refactor(shaders_lab): extraer compile_* a compiler.{h,cpp}
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@@ -1,5 +1,6 @@
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add_imgui_app(shaders_lab
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main.cpp
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compiler.cpp
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${CMAKE_SOURCE_DIR}/functions/gfx/gl_loader.cpp
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${CMAKE_SOURCE_DIR}/functions/gfx/gl_shader.cpp
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${CMAKE_SOURCE_DIR}/functions/gfx/gl_framebuffer.cpp
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@@ -0,0 +1,63 @@
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#include "compiler.h"
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#include "gfx/shader_canvas.h"
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#include "gfx/gl_shader.h"
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#include "gfx/uniform_parser.h"
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#include "gfx/uniform_panel.h"
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#include "gfx/dag_compile.h"
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#include "gfx/dag_uniforms.h"
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#include <chrono>
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#include <string>
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#include <vector>
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// ── Globals declarados en main.cpp (single source of truth) ─────────────────
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extern fn::gfx::ShaderCanvas g_canvas_code;
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extern fn::gfx::ShaderCanvas g_canvas_dag;
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extern std::string g_source;
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extern std::string g_code_err;
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extern int g_code_err_line;
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extern std::chrono::steady_clock::time_point g_code_last_edit;
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extern bool g_code_dirty;
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extern std::vector<fn::gfx::UniformDescriptor> g_descs;
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extern fn::gfx::UniformStore g_store;
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extern std::vector<fn::gfx::DagStep> g_pipeline;
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extern std::string g_dag_glsl;
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extern std::string g_dag_err;
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extern int g_dag_err_line;
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namespace shaders_lab {
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void compile_code() {
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auto r = fn::gfx::compile_fragment(g_source);
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if (r.ok) {
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g_descs = fn::gfx::parse_uniforms(g_source);
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fn::gfx::uniforms_sync(g_store, g_descs);
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fn::gfx::canvas_set_program(g_canvas_code, r.program);
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g_code_err.clear();
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g_code_err_line = -1;
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} else {
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g_code_err = r.err_msg;
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g_code_err_line = r.err_line;
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}
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}
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void compile_dag() {
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g_dag_glsl = fn::gfx::compile_dag_to_glsl(g_pipeline);
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auto r = fn::gfx::compile_fragment(g_dag_glsl);
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if (r.ok) {
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fn::gfx::canvas_set_program(g_canvas_dag, r.program);
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g_dag_err.clear();
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g_dag_err_line = -1;
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} else {
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g_dag_err = r.err_msg;
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g_dag_err_line = r.err_line;
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}
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}
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void mark_code_dirty() {
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g_code_last_edit = std::chrono::steady_clock::now();
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g_code_dirty = true;
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}
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} // namespace shaders_lab
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@@ -0,0 +1,24 @@
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#pragma once
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// shaders_lab/compiler — extrae las rutinas impuras de compilacion del shader
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// (compile_code, compile_dag, mark_code_dirty) desde main.cpp para que el
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// archivo principal quede acotado a la composicion de paneles ImGui.
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//
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// Las globals (g_source, g_descs, g_store, g_pipeline, etc.) se declaran
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// extern y viven en main.cpp; aqui solo orquestamos compilacion.
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namespace shaders_lab {
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// Compila g_source -> programa OpenGL para g_canvas_code, refresca g_descs
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// y sincroniza g_store. Actualiza g_code_err / g_code_err_line.
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void compile_code();
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// Compila g_pipeline -> g_dag_glsl -> programa OpenGL para g_canvas_dag.
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// Actualiza g_dag_err / g_dag_err_line.
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void compile_dag();
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// Marca el shader Code como dirty y registra el timestamp del ultimo edit
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// (para debounce de 250ms en el render loop).
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void mark_code_dirty();
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} // namespace shaders_lab
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@@ -19,6 +19,8 @@
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#include "core/app_menubar.h"
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#include "core/layout_storage.h"
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#include "compiler.h"
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#include <chrono>
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#include <cctype>
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#include <cstring>
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@@ -27,8 +29,9 @@
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#include <utility>
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#include <vector>
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static fn::gfx::ShaderCanvas g_canvas_code;
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static fn::gfx::ShaderCanvas g_canvas_dag;
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// Globals: linked extern desde compiler.cpp. NO `static` aqui.
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fn::gfx::ShaderCanvas g_canvas_code;
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fn::gfx::ShaderCanvas g_canvas_dag;
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// Default placeholder so the Code panel does something useful on first launch
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// without committing to one specific look.
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@@ -47,19 +50,19 @@ void main() {
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}
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)glsl";
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static std::string g_source = CODE_PLACEHOLDER;
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static std::string g_code_err;
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static int g_code_err_line = -1;
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static std::chrono::steady_clock::time_point g_code_last_edit;
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static bool g_code_dirty = true;
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static std::vector<fn::gfx::UniformDescriptor> g_descs;
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static fn::gfx::UniformStore g_store;
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std::string g_source = CODE_PLACEHOLDER;
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std::string g_code_err;
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int g_code_err_line = -1;
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std::chrono::steady_clock::time_point g_code_last_edit;
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bool g_code_dirty = true;
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std::vector<fn::gfx::UniformDescriptor> g_descs;
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fn::gfx::UniformStore g_store;
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static std::vector<fn::gfx::DagStep> g_pipeline;
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static std::string g_dag_glsl;
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static std::string g_dag_err;
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static int g_dag_err_line = -1;
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static bool g_dag_dirty = true;
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std::vector<fn::gfx::DagStep> g_pipeline;
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std::string g_dag_glsl;
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std::string g_dag_err;
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int g_dag_err_line = -1;
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static bool g_dag_dirty = true; // solo lo usa main.cpp
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// ── Panel visibility (toggled from View menu and panel close button) ──────
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static bool g_show_code = true;
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@@ -84,37 +87,10 @@ static char g_save_desc[256] = "";
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static char g_save_tags[128] = "shaders_lab,user";
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static std::string g_save_err;
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static void compile_code() {
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auto r = fn::gfx::compile_fragment(g_source);
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if (r.ok) {
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g_descs = fn::gfx::parse_uniforms(g_source);
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fn::gfx::uniforms_sync(g_store, g_descs);
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fn::gfx::canvas_set_program(g_canvas_code, r.program);
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g_code_err.clear();
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g_code_err_line = -1;
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} else {
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g_code_err = r.err_msg;
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g_code_err_line = r.err_line;
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}
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}
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static void compile_dag() {
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g_dag_glsl = fn::gfx::compile_dag_to_glsl(g_pipeline);
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auto r = fn::gfx::compile_fragment(g_dag_glsl);
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if (r.ok) {
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fn::gfx::canvas_set_program(g_canvas_dag, r.program);
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g_dag_err.clear();
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g_dag_err_line = -1;
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} else {
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g_dag_err = r.err_msg;
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g_dag_err_line = r.err_line;
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}
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}
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static void mark_code_dirty() {
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g_code_last_edit = std::chrono::steady_clock::now();
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g_code_dirty = true;
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}
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// compile_code, compile_dag, mark_code_dirty viven en compiler.cpp
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using shaders_lab::compile_code;
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using shaders_lab::compile_dag;
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using shaders_lab::mark_code_dirty;
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static void ensure_dag_default() {
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if (g_pipeline.empty()) {
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