irradiance generation in MaterialXView (AcademySoftwareFoundation#1647)

This changelist fixes a regression to environment irradiance generation in MaterialXView, caused by a change to image caching logic for GLSL rendering in MaterialX 1.38.8.  This fix restores the ability to render environment maps that are missing their pre-generated irradiance data, with irradiance being generated on the fly via spherical harmonics.

* Add UI limits for useSpecularWorkflow and normal in UsdPreviewSurface (AcademySoftwareFoundation#1646)

UsdPreviewSurface allows useSpecularWorkflow to be 0 or 1. Normals should have values between -1 to 1, inclusive. This PR puts these limits into place.

* Unify noise unit tests

This changelist merges two sets of noise unit tests into a single document, and aligns their implementations for clarity.

* Static analysis optimizations

This changelist addresses a handful of static analysis optimizations flagged by PVS-Studio and cppcheck, including the following:

- Pass immutable std::string, FilePath, and FileSearchPath arguments by const reference.
- Mark immutable ShaderGenerator references as const.
- Prefer std::string::empty over comparison against an empty string.
- Remove unused private methods Graph::findLinkId, Graph::findInput, and Graph::selectMaterial.
- Remove variable assignments with no impact on code behavior.

* Improvements to noise implementations (AcademySoftwareFoundation#1653)

- Leverage node graphs to share the conversion aspects of noise implementations across languages.
- Simplify noise unit tests to cover only unique implementations.

* Fix shader generation typos

This changelist fixes a handful of minor typos in shader generation, introduced in AcademySoftwareFoundation#1355 and AcademySoftwareFoundation#1553.

* Add frame capture to web viewer (AcademySoftwareFoundation#1636)

Add frame capture code to trigger on 'f' key. This is the same key as used for the desktop viewer.

* Document format updates

This changelist applies the mxformat.py script to the libraries and resources folders in the repository, updating formatting for a handful of documents.

* Add versioning rules to Developer Guide (AcademySoftwareFoundation#1664)

This changelist adds two new sections to the Developer Guide, describing the categories of changes to the MaterialX API and data libraries that are allowed in version upgrades.

* Improve robustness of TypeDesc pointer comparisons (AcademySoftwareFoundation#1665)

- The globals presets defined for TypeDesc are pointers which may not be shared between shared modules. This occurs for instance in Python where the pointers are declared locally for each module.
- Any pointer comparison between the same TypeDesc preset can thus result in a failure status.

* Improvements to smoothstep implementations

- Leverage node graphs to share the conversion aspects of smoothstep implementations across languages.
- Simplify smoothstep unit tests to cover only unique implementations.

* Update changelog for recent work

* Update comments in stdlib_ng.mtlx

This changelist updates the comments in stdlib_ng, aligning them with the conventions for nodegraph definitions in the data libraries.

* Fix orphaned links when deleting node in graph editor (AcademySoftwareFoundation#1667)

This PR introduces fixes related to the removal of orphaned links when deleting a node in the Graph Editor:
- remove the attribute `INTERFACE_NAME_ATTRIBUTE` of input pins that were connected to the deleted node
(Fixes AcademySoftwareFoundation#1577) 
- iterate over all of the output pins instead of only handling the first one.
(Fixes AcademySoftwareFoundation#1666)

* Add facingratio node to nprlib (AcademySoftwareFoundation#1671)

This changelist adds a `facingratio` node to the NPR data library, providing an additional intermediate node for building NPR graphs.

* Add geometry drag & drop to web viewer (AcademySoftwareFoundation#1663)

- Add support to recognize dropping of individual geometry (glb) files.
- Minor cleanup to stop if no MTLX or GLB files loaded.

* Apply JavaScript formatting

This changelist applies automated formatting to the MaterialX JavaScript codebase, aligning it with the 4-space indentation and Allman braces used in MaterialX C++.

* Add missing classification of VolumeShader nodes (AcademySoftwareFoundation#1675)

ShaderNodes.cpp had missing classification information for Volume Shaders. This PR is a simple addition of that classification.

* Add invert node to specification (AcademySoftwareFoundation#1676)

The node exists in the standard library code, but is missing from the specification.

* Improvements to facingratio

- Fix syntax of input default values.
- Use the invert node in facingratio for compactness.
- Clarify the edge brighten example material.

* Always build GLFW as a static library (AcademySoftwareFoundation#1680)

Currently the embedded glfw build for MaterialXGraphEditor inherits the value of BUILD_SHARED_LIBS from MATERIALX_BUILD_SHARED_LIBS, but we're not installing libglfw, per AcademySoftwareFoundation#1245 the intention was to statically link.

---------

Co-authored-by: Jonathan Stone <jstone@lucasfilm.com>
Co-authored-by: mnikelsky <michael.nikelsky@autodesk.com>
Co-authored-by: Eric Haines <erich@acm.org>
Co-authored-by: Leo Belda <leo.belda@wanadoo.fr>
Co-authored-by: Dhruv Govil <dgovil2@apple.com>
Co-authored-by: ld-kerley <154285602+ld-kerley@users.noreply.github.com>
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