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USD Viewer

A USD viewer on the web.
Open USD Viewer

There are two main parts:

  • USD WASM bindings for the OpenUSD project, which we improved to work better with three.js.
  • A Three.js Hydra Delegate for rendering, maintained by Needle. Originally this work was started by Autodesk, but abandoned in favor of a new WebGPU approach that isn't three.js-compatible. We picked up and made it production-ready.

For commercial use of the source code, please contact hi@needle.tools.

Features

  • You can load USDZ files, folders, and multiple files. This allows loading nested compositions.
  • There is a heuristic to determine what the root file is - it's not perfect.
  • Up axis is only supported for the root file. This is a USD limitation.
  • Variants are loaded but can't be switched at the moment.
  • The viewer uses SharedArrayBuffers, which have strict header and origin requirements and are not supported on all platforms. Make sure your server is setting the correct COOP and COEP headers.

Limitations

  • Point instancing isn't supported.
  • MaterialX isn't supported.
  • LightsAPI isn't supported.
  • Texture paths currently can't be resolved correctly for nested USDZ files. One level is fine.
    • Fixing this would require adjustments to the WASM bindings.
  • Skinned meshes are processed in Hydra, and not in the three.js scene graph. From a three.js perspective, they are static meshes that update every frame.

PRs are very welcome!

Contribute

Development

  • clone this repository
  • run npm install
  • run npm run start
  • open http://localhost:<port> in your browser (Note: 0.0.0.0 won't work since it doesn't have SharedArrayBuffer permissions)

The three.js Hydra Delegate is in public/ThreeJsRenderDelegate.js.
Loading and rendering are currently intermingled in public/index.html.

Rebuilding USD-wasm

NOTE: Origins for these instructions can be found here

Getting Setup

  1. Setup emscripten if it's not already setup.
    1. Download and Install emscripten from HERE.
    2. MacOS
      1. Download and install the latest SDK tools.
        1. ./emsdk install 3.1.55
      2. Make the specific SDK "active" for the current user. (writes .emscripten file)
        1. ./emsdk activate 3.1.55
      3. Activate PATH and other environment variables in the current terminal
        1. source ./emsdk_env.sh
    3. Windows
      1. Download and install the latest SDK tools.
        1. emsdk install 3.1.55
      2. Make the specific SDK for the current user. (writes .emscripten file)
        1. emsdk activate 3.1.55
  2. Setup CMAKE
    1. Install
    2. Open CMAKE, open "Tools/How to install for Command Line Use"
    3. Copy the command there and run in the same terminal, e.g. PATH="/Applications/CMake.app/Contents/bin":"$PATH"
  3. Pull this branch from Autodesk's USD fork
    1. git clone --recursive https://git.autodesk.com/autodesk-forks/usd/tree/adsk/feature/webgpu

Building

Release
  1. Go into the root of usd source repo, if the folder name is "usd_repo"
    1. cd usd_repo
  2. Build USD with the --emscripten flag, for example "../build_dir" is your local build folder 2. python3 ./build_scripts/build_usd.py --build-target wasm ../build_dir
  3. This will put the resulting files in ../build_dir/bin
    1. emHdBindings.js
    2. emHdBindings.wasm
    3. emHdBindings.worker.js
    4. emHdBindings.data
    5. Note: It's possible the build will fail due to comments in pxr/base/arch/hints.h, removing all comments from line 1-26 allowed the build to complete successfully
  4. Run wasm-opt -Oz -o "../build_dir/bin/emHdBindings.wasm" "../build_dir/bin/emHdBindings.wasm" --enable-bulk-memory --enable-threads to shrink the wasm file more.
  5. Patch emHdBindings.js to enable the following support, unable to currently do these things as part of the normal build process
    1. Support for arguments
      • patch emHdBindings.js < patches/arguments_1.patch
      • patch emHdBindings.js < patches/arguments_2.patch
        • THIS PATCH DOES NOT WORK
        • Copy the following lines:
        return function (
            moduleArg = {
            // module overrides can be supplied here
            locateFile: (path, prefix) => {
                if (!prefix)
                prefix = _scriptDir.substr(0, _scriptDir.lastIndexOf("/") + 1);
                return prefix + path;
            },
            ...args,
            },
        ) {
        
        And replace this line:
        • return function (moduleArg = {}) {
    2. Disable ABORT so that one bad file doesn't corrupt the entire session
      • patch emHdBindings.js < patches/abort.patch
    3. Add file system functions to the module
      • patch emHdBindings.js < patches/fileSystem.patch
        • THIS PATCH DOES NOT WORK
        • Add these lines
        Module["FS_readdir"] = FS.readdir;
        Module["FS_analyzePath"] = FS.analyzePath;
        
        right after
        • Module["PThread"] = PThread;
Debug
  1. Install C/C++ DevTools Support (DWARF)
  2. Update https://github.com/needle-tools/OpenUSD/blob/needle/feature/wasm-improvements/pxr/usdImaging/hdEmscripten/CMakeLists.txt#L89, instead of -Oz use -O3 -g
  3. Go into the root of usd source repo, if the folder name is "usd_repo"
    1. cd usd_repo
  4. Build USD with the --emscripten flag, for example "../build_dir" is your local build folder 2. python3 ./build_scripts/build_usd.py --build-target wasm --build-variant debug ../build_dir
  5. This will put the resulting files in ../build_dir/bin
    1. emHdBindings.js
    2. emHdBindings.wasm
    3. emHdBindings.worker.js
    4. emHdBindings.data
    5. Note: It's possible the build will fail due to comments in pxr/base/arch/hints.h, removing all comments from line 1-26 allowed the build to complete successfully
  6. Patch emHdBindings.js to enable the following support, unable to currently do these things as part of the normal build process
    1. Support for arguments
      • patch emHdBindings.js < arguments_1.patch
      • patch emHdBindings.js < arguments_2.patch
        • THIS PATCH DOES NOT WORK
        • Copy the following lines:
        return function (
            moduleArg = {
            // module overrides can be supplied here
            locateFile: (path, prefix) => {
                if (!prefix)
                prefix = _scriptDir.substr(0, _scriptDir.lastIndexOf("/") + 1);
                return prefix + path;
            },
            ...args,
            },
        ) {
        
        And replace this line:
        • return function (moduleArg = {}) {
    2. Disable ABORT so that one bad file doesn't corrupt the entire session
      • patch emHdBindings.js < abort.patch
    3. Add file system functions to the module
      • patch emHdBindings.js < fileSystem.patch
        • THIS PATCH DOES NOT WORK
        • Add these lines
        Module["FS_readdir"] = FS.readdir;
        Module["FS_analyzePath"] = FS.analyzePath;
        
        right after
        • Module["PThread"] = PThread;
  7. Run npm start
  8. Go to http://localhost:3003 (or wherever the app is running)
  9. Open up Chrome Dev Tools
  10. Go to Sources -> (vertical ellipsis) -> Group by Authored/Deployed
  11. Under Authored, you can go through to the pxr files to set breakpoints in the c++ code.
Build Script

There is a build script here which tries to make building easier. Set the mode, build directory and destination directory to deal with the file movement.

Usage: ./buildAndMove.sh --mode release --build-dir ../build-wasm --destination-dir /Users/andrewbeers/git/needle/usd-viewer/public

NOTE: this does not support patching yet as patching doesn't completely work yet NOTE: this does not update CMakeLists.txt for debug mode automatically

Features

  • added drag-and-drop loading
  • dropping folders and multiple files is supported (experimental)
  • g,b texture channels were missing with RBGFormat
  • files of the form somefile.usdz[./textures/myTexture.jpg] weren't resolved correctly
  • UVMap primvar type wasn't correctly resolved to uv
  • support for texture wrap modes
  • support for texture transforms (rotation isn't properly working yet)
  • fixed output color space, added neutral HDR, fixed point light changing color appearance of scene
  • very hacky support for up axis on the root file
  • added camera orbit dampening
  • setting policy headers server-side instead of via ServiceWorker

Headers

Some JavaScript features used here require specific HTTP headers (SharedArrayBuffers).
This was originally achieved by using the service worker from here: github.com/gzuidhof/coi-serviceworker.

Now, headers are set server-side which should have wider support / better caching.

res.setHeader("Cross-Origin-Embedder-Policy", "require-corp");
res.setHeader("Cross-Origin-Opener-Policy", "same-origin");

Credits

By Needle

Based on autodesk-forks.github.io/USD/usd_for_web_demos
Code here: github.com/autodesk-forks/USD/tree/gh-pages This project: github.com/needle-tools/usd-viewer

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USD Web Viewer based on Autodesk's WASM USD bindings and a three.js Hydra render delegate

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