diff --git a/cpp/CMakeLists.txt b/cpp/CMakeLists.txt index d2aff08e..1e77d0dc 100644 --- a/cpp/CMakeLists.txt +++ b/cpp/CMakeLists.txt @@ -80,27 +80,82 @@ endif() target_link_libraries(imgui PUBLIC ${PLATFORM_LIBS}) # --- Framework --- +# Incluye tokens.cpp (identidad visual Mantine dark + indigo), icon_font.cpp +# (Karla/Roboto/... + Tabler), app_settings.cpp (persistencia y ventana de +# settings) y fps_overlay.cpp (overlay opcional). Ver cpp/DESIGN_SYSTEM.md add_library(fn_framework STATIC framework/app_base.cpp + functions/core/tokens.cpp + functions/core/icon_font.cpp + functions/core/app_settings.cpp + functions/core/fps_overlay.cpp + functions/core/panel_menu.cpp + functions/core/layouts_menu.cpp + functions/core/app_menubar.cpp ) target_include_directories(fn_framework PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/framework ${CMAKE_CURRENT_SOURCE_DIR}/functions ) +# FN_CPP_ROOT permite que icon_font.cpp localice vendor/tabler-icons/tabler-icons.ttf +# en builds de desarrollo desde el repo (en deploys, la TTF se copia junto al exe). +target_compile_definitions(fn_framework PUBLIC + FN_CPP_ROOT="${CMAKE_CURRENT_SOURCE_DIR}" +) target_link_libraries(fn_framework PUBLIC imgui implot) if(TRACY_ENABLE) target_link_libraries(fn_framework PUBLIC tracy) endif() # --- Macro for creating ImGui apps --- +# Capturamos la raiz del modulo cpp/ para que add_imgui_app la use desde +# subdirectorios (donde CMAKE_CURRENT_SOURCE_DIR apunta al app, no al root). +set(FN_CPP_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "fn_registry cpp root") + function(add_imgui_app target) add_executable(${target} ${ARGN}) target_link_libraries(${target} PRIVATE fn_framework) target_include_directories(${target} PRIVATE - ${CMAKE_CURRENT_SOURCE_DIR}/functions + ${FN_CPP_ROOT_DIR}/functions + ) + # Copia las fuentes junto al ejecutable para deploys autonomos (sin + # FN_CPP_ROOT en runtime). 4 TTFs vectoriales para el menu Settings + Tabler + # para los iconos TI_*. + add_custom_command(TARGET ${target} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E copy_if_different + ${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Karla-Regular.ttf + $/Karla-Regular.ttf + COMMAND ${CMAKE_COMMAND} -E copy_if_different + ${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Roboto-Medium.ttf + $/Roboto-Medium.ttf + COMMAND ${CMAKE_COMMAND} -E copy_if_different + ${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/DroidSans.ttf + $/DroidSans.ttf + COMMAND ${CMAKE_COMMAND} -E copy_if_different + ${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Cousine-Regular.ttf + $/Cousine-Regular.ttf + COMMAND ${CMAKE_COMMAND} -E copy_if_different + ${FN_CPP_ROOT_DIR}/vendor/tabler-icons/tabler-icons.ttf + $/tabler-icons.ttf + VERBATIM ) endfunction() +# --- SQLite3 (shared by every app that uses it) --- +# System on Linux, vendored amalgamation on Windows cross-compile. +find_package(SQLite3 QUIET) +if(NOT SQLite3_FOUND AND NOT TARGET sqlite3_vendored) + set(SQLITE3_AMALG_DIR ${CMAKE_CURRENT_SOURCE_DIR}/vendor/sqlite3) + add_library(sqlite3_vendored STATIC ${SQLITE3_AMALG_DIR}/sqlite3.c) + target_include_directories(sqlite3_vendored PUBLIC ${SQLITE3_AMALG_DIR}) + target_compile_definitions(sqlite3_vendored PRIVATE + SQLITE_THREADSAFE=1 + SQLITE_ENABLE_FTS5 + SQLITE_ENABLE_JSON1 + ) + add_library(SQLite::SQLite3 ALIAS sqlite3_vendored) +endif() + # --- Function libraries (headers for composition) --- # Functions are compiled as part of apps that use them via add_imgui_app. # Each function is a .h/.cpp pair included by the app's CMakeLists.txt. @@ -115,9 +170,10 @@ if(EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/apps/shaders_lab/CMakeLists.txt) add_subdirectory(apps/shaders_lab) endif() -# --- Primitives Gallery --- -# Activado solo si la app esta presente Y todos sus deps tambien (button, toolbar... -# son sources untracked en este worktree). Forzar con FN_BUILD_GALLERY=ON. +# --- Primitives Gallery (catalogo visual de primitivos core/viz/gfx) --- +# Algunos deps del gallery (button.cpp, toolbar.cpp, modal_dialog.cpp, etc.) +# todavia no estan tracked en master — son WIP del usuario en cpp/functions/core/. +# Para construir el gallery: -DFN_BUILD_GALLERY=ON (requiere tener esos sources en disco). if(FN_BUILD_GALLERY AND EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/apps/primitives_gallery/CMakeLists.txt) add_subdirectory(apps/primitives_gallery) endif() diff --git a/cpp/apps/chart_demo/CMakeLists.txt b/cpp/apps/chart_demo/CMakeLists.txt index ed04084f..067398d6 100644 --- a/cpp/apps/chart_demo/CMakeLists.txt +++ b/cpp/apps/chart_demo/CMakeLists.txt @@ -4,5 +4,5 @@ add_imgui_app(chart_demo ${CMAKE_SOURCE_DIR}/functions/viz/scatter_plot.cpp ${CMAKE_SOURCE_DIR}/functions/viz/bar_chart.cpp ${CMAKE_SOURCE_DIR}/functions/viz/heatmap.cpp - ${CMAKE_SOURCE_DIR}/functions/core/fps_overlay.cpp + # fps_overlay vive en fn_framework ) diff --git a/cpp/apps/chart_demo/main.cpp b/cpp/apps/chart_demo/main.cpp index 1ec73628..f75f5c4d 100644 --- a/cpp/apps/chart_demo/main.cpp +++ b/cpp/apps/chart_demo/main.cpp @@ -6,7 +6,7 @@ #include "viz/scatter_plot.h" #include "viz/bar_chart.h" #include "viz/heatmap.h" -#include "core/fps_overlay.h" +#include "core/app_menubar.h" #include #include @@ -41,7 +41,9 @@ static void init_data() { static void render() { init_data(); - fps_overlay(); + + // MainMenuBar (solo Settings — chart_demo no tiene paneles toggleables) + fn_ui::app_menubar(nullptr, 0, nullptr); // Full-window dockspace ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); diff --git a/cpp/apps/shaders_lab/CMakeLists.txt b/cpp/apps/shaders_lab/CMakeLists.txt index 0923a461..49df45e1 100644 --- a/cpp/apps/shaders_lab/CMakeLists.txt +++ b/cpp/apps/shaders_lab/CMakeLists.txt @@ -14,12 +14,15 @@ add_imgui_app(shaders_lab ${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_editor.cpp ${CMAKE_SOURCE_DIR}/functions/gfx/dag_palette.cpp ${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_previews.cpp - ${CMAKE_SOURCE_DIR}/functions/core/fps_overlay.cpp + ${CMAKE_SOURCE_DIR}/functions/gfx/shaderlab_db.cpp + ${CMAKE_SOURCE_DIR}/functions/gfx/code_to_generator.cpp + # fps_overlay, panel_menu, layouts_menu, app_menubar ya viven en fn_framework + ${CMAKE_SOURCE_DIR}/functions/core/layout_storage_sqlite.cpp ) target_include_directories(shaders_lab PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ) -target_link_libraries(shaders_lab PRIVATE imgui_node_editor) +target_link_libraries(shaders_lab PRIVATE imgui_node_editor SQLite::SQLite3) if(WIN32) # GUI app: sin consola al lanzar (subsystem:windows / -mwindows) diff --git a/cpp/apps/shaders_lab/main.cpp b/cpp/apps/shaders_lab/main.cpp index 84dea2bd..fa7d0e5e 100644 --- a/cpp/apps/shaders_lab/main.cpp +++ b/cpp/apps/shaders_lab/main.cpp @@ -12,18 +12,42 @@ #include "gfx/dag_node_editor.h" #include "gfx/dag_palette.h" #include "gfx/dag_node_previews.h" -#include "core/fps_overlay.h" -#include "seed_shaders.h" +#include "gfx/code_to_generator.h" +#include "gfx/shaderlab_db.h" +#include "core/panel_menu.h" +#include "core/layouts_menu.h" +#include "core/app_menubar.h" +#include "core/layout_storage_sqlite.h" #include +#include #include +#include #include +#include #include static fn::gfx::ShaderCanvas g_canvas_code; static fn::gfx::ShaderCanvas g_canvas_dag; -static std::string g_source = PLASMA; +// Default placeholder so the Code panel does something useful on first launch +// without committing to one specific look. +static const char* CODE_PLACEHOLDER = R"glsl(// Escribe tu fragment shader aqui. +// Declara uniforms con anotaciones (// @slider, @color, @xy) +// para que aparezcan como controles al guardar como generator. + +uniform vec3 u_color; // @color default=0.5,0.2,0.8 +uniform float u_speed; // @slider min=0.1 max=5 default=1 + +void main() { + vec2 uv = gl_FragCoord.xy / u_resolution; + float t = u_time * u_speed; + vec3 c = u_color * (0.5 + 0.5 * cos(t + uv.xyx + vec3(0.0, 2.0, 4.0))); + fragColor = vec4(c, 1.0); +} +)glsl"; + +static std::string g_source = CODE_PLACEHOLDER; static std::string g_code_err; static int g_code_err_line = -1; static std::chrono::steady_clock::time_point g_code_last_edit; @@ -37,6 +61,28 @@ static std::string g_dag_err; static int g_dag_err_line = -1; static bool g_dag_dirty = true; +// ── Panel visibility (toggled from View menu and panel close button) ────── +static bool g_show_code = true; +static bool g_show_dag = true; +static bool g_show_canvas_c = true; +static bool g_show_canvas_d = true; +static bool g_show_controls = true; +static bool g_show_functions = true; +static bool g_show_generated = true; + +// ── Layouts (named ImGui ini snapshots persisted in shaders_lab.db) ─────── +static fn_ui::LayoutCallbacks g_layout_cb; +static std::string g_pending_layout_blob; // applied at start of next frame +static std::string g_pending_layout_name; // becomes active_name after apply + +// ── Save-as-generator modal state ───────────────────────────────────────── +static bool g_save_modal_open = false; +static char g_save_name[64] = "my_shader"; +static char g_save_label[64] = "my shader"; +static char g_save_desc[256] = ""; +static char g_save_tags[128] = "shaders_lab,user"; +static std::string g_save_err; + static void compile_code() { auto r = fn::gfx::compile_fragment(g_source); if (r.ok) { @@ -69,13 +115,7 @@ static void mark_code_dirty() { g_code_dirty = true; } -static void load_preset(const char* src) { - g_source = src; - mark_code_dirty(); -} - static void ensure_dag_default() { - // Seed with a Plasma connected to an Output node. if (g_pipeline.empty()) { const fn::gfx::DagNodeDef* plasma = fn::gfx::dag_find("plasma"); if (plasma) { @@ -86,7 +126,6 @@ static void ensure_dag_default() { g_pipeline.push_back(s); } } - // Ensure there is always an Output node at the end. bool has_output = false; for (const auto& s : g_pipeline) { const fn::gfx::DagNodeDef* d = fn::gfx::dag_find(s.name); @@ -115,7 +154,82 @@ static void draw_err(const std::string& msg, int line) { } } +// snake_case validation: lowercase letters, digits, underscores; first char a-z. +static bool valid_id(const char* s) { + if (!s || !*s) return false; + if (!(*s >= 'a' && *s <= 'z')) return false; + for (const char* p = s; *p; ++p) { + char c = *p; + if (!((c >= 'a' && c <= 'z') || (c >= '0' && c <= '9') || c == '_')) return false; + } + return true; +} + +// Build a DagNodeDef from current Code source + form fields, persist it, and +// register in the live catalog. Returns "" on success or an error message. +static std::string save_current_as_generator() { + if (!valid_id(g_save_name)) return "name must be snake_case (a-z, 0-9, _) and start with a letter"; + + if (fn::gfx::dag_find(g_save_name)) { + const fn::gfx::DagNodeDef* existing = fn::gfx::dag_find(g_save_name); + if (existing && existing->is_builtin) { + return std::string("name '") + g_save_name + "' collides with a built-in node"; + } + // user node with same name → overwrite is allowed + } + + auto tr = fn::gfx::code_to_generator(g_source); + if (!tr.ok) return tr.err; + + fn::gfx::GeneratorRecord rec; + rec.id = g_save_name; + rec.label = g_save_label[0] ? g_save_label : g_save_name; + rec.description = g_save_desc; + rec.source_glsl = g_source; + rec.body_glsl = tr.body_template; + rec.param_count = tr.param_count; + rec.param_defaults = tr.param_defaults; + rec.param_names = tr.param_names; + rec.controls = tr.controls; + rec.tags = g_save_tags; + + std::string err; + if (!fn::gfx::shaderlab_db_save_generator(rec, &err)) { + return std::string("db save failed: ") + err; + } + + fn::gfx::DagNodeDef def = fn::gfx::make_generator_def(rec.id, rec.label, rec.description, tr); + if (!fn::gfx::dag_register_node(def)) { + return std::string("could not register node '") + rec.id + "'"; + } + return ""; +} + +// Reconstitute every persisted generator and inject it into the live catalog. +static void load_user_generators_into_catalog() { + for (const auto& rec : fn::gfx::shaderlab_db_list_generators()) { + // Re-translate body_template from source to keep the lambda fresh. + // (We could trust rec.body_glsl, but re-running ensures forward-compat + // when we tweak the translator.) + auto tr = fn::gfx::code_to_generator(rec.source_glsl); + if (!tr.ok) continue; // skip broken records + + fn::gfx::DagNodeDef def = fn::gfx::make_generator_def(rec.id, rec.label, rec.description, tr); + fn::gfx::dag_register_node(def); + } +} + static void render() { + // Apply pending layout BEFORE any ImGui::Begin this frame. + // (LoadIniSettingsFromMemory must happen before windows are submitted.) + if (!g_pending_layout_blob.empty()) { + ImGui::LoadIniSettingsFromMemory(g_pending_layout_blob.c_str(), + g_pending_layout_blob.size()); + g_layout_cb.active_name = g_pending_layout_name; + g_pending_layout_blob.clear(); + g_pending_layout_name.clear(); + } + if (!g_canvas_code.initialized) fn::gfx::canvas_init(g_canvas_code); if (!g_canvas_dag.initialized) fn::gfx::canvas_init(g_canvas_dag); @@ -134,13 +248,56 @@ static void render() { ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // --- Menubar (View + Layouts) --- + fn_ui::PanelToggle toggles[] = { + {"Code", "Ctrl+1", &g_show_code}, + {"DAG Pipeline", "Ctrl+2", &g_show_dag}, + {"Canvas Code", "Ctrl+3", &g_show_canvas_c}, + {"Canvas DAG", "Ctrl+4", &g_show_canvas_d}, + {"Controls", "Ctrl+5", &g_show_controls}, + {"Functions", "Ctrl+6", &g_show_functions}, + {"Generated GLSL","Ctrl+7", &g_show_generated}, + }; + fn_ui::app_menubar(toggles, std::size(toggles), &g_layout_cb); + // --- Code window --- - if (ImGui::Begin("Code")) { - if (ImGui::Button("Plasma")) { load_preset(PLASMA); } - ImGui::SameLine(); - if (ImGui::Button("Circle")) { load_preset(CIRCLE); } - ImGui::SameLine(); - if (ImGui::Button("Checker")) { load_preset(CHECKER); } + if (g_show_code) { + if (ImGui::Begin("Code", &g_show_code)) { + if (ImGui::Button("Save as generator...")) { + g_save_modal_open = true; + g_save_err.clear(); + ImGui::OpenPopup("save_as_generator"); + } + + if (ImGui::BeginPopupModal("save_as_generator", &g_save_modal_open, + ImGuiWindowFlags_AlwaysAutoResize)) { + ImGui::Text("Guardar shader actual como nodo Gen del DAG."); + ImGui::Spacing(); + ImGui::InputText("name (snake_case)", g_save_name, sizeof(g_save_name)); + ImGui::InputText("label", g_save_label, sizeof(g_save_label)); + ImGui::InputTextMultiline("description", g_save_desc, sizeof(g_save_desc), + ImVec2(380, 60)); + ImGui::InputText("tags (CSV)", g_save_tags, sizeof(g_save_tags)); + + if (!g_save_err.empty()) { + ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "%s", g_save_err.c_str()); + } + + ImGui::Spacing(); + if (ImGui::Button("Save", ImVec2(120, 0))) { + g_save_err = save_current_as_generator(); + if (g_save_err.empty()) { + g_save_modal_open = false; + ImGui::CloseCurrentPopup(); + } + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { + g_save_modal_open = false; + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } ImVec2 avail = ImGui::GetContentRegionAvail(); float footer_h = g_code_err.empty() ? 0.0f : ImGui::GetTextLineHeightWithSpacing() + 8.0f; @@ -160,84 +317,145 @@ static void render() { draw_err(g_code_err, g_code_err_line); } ImGui::End(); + } // --- DAG Pipeline window --- - if (ImGui::Begin("DAG Pipeline")) { + if (g_show_dag) { + if (ImGui::Begin("DAG Pipeline", &g_show_dag)) { if (fn::gfx::dag_node_editor(g_pipeline)) { g_dag_dirty = true; } draw_err(g_dag_err, g_dag_err_line); } ImGui::End(); + } // --- Canvas Code --- - if (ImGui::Begin("Canvas Code")) { + // Code is fully independent from the DAG: only the uniforms declared in + // the Code source itself (parsed via parse_uniforms) get fed. To reproduce + // a DAG render here, paste the *baked* "Generated GLSL" — its u_params live + // as a const array inside the source. + if (g_show_canvas_c) { + if (ImGui::Begin("Canvas Code", &g_show_canvas_c)) { fn::gfx::canvas_render(g_canvas_code, static_cast(ImGui::GetTime()), [](unsigned int program) { fn::gfx::uniforms_apply(g_store, g_descs, program); }); } ImGui::End(); + } // --- Canvas DAG --- - if (ImGui::Begin("Canvas DAG")) { + if (g_show_canvas_d) { + if (ImGui::Begin("Canvas DAG", &g_show_canvas_d)) { fn::gfx::canvas_render(g_canvas_dag, static_cast(ImGui::GetTime()), [](unsigned int program) { fn::gfx::dag_uniforms_apply(g_pipeline, program); }); } ImGui::End(); + } - // Render per-node previews (only nodes with preview_open=true) if (g_canvas_dag.program) { fn::gfx::dag_previews_render(g_pipeline, g_canvas_dag.program); } // --- Controls window (Code uniforms) --- - if (ImGui::Begin("Controls")) { + if (g_show_controls) { + if (ImGui::Begin("Controls", &g_show_controls)) { if (g_descs.empty()) { ImGui::TextDisabled("No uniforms declared in Code."); ImGui::TextDisabled("Use // @slider, @color, @toggle, @xy annotations."); } else { fn::gfx::uniforms_panel(g_store, g_descs); } - ImGui::Spacing(); - fps_overlay(); + // fps_overlay ahora se renderiza desde fn::run_app cuando el usuario + // lo activa en Settings → Show FPS overlay. } ImGui::End(); + } // --- Functions palette (drag into DAG Pipeline) --- - if (ImGui::Begin("Functions")) { + if (g_show_functions) { + if (ImGui::Begin("Functions", &g_show_functions)) { fn::gfx::dag_palette(); } ImGui::End(); + } - // --- Generated GLSL window (DAG compiled output, read-only) --- - if (ImGui::Begin("Generated GLSL")) { - if (g_dag_glsl.empty()) { + // --- Generated GLSL window (self-contained DAG → paste-able into Code) --- + // We bake the live params into a `const vec4 u_params[]` so the displayed + // text is a complete shader: copy-pasting it into the Code editor yields + // the same render at the moment of the copy, and nothing in the DAG can + // change the Code canvas afterwards. + if (g_show_generated) { + if (ImGui::Begin("Generated GLSL", &g_show_generated)) { + if (g_pipeline.empty()) { ImGui::TextDisabled("(DAG not compiled yet)"); } else { + static std::string s_baked; + s_baked = fn::gfx::compile_dag_to_glsl_baked(g_pipeline); ImVec2 avail = ImGui::GetContentRegionAvail(); ImGui::InputTextMultiline("##dag_glsl", - const_cast(g_dag_glsl.c_str()), - g_dag_glsl.size() + 1, + const_cast(s_baked.c_str()), + s_baked.size() + 1, avail, ImGuiInputTextFlags_ReadOnly); } } ImGui::End(); + } } int main() { + fn::gfx::shaderlab_db_open("shaders_lab.db"); + load_user_generators_into_catalog(); ensure_dag_default(); + + // Layout persistence on the same shaders_lab.db connection. + sqlite3* db = fn::gfx::shaderlab_db_handle(); + fn_ui::layout_storage_init(db); + + g_layout_cb.list = [db]() { + return fn_ui::layout_storage_list(db); + }; + g_layout_cb.on_apply = [db](const std::string& name) { + std::string blob = fn_ui::layout_storage_load_blob(db, name); + if (!blob.empty()) { + g_pending_layout_blob = std::move(blob); + g_pending_layout_name = name; + } + }; + g_layout_cb.on_save = [db](const std::string& name) { + size_t size = 0; + const char* blob = ImGui::SaveIniSettingsToMemory(&size); + if (blob && size > 0) { + fn_ui::layout_storage_save(db, name, std::string(blob, size)); + g_layout_cb.active_name = name; + } + }; + g_layout_cb.on_delete = [db](const std::string& name) { + fn_ui::layout_storage_delete(db, name); + if (g_layout_cb.active_name == name) g_layout_cb.active_name.clear(); + }; + g_layout_cb.on_reset = []() { + // Default reset: open every panel and clear active layout marker. + // The actual dock layout is whatever ImGui rebuilt on first launch. + g_show_code = g_show_dag = g_show_canvas_c = g_show_canvas_d = + g_show_controls = g_show_functions = g_show_generated = true; + g_layout_cb.active_name.clear(); + }; + fn::AppConfig cfg; cfg.title = "shaders_lab"; cfg.width = 1600; cfg.height = 900; int rc = fn::run_app(cfg, render); + fn::gfx::canvas_destroy(g_canvas_code); fn::gfx::canvas_destroy(g_canvas_dag); fn::gfx::dag_node_editor_destroy(); fn::gfx::dag_previews_destroy(); + fn::gfx::shaderlab_db_close(); return rc; } diff --git a/cpp/apps/shaders_lab/seed_shaders.h b/cpp/apps/shaders_lab/seed_shaders.h deleted file mode 100644 index 7cf4a3f4..00000000 --- a/cpp/apps/shaders_lab/seed_shaders.h +++ /dev/null @@ -1,85 +0,0 @@ -#pragma once - -// GLSL 330 fragment shader bodies (no #version, no out, no uniform declarations). -// compile_fragment() prepends those automatically. - -static const char* PLASMA = R"glsl( -uniform float u_speed; // @slider min=0.1 max=5 default=1 -uniform vec3 u_color; // @color default=0.5,0.2,0.8 - -void main() { - vec2 uv = gl_FragCoord.xy / u_resolution; - float t = u_time * u_speed; - vec3 c = u_color * (0.5 + 0.5 * cos(t + uv.xyx + vec3(0.0, 2.0, 4.0))); - fragColor = vec4(c, 1.0); -} -)glsl"; - -static const char* CIRCLE = R"glsl( -void main() { - vec2 uv = gl_FragCoord.xy / u_resolution; - vec2 center = vec2(0.5); - float t = u_time; - - // Animated center - center += vec2(sin(t * 0.7), cos(t * 0.5)) * 0.2; - - float d = length(uv - center); - - // Concentric rings - float rings = sin(d * 40.0 - t * 3.0) * 0.5 + 0.5; - - // Radial glow - float glow = exp(-d * 4.0); - - vec3 col = mix( - vec3(0.05, 0.1, 0.3), - vec3(0.2, 0.7, 1.0), - rings * glow + glow * 0.4 - ); - - fragColor = vec4(col, 1.0); -} -)glsl"; - -static const char* CHECKER = R"glsl( -void main() { - vec2 uv = gl_FragCoord.xy / u_resolution; - float t = u_time; - - // Animated scale and rotation - float scale = 8.0 + sin(t * 0.4) * 3.0; - float angle = t * 0.2; - float ca = cos(angle), sa = sin(angle); - vec2 p = uv - 0.5; - p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y); - p = p * scale + 0.5; - - vec2 cell = floor(p); - float checker = mod(cell.x + cell.y, 2.0); - - // Color gradient per cell - float hue = fract((cell.x + cell.y) * 0.1 + t * 0.05); - vec3 col_a = vec3(hue, 0.7, 0.9); - vec3 col_b = vec3(fract(hue + 0.5), 0.5, 0.7); - - // Simple HSV to RGB - vec3 col = mix(col_b, col_a, checker); - // hue is already [0,1], apply saturation/value manually - float h = col.x * 6.0; - int i = int(h); - float f = h - float(i); - float p2 = col.z * (1.0 - col.y); - float q2 = col.z * (1.0 - col.y * f); - float t2 = col.z * (1.0 - col.y * (1.0 - f)); - vec3 rgb; - if (i == 0) rgb = vec3(col.z, t2, p2); - else if (i == 1) rgb = vec3(q2, col.z, p2); - else if (i == 2) rgb = vec3(p2, col.z, t2); - else if (i == 3) rgb = vec3(p2, q2, col.z); - else if (i == 4) rgb = vec3(t2, p2, col.z); - else rgb = vec3(col.z, p2, q2); - - fragColor = vec4(rgb, 1.0); -} -)glsl"; diff --git a/cpp/framework/app_base.cpp b/cpp/framework/app_base.cpp index eea9113a..7643885e 100644 --- a/cpp/framework/app_base.cpp +++ b/cpp/framework/app_base.cpp @@ -4,6 +4,10 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include "implot.h" +#include "core/tokens.h" +#include "core/icon_font.h" +#include "core/app_settings.h" +#include "core/fps_overlay.h" #include #include @@ -52,11 +56,34 @@ int run_app(AppConfig config, std::function render_fn) { io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; + // Lee app_settings.ini (font_id, font_size_px, show_fps) antes de cargar + // fuentes. Si no existe el .ini, los defaults se aplican. + fn_ui::settings_load(); + + // Texto vectorial (Karla / Roboto / DroidSans / Cousine, segun settings) + // + iconos Tabler mergeados al mismo tamaño en el mismo ImFont. + fn_ui::load_fonts_from_settings(); + + // ImGui 1.92+ usa style.FontSizeBase como tamaño activo (escalable sin + // rebuild de atlas). Inicializa al valor del .ini para que el primer + // frame ya respete el setting. + { + ImGuiStyle& style = ImGui::GetStyle(); + style.FontSizeBase = fn_ui::settings().font_size_px; + style._NextFrameFontSizeBase = style.FontSizeBase; + } + if (config.viewports) { io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; } - ImGui::StyleColorsDark(); + // Identidad visual — ver cpp/DESIGN_SYSTEM.md + switch (config.theme) { + case ThemeMode::FnDark: fn_tokens::apply_dark_theme(); break; + case ThemeMode::ImGuiDark: ImGui::StyleColorsDark(); break; + case ThemeMode::ImGuiLight: ImGui::StyleColorsLight(); break; + case ThemeMode::None: break; + } // When viewports are enabled, tweak WindowRounding/WindowBg so // platform windows look consistent with the main window @@ -78,12 +105,35 @@ int run_app(AppConfig config, std::function render_fn) { continue; } + // Tamaño de fuente: aplica via style.FontSizeBase cada frame. Cambios + // se ven al instante (ImGui 1.92+ escala el atlas dinamicamente, no + // hace falta rebuild). + ImGuiStyle& style = ImGui::GetStyle(); + if (style.FontSizeBase != fn_ui::settings().font_size_px) { + style.FontSizeBase = fn_ui::settings().font_size_px; + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME-ImGui hack + } + + // Cambio de fuente (font_id): rebuild atlas. ImGui_ImplOpenGL3 + // refresca la GPU texture via UpdateTexture en RenderDrawData. + if (fn_ui::settings_consume_font_dirty()) { + fn_ui::load_fonts_from_settings(); + } + ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); render_fn(); + // Ventana de Settings (no-op si esta cerrada). + fn_ui::settings_window_render(); + + // FPS overlay si esta activado en Settings. + if (fn_ui::settings().show_fps) { + fps_overlay(); + } + ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); @@ -107,6 +157,9 @@ int run_app(AppConfig config, std::function render_fn) { #endif } + // Persiste settings al exit (idempotente con auto-saves del menu). + fn_ui::settings_save(); + // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); diff --git a/cpp/framework/app_base.h b/cpp/framework/app_base.h index 4dbc20a3..18ab8d04 100644 --- a/cpp/framework/app_base.h +++ b/cpp/framework/app_base.h @@ -4,15 +4,24 @@ namespace fn { +// Modos de tema para run_app. +enum class ThemeMode { + FnDark, // Identidad del registry (Mantine v9 dark + indigo). DEFAULT. + ImGuiDark, // Tema estandar de ImGui (ImGui::StyleColorsDark). + ImGuiLight, + None, // No tocar el ImGuiStyle — la app lo configura. +}; + struct AppConfig { const char* title = "fn_registry"; int width = 1280; int height = 720; bool vsync = true; bool viewports = false; // Enable multi-viewport: ImGui windows become real OS windows - float bg_r = 0.1f; - float bg_g = 0.1f; - float bg_b = 0.1f; + ThemeMode theme = ThemeMode::FnDark; // Identidad visual unificada por defecto + float bg_r = 0.102f; // fn_tokens::colors::bg (dark.7 #1A1B1E) + float bg_g = 0.106f; + float bg_b = 0.118f; }; // Run an ImGui application. The render_fn is called every frame diff --git a/cpp/functions/core/fps_overlay.md b/cpp/functions/core/fps_overlay.md index 7d16e8a5..3ec9c16d 100644 --- a/cpp/functions/core/fps_overlay.md +++ b/cpp/functions/core/fps_overlay.md @@ -28,3 +28,21 @@ output: "Renderiza el overlay de FPS en el frame ImGui actual" Muestra FPS y frametime (ms) en una ventana semi-transparente en la esquina superior derecha. Si se compila con `TRACY_ENABLE`, incluye un `ZoneScoped` para profiling con Tracy. + +## Notas — Auto-render via app_settings (sesion 2026-04-25) + +A partir de la integracion del sistema `app_settings`, las apps NO deben llamar `fps_overlay()` directamente. `fn::run_app` consulta `fn_ui::settings().show_fps` cada frame, y si esta activo invoca `fps_overlay()` automaticamente despues del `render_fn` de la app. El usuario controla el toggle desde `Settings... → Display → Show FPS overlay`, persistido en `app_settings.ini` junto al exe. + +Anti-patron eliminado: + +```cpp +// ❌ Hardcoded — ignora el toggle de Settings, siempre se ve +static void render() { + fps_overlay(); + // ... +} + +// ✅ No hace falta llamarla. fn::run_app la dispara segun settings. +``` + +Si una app no usa `fn::run_app` (raro), debe llamar manualmente `fps_overlay()` segun su criterio. diff --git a/cpp/functions/core/tokens.cpp b/cpp/functions/core/tokens.cpp index 8f7aa279..cc35cc55 100644 --- a/cpp/functions/core/tokens.cpp +++ b/cpp/functions/core/tokens.cpp @@ -1,50 +1,142 @@ #include "tokens.h" +#if __has_include("implot.h") +#include "implot.h" +#define FN_HAS_IMPLOT 1 +#endif + namespace fn_tokens { void apply_dark_theme() { ImGuiStyle& s = ImGui::GetStyle(); - // Colors - s.Colors[ImGuiCol_WindowBg] = colors::bg; - s.Colors[ImGuiCol_ChildBg] = colors::surface; - s.Colors[ImGuiCol_PopupBg] = colors::surface; - s.Colors[ImGuiCol_FrameBg] = colors::surface; - s.Colors[ImGuiCol_FrameBgHovered] = colors::surface_hover; - s.Colors[ImGuiCol_FrameBgActive] = colors::surface_hover; - s.Colors[ImGuiCol_Border] = colors::border; - s.Colors[ImGuiCol_BorderShadow] = ImVec4(0, 0, 0, 0); - s.Colors[ImGuiCol_Text] = colors::text; - s.Colors[ImGuiCol_TextDisabled] = colors::text_dim; - s.Colors[ImGuiCol_Button] = colors::primary; - s.Colors[ImGuiCol_ButtonHovered] = colors::primary_hover; - s.Colors[ImGuiCol_ButtonActive] = colors::primary; - s.Colors[ImGuiCol_Header] = colors::surface_hover; - s.Colors[ImGuiCol_HeaderHovered] = colors::primary; - s.Colors[ImGuiCol_HeaderActive] = colors::primary_hover; - s.Colors[ImGuiCol_Tab] = colors::surface; - s.Colors[ImGuiCol_TabHovered] = colors::primary_hover; - s.Colors[ImGuiCol_TabActive] = colors::primary; - s.Colors[ImGuiCol_Separator] = colors::border; - s.Colors[ImGuiCol_TableHeaderBg] = colors::surface_hover; - s.Colors[ImGuiCol_TableBorderLight]= colors::border; - s.Colors[ImGuiCol_TableBorderStrong]= colors::border; + // ---------- Colors ---------- + auto& c = s.Colors; + c[ImGuiCol_WindowBg] = colors::bg; + c[ImGuiCol_ChildBg] = colors::surface; + c[ImGuiCol_PopupBg] = colors::surface; + c[ImGuiCol_MenuBarBg] = colors::surface; + c[ImGuiCol_FrameBg] = colors::surface; + c[ImGuiCol_FrameBgHovered] = colors::surface_hover; + c[ImGuiCol_FrameBgActive] = colors::surface_active; - // Radius - s.FrameRounding = radius::sm; - s.ChildRounding = radius::md; - s.WindowRounding = radius::md; - s.PopupRounding = radius::md; - s.TabRounding = radius::sm; - s.GrabRounding = radius::sm; + c[ImGuiCol_TitleBg] = colors::bg; + c[ImGuiCol_TitleBgActive] = colors::surface; + c[ImGuiCol_TitleBgCollapsed] = colors::bg; + + c[ImGuiCol_Border] = colors::border; + c[ImGuiCol_BorderShadow] = ImVec4(0, 0, 0, 0); + + c[ImGuiCol_Text] = colors::text; + c[ImGuiCol_TextDisabled] = colors::text_dim; + c[ImGuiCol_TextSelectedBg] = ImVec4(colors::primary.x, colors::primary.y, colors::primary.z, 0.35f); + + c[ImGuiCol_Button] = colors::primary; + c[ImGuiCol_ButtonHovered] = colors::primary_hover; + c[ImGuiCol_ButtonActive] = colors::primary_active; + + c[ImGuiCol_CheckMark] = colors::primary_light; + c[ImGuiCol_SliderGrab] = colors::primary; + c[ImGuiCol_SliderGrabActive] = colors::primary_hover; + + c[ImGuiCol_Header] = colors::surface_hover; + c[ImGuiCol_HeaderHovered] = colors::primary; + c[ImGuiCol_HeaderActive] = colors::primary_hover; + + c[ImGuiCol_Tab] = colors::surface; + c[ImGuiCol_TabHovered] = colors::primary_hover; + c[ImGuiCol_TabActive] = colors::primary; + c[ImGuiCol_TabUnfocused] = colors::bg; + c[ImGuiCol_TabUnfocusedActive] = colors::surface_hover; + + c[ImGuiCol_Separator] = colors::border; + c[ImGuiCol_SeparatorHovered] = colors::primary_light; + c[ImGuiCol_SeparatorActive] = colors::primary; + + c[ImGuiCol_ResizeGrip] = ImVec4(colors::primary.x, colors::primary.y, colors::primary.z, 0.25f); + c[ImGuiCol_ResizeGripHovered] = colors::primary_hover; + c[ImGuiCol_ResizeGripActive] = colors::primary_active; + + c[ImGuiCol_ScrollbarBg] = colors::bg; + c[ImGuiCol_ScrollbarGrab] = colors::surface_hover; + c[ImGuiCol_ScrollbarGrabHovered] = colors::surface_active; + c[ImGuiCol_ScrollbarGrabActive] = colors::border_strong; + + c[ImGuiCol_TableHeaderBg] = colors::surface_hover; + c[ImGuiCol_TableBorderLight] = colors::border; + c[ImGuiCol_TableBorderStrong] = colors::border; + c[ImGuiCol_TableRowBg] = ImVec4(0, 0, 0, 0); + c[ImGuiCol_TableRowBgAlt] = ImVec4(colors::surface.x, colors::surface.y, colors::surface.z, 0.40f); + + c[ImGuiCol_DockingPreview] = ImVec4(colors::primary.x, colors::primary.y, colors::primary.z, 0.60f); + c[ImGuiCol_DockingEmptyBg] = colors::bg; + + c[ImGuiCol_PlotLines] = colors::primary_light; + c[ImGuiCol_PlotLinesHovered] = colors::primary; + c[ImGuiCol_PlotHistogram] = colors::primary_light; + c[ImGuiCol_PlotHistogramHovered] = colors::primary; + + c[ImGuiCol_DragDropTarget] = colors::primary_light; + c[ImGuiCol_NavHighlight] = colors::primary_light; + c[ImGuiCol_NavWindowingHighlight]= ImVec4(1, 1, 1, 0.70f); + c[ImGuiCol_NavWindowingDimBg] = ImVec4(0, 0, 0, 0.40f); + c[ImGuiCol_ModalWindowDimBg] = ImVec4(0, 0, 0, 0.55f); + + // ---------- Radius ---------- + s.WindowRounding = radius::md; + s.ChildRounding = radius::md; + s.PopupRounding = radius::md; + s.FrameRounding = radius::md; + s.GrabRounding = radius::sm; s.ScrollbarRounding = radius::md; + s.TabRounding = radius::sm; - // Spacing + // ---------- Spacing & padding ---------- + s.WindowPadding = ImVec2(spacing::md, spacing::md); + s.FramePadding = ImVec2(spacing::sm, spacing::xs + 2.0f); + s.CellPadding = ImVec2(spacing::sm, spacing::xs); s.ItemSpacing = ImVec2(spacing::sm, spacing::sm); s.ItemInnerSpacing = ImVec2(spacing::xs, spacing::xs); - s.FramePadding = ImVec2(spacing::sm, spacing::xs + 2.0f); - s.WindowPadding = ImVec2(spacing::md, spacing::md); - s.CellPadding = ImVec2(spacing::sm, spacing::xs); + s.IndentSpacing = spacing::lg; + s.ScrollbarSize = 14.0f; + s.GrabMinSize = 12.0f; + + // ---------- Borders ---------- + s.WindowBorderSize = 1.0f; + s.ChildBorderSize = 1.0f; + s.PopupBorderSize = 1.0f; + s.FrameBorderSize = 0.0f; // Mantine no pinta borde en frames (usa bg sutil) + s.TabBorderSize = 0.0f; + + // ---------- Viewports (multi-OS-window) ---------- + // Cuando ImGuiConfigFlags_ViewportsEnable esta activo las ventanas pueden + // salirse del monitor principal; en ese caso WindowRounding debe ser 0 + // y alpha 1.0 para que los compositors no muestren esquinas raras. + // app_base gestiona este caso; aqui dejamos los valores para single-viewport. + + // ---------- ImPlot ---------- +#ifdef FN_HAS_IMPLOT + if (ImPlot::GetCurrentContext() != nullptr) { + ImPlotStyle& p = ImPlot::GetStyle(); + p.Colors[ImPlotCol_FrameBg] = colors::surface; + p.Colors[ImPlotCol_PlotBg] = colors::bg; + p.Colors[ImPlotCol_PlotBorder] = colors::border; + p.Colors[ImPlotCol_LegendBg] = colors::surface; + p.Colors[ImPlotCol_LegendBorder] = colors::border; + p.Colors[ImPlotCol_LegendText] = colors::text; + p.Colors[ImPlotCol_TitleText] = colors::text; + p.Colors[ImPlotCol_InlayText] = colors::text_muted; + p.Colors[ImPlotCol_AxisText] = colors::text_muted; + p.Colors[ImPlotCol_AxisGrid] = colors::border; + p.Colors[ImPlotCol_AxisTick] = colors::border; + p.Colors[ImPlotCol_AxisBg] = ImVec4(0, 0, 0, 0); + p.Colors[ImPlotCol_Selection] = colors::primary_light; + p.Colors[ImPlotCol_Crosshairs] = colors::text_muted; + p.PlotPadding = ImVec2(spacing::sm, spacing::sm); + p.LabelPadding = ImVec2(spacing::xs, spacing::xs); + p.LegendPadding = ImVec2(spacing::sm, spacing::sm); + } +#endif } } // namespace fn_tokens diff --git a/cpp/functions/core/tokens.h b/cpp/functions/core/tokens.h index 29d77472..3737dc3c 100644 --- a/cpp/functions/core/tokens.h +++ b/cpp/functions/core/tokens.h @@ -1,37 +1,49 @@ #pragma once #include "imgui.h" -// Design tokens — colores, spacing, radius, font-size. -// Inspirados en el DESIGN_SYSTEM de @fn_library (Mantine v9 dark + indigo primary). -// Reemplaza hardcode disperso de ImVec4(...) por constantes semánticas. +// Design tokens — identidad visual unica para todas las apps C++ del registry. +// Alineados 1:1 con @fn_library (Mantine v9 dark + indigo primary). +// Ver cpp/DESIGN_SYSTEM.md para la especificacion completa. +// +// Equivalencias frontend -> C++: +// createTheme({ primaryColor: 'indigo', primaryShade: {dark:4}, +// defaultRadius: 'md', defaultColorScheme: 'dark' }) +// se corresponde con los valores de este header. namespace fn_tokens { namespace colors { - // Primary (indigo-inspired, Mantine indigo.6) - constexpr ImVec4 primary {0.25f, 0.37f, 0.85f, 1.0f}; - constexpr ImVec4 primary_hover {0.30f, 0.42f, 0.90f, 1.0f}; + // Primary — Mantine indigo (primaryShade dark = 4) + // indigo.4 = #748FFC indigo.5 = #5C7CFA indigo.6 = #4C6EF5 indigo.7 = #4263EB + constexpr ImVec4 primary {0.298f, 0.431f, 0.961f, 1.0f}; // indigo.6 (base) + constexpr ImVec4 primary_hover {0.361f, 0.486f, 0.980f, 1.0f}; // indigo.5 + constexpr ImVec4 primary_light {0.455f, 0.561f, 0.988f, 1.0f}; // indigo.4 (dark mode accent) + constexpr ImVec4 primary_active {0.259f, 0.388f, 0.922f, 1.0f}; // indigo.7 - // Semantic - constexpr ImVec4 success {0.13f, 0.70f, 0.42f, 1.0f}; - constexpr ImVec4 warning {0.95f, 0.60f, 0.20f, 1.0f}; - constexpr ImVec4 error {0.87f, 0.26f, 0.30f, 1.0f}; - constexpr ImVec4 info {0.22f, 0.55f, 0.95f, 1.0f}; + // Semantic — colores Mantine oficiales + constexpr ImVec4 success {0.251f, 0.753f, 0.341f, 1.0f}; // green.6 #40C057 + constexpr ImVec4 warning {0.980f, 0.690f, 0.020f, 1.0f}; // yellow.6 #FAB005 + constexpr ImVec4 error {0.980f, 0.322f, 0.322f, 1.0f}; // red.6 #FA5252 + constexpr ImVec4 info {0.133f, 0.545f, 0.902f, 1.0f}; // blue.6 #228BE6 - // Background (dark by default — matches DESIGN_SYSTEM.md §2 & §8) - constexpr ImVec4 bg {0.08f, 0.08f, 0.10f, 1.0f}; // window bg - constexpr ImVec4 surface {0.12f, 0.12f, 0.15f, 1.0f}; // panels/cards - constexpr ImVec4 surface_hover {0.16f, 0.16f, 0.20f, 1.0f}; - - // Text - constexpr ImVec4 text {0.95f, 0.95f, 0.95f, 1.0f}; - constexpr ImVec4 text_muted {0.60f, 0.60f, 0.65f, 1.0f}; - constexpr ImVec4 text_dim {0.40f, 0.40f, 0.45f, 1.0f}; + // Surfaces — escala dark Mantine (oscuro a claro: dark.9 -> dark.0) + constexpr ImVec4 bg {0.102f, 0.106f, 0.118f, 1.0f}; // dark.7 #1A1B1E body bg + constexpr ImVec4 surface {0.145f, 0.149f, 0.169f, 1.0f}; // dark.6 #25262B Paper/Card + constexpr ImVec4 surface_hover {0.173f, 0.180f, 0.200f, 1.0f}; // dark.5 #2C2E33 + constexpr ImVec4 surface_active{0.216f, 0.227f, 0.251f, 1.0f}; // dark.4 #373A40 // Border - constexpr ImVec4 border {0.20f, 0.20f, 0.25f, 1.0f}; + constexpr ImVec4 border {0.216f, 0.227f, 0.251f, 1.0f}; // dark.4 #373A40 + constexpr ImVec4 border_strong {0.361f, 0.373f, 0.400f, 1.0f}; // dark.3 #5C5F66 + + // Text (escala dark inversa: dark.0 mas claro) + constexpr ImVec4 text {0.757f, 0.761f, 0.773f, 1.0f}; // dark.0 #C1C2C5 texto primario + constexpr ImVec4 text_muted {0.565f, 0.573f, 0.588f, 1.0f}; // dark.2 #909296 subtitulos + constexpr ImVec4 text_dim {0.361f, 0.373f, 0.400f, 1.0f}; // dark.3 #5C5F66 disabled } +// Spacing — adaptado para ImGui (densidad mayor que CSS). +// Mantine usa 10/12/16/20/32 px, aqui densificamos al estilo TUI clasico. namespace spacing { constexpr float xs = 4.0f; constexpr float sm = 8.0f; @@ -40,12 +52,14 @@ namespace spacing { constexpr float xl = 24.0f; } +// Radius — mapeo directo Mantine (defaultRadius: 'md' = 8px). namespace radius { constexpr float none = 0.0f; - constexpr float sm = 3.0f; - constexpr float md = 5.0f; - constexpr float lg = 8.0f; - constexpr float xl = 12.0f; + constexpr float xs = 2.0f; + constexpr float sm = 4.0f; + constexpr float md = 8.0f; // default para Paper/Card/Button/Input + constexpr float lg = 12.0f; + constexpr float xl = 16.0f; } namespace font_size { @@ -57,8 +71,11 @@ namespace font_size { constexpr float xxl = 32.0f; } -// Aplica los tokens al ImGuiStyle global. Llamar una vez al arrancar la app, -// después de ImGui::CreateContext() y antes del primer frame. +// Aplica la identidad visual al ImGuiStyle y a los estilos de ImPlot (si +// esta enlazado). Se invoca automaticamente desde fn::run_app() (app_base.h) +// salvo que AppConfig::theme sea ImGuiDark/ImGuiLight/None. +// Idempotente: se puede llamar varias veces sin efectos secundarios. +// No desactiva ninguna feature de ImGui (docking, viewports, etc). void apply_dark_theme(); } // namespace fn_tokens diff --git a/cpp/functions/core/tokens.md b/cpp/functions/core/tokens.md index d40f357b..e37c6b4a 100644 --- a/cpp/functions/core/tokens.md +++ b/cpp/functions/core/tokens.md @@ -3,10 +3,10 @@ name: tokens kind: component lang: cpp domain: core -version: "1.0.0" +version: "2.0.0" purity: pure signature: "namespace fn_tokens { namespace colors/spacing/radius/font_size { constexpr ... }; void apply_dark_theme(); }" -description: "Design tokens (colors, spacing, radius, font_size) para dashboards ImGui. Inspirados en @fn_library (Mantine v9) — dark theme con indigo primary. Reemplaza hardcode de ImVec4(...) por constantes semánticas." +description: "Design tokens (colors, spacing, radius, font_size) para apps ImGui. Valores exactos de Mantine v9 dark + indigo — identidad unica del registry. Aplicados por defecto via fn::run_app. Ver cpp/DESIGN_SYSTEM.md." tags: [imgui, theme, tokens, colors, spacing, radius, dark, design-system] uses_functions: [] uses_types: [] @@ -31,28 +31,39 @@ Design tokens para todos los dashboards ImGui del registry. Traducción del DESI | Namespace | Valores | |-----------|---------| -| `fn_tokens::colors` | `primary`, `primary_hover`, `success`, `warning`, `error`, `info`, `bg`, `surface`, `surface_hover`, `text`, `text_muted`, `text_dim`, `border` | -| `fn_tokens::spacing` | `xs=4`, `sm=8`, `md=12`, `lg=16`, `xl=24` (px) | -| `fn_tokens::radius` | `none=0`, `sm=3`, `md=5`, `lg=8`, `xl=12` (px) | -| `fn_tokens::font_size` | `xs=10`, `sm=12`, `md=14`, `lg=18`, `xl=24`, `xxl=32` (px) | +| `fn_tokens::colors` | `primary` (indigo.6), `primary_hover` (indigo.5), `primary_light` (indigo.4), `primary_active` (indigo.7), `success` (green.6), `warning` (yellow.6), `error` (red.6), `info` (blue.6), `bg` (dark.7), `surface` (dark.6), `surface_hover` (dark.5), `surface_active` (dark.4), `border` (dark.4), `border_strong` (dark.3), `text` (dark.0), `text_muted` (dark.2), `text_dim` (dark.3) | +| `fn_tokens::spacing` | `xs=4`, `sm=8`, `md=12`, `lg=16`, `xl=24` (densificado respecto a CSS Mantine) | +| `fn_tokens::radius` | `none=0`, `xs=2`, `sm=4`, `md=8`, `lg=12`, `xl=16` (md = defaultRadius Mantine) | +| `fn_tokens::font_size` | `xs=10`, `sm=12`, `md=14`, `lg=18`, `xl=24`, `xxl=32` | -## Uso +## Uso normal: nada, lo aplica el framework + +```cpp +#include "app_base.h" +fn::run_app({.title="app", .width=1400, .height=900}, render); +// run_app llama a fn_tokens::apply_dark_theme() una vez. No hace falta mas. +``` + +## Uso en componentes ```cpp #include "core/tokens.h" -// Al arrancar la app (una vez, después de ImGui::CreateContext) -fn_tokens::apply_dark_theme(); - -// En componentes ImGui::PushStyleColor(ImGuiCol_Text, fn_tokens::colors::text_muted); ImGui::Dummy(ImVec2(0, fn_tokens::spacing::md)); ImGui::PopStyleColor(); ``` +## Detalles de `apply_dark_theme()` + +- Valores alineados 1:1 con Mantine v9 dark (dark.0-9) + indigo (4-7). +- Aplica ~50 ImGuiCol_*, rounding (Window/Child/Popup/Frame/Grab/Scrollbar/Tab), paddings y bordes. +- Si `ImPlot` esta linkado, tambien estiliza su frame/plot/axis/legend. +- No toca `io.ConfigFlags`, backends, fuentes ni contexto — las capacidades de ImGui (docking, viewports, nav teclado) quedan intactas. +- Idempotente. + ## Notas -- **Dark by default** como en el DESIGN_SYSTEM (§2, §8). Si algún día queremos light, se añade `apply_light_theme()`. -- Los valores semánticos (success/warning/error/info) se usan en `badge`, `kpi_card` para deltas, y gráficos de estado. -- **No duplicar** estas constantes en componentes — siempre importar de aquí. Si se detecta un `ImVec4` hardcodeado en un componente del registry es candidato a migrar. -- Compatible con `plot_theme_cpp_core` (para ImPlot charts) — los colors del palette se pueden derivar de estos tokens si se quiere coherencia total. +- **No duplicar** constantes en componentes — importar siempre de aqui. Si detectas un `ImVec4(...)` hardcoded en el registry, es candidato a migrar. +- Para temas alternativos (dev/debug) usar `fn::AppConfig::theme = fn::ThemeMode::ImGuiDark`. +- Compatible con `plot_theme_cpp_core` — `apply_dark_theme` ya setea los `ImPlotCol_*` base. diff --git a/cpp/functions/gfx/dag_catalog.cpp b/cpp/functions/gfx/dag_catalog.cpp index 6ece0091..2e098504 100644 --- a/cpp/functions/gfx/dag_catalog.cpp +++ b/cpp/functions/gfx/dag_catalog.cpp @@ -1,9 +1,10 @@ #include "gfx/dag_catalog.h" +#include #include namespace fn::gfx { -static const std::vector& build_catalog() { +static std::vector& mutable_catalog() { static std::vector catalog = []() { std::vector v; @@ -15,8 +16,8 @@ static const std::vector& build_catalog() { n.desc = "color constante"; n.kind = DagKind::Gen; n.num_inputs = 0; - n.param_names = {"r", "g", "b", ""}; - n.param_defaults = {0.35f, 0.25f, 0.55f, 0.0f}; + n.param_names = {"r", "g", "b"}; + n.param_defaults = {0.35f, 0.25f, 0.55f}; n.controls = { { DagControl::Kind::Color, "color", {0, 1, 2}, 0.0f, 1.0f, 0.0f }, }; @@ -36,8 +37,8 @@ static const std::vector& build_catalog() { n.desc = "gradiente direccional"; n.kind = DagKind::Gen; n.num_inputs = 0; - n.param_names = {"angle", "hue", "", ""}; - n.param_defaults = {0.8f, 0.5f, 0.0f, 0.0f}; + n.param_names = {"angle", "hue"}; + n.param_defaults = {0.8f, 0.5f}; n.controls = { { DagControl::Kind::Slider, "angulo", {0, -1, -1}, 0.0f, 6.2832f, 0.01f }, { DagControl::Kind::Slider, "tono", {1, -1, -1}, 0.0f, 1.0f, 0.01f }, @@ -61,8 +62,8 @@ static const std::vector& build_catalog() { n.desc = "onda trigonometrica"; n.kind = DagKind::Gen; n.num_inputs = 0; - n.param_names = {"speed", "scale", "", ""}; - n.param_defaults = {1.0f, 2.0f, 0.0f, 0.0f}; + n.param_names = {"speed", "scale"}; + n.param_defaults = {1.0f, 2.0f}; n.controls = { { DagControl::Kind::Slider, "velocidad", {0, -1, -1}, 0.0f, 3.0f, 0.01f }, { DagControl::Kind::Slider, "escala", {1, -1, -1}, 0.5f, 10.0f, 0.1f }, @@ -112,8 +113,8 @@ static const std::vector& build_catalog() { n.desc = "1 - rgb"; n.kind = DagKind::Op; n.num_inputs = 1; - n.param_names = {"", "", "", ""}; - n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; + n.param_names = {}; + n.param_defaults = {}; n.controls = {}; n.body_glsl = [](int /*idx*/) -> std::string { return " return vec4(1.0 - a.rgb, a.a);"; @@ -129,8 +130,8 @@ static const std::vector& build_catalog() { n.desc = "pow(rgb, gamma)"; n.kind = DagKind::Op; n.num_inputs = 1; - n.param_names = {"gamma", "", "", ""}; - n.param_defaults = {1.0f, 0.0f, 0.0f, 0.0f}; + n.param_names = {"gamma"}; + n.param_defaults = {1.0f}; n.controls = { { DagControl::Kind::Slider, "gamma", {0, -1, -1}, 0.1f, 4.0f, 0.01f }, }; @@ -150,8 +151,8 @@ static const std::vector& build_catalog() { n.desc = "rotar matiz"; n.kind = DagKind::Op; n.num_inputs = 1; - n.param_names = {"h", "", "", ""}; - n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; + n.param_names = {"h"}; + n.param_defaults = {0.0f}; n.controls = { { DagControl::Kind::Slider, "h", {0, -1, -1}, 0.0f, 1.0f, 0.01f }, }; @@ -178,8 +179,8 @@ static const std::vector& build_catalog() { n.desc = "interpolacion mix(a, b, t)"; n.kind = DagKind::Blend; n.num_inputs = 2; - n.param_names = {"t", "", "", ""}; - n.param_defaults = {0.5f, 0.0f, 0.0f, 0.0f}; + n.param_names = {"t"}; + n.param_defaults = {0.5f}; n.controls = { { DagControl::Kind::Slider, "t", {0, -1, -1}, 0.0f, 1.0f, 0.01f }, }; @@ -199,8 +200,8 @@ static const std::vector& build_catalog() { n.desc = "a * b"; n.kind = DagKind::Blend; n.num_inputs = 2; - n.param_names = {"", "", "", ""}; - n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; + n.param_names = {}; + n.param_defaults = {}; n.controls = {}; n.body_glsl = [](int /*idx*/) -> std::string { return " return vec4(a.rgb * b.rgb, a.a);"; @@ -216,8 +217,8 @@ static const std::vector& build_catalog() { n.desc = "1 - (1-a)(1-b)"; n.kind = DagKind::Blend; n.num_inputs = 2; - n.param_names = {"", "", "", ""}; - n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; + n.param_names = {}; + n.param_defaults = {}; n.controls = {}; n.body_glsl = [](int /*idx*/) -> std::string { return " return vec4(1.0 - (1.0 - a.rgb) * (1.0 - b.rgb), a.a);"; @@ -225,6 +226,253 @@ static const std::vector& build_catalog() { v.push_back(std::move(n)); } + // ── Gen: checker ────────────────────────────────────────────── + { + DagNodeDef n; + n.name = "checker"; + n.label = "checker"; + n.desc = "tablero animado"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"scale", "rotation", "hue", "speed"}; + n.param_defaults = {8.0f, 0.0f, 0.55f, 0.2f}; + n.controls = { + { DagControl::Kind::Slider, "escala", {0, -1, -1}, 1.0f, 32.0f, 0.1f }, + { DagControl::Kind::Slider, "rotacion", {1, -1, -1}, 0.0f, 6.2832f, 0.01f }, + { DagControl::Kind::Slider, "tono", {2, -1, -1}, 0.0f, 1.0f, 0.01f }, + { DagControl::Kind::Slider, "velocidad",{3, -1, -1}, 0.0f, 3.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " float ang = p.y + u_time * p.w * 0.2;\n" + " float ca = cos(ang), sa = sin(ang);\n" + " vec2 q = uv - 0.5;\n" + " q = vec2(ca*q.x - sa*q.y, sa*q.x + ca*q.y) * p.x + 0.5;\n" + " vec2 cell = floor(q);\n" + " float c = mod(cell.x + cell.y, 2.0);\n" + " vec3 ca_col = 0.5 + 0.5 * cos(6.28318 * (p.z + vec3(0.0, 0.33, 0.67)));\n" + " vec3 cb_col = 0.5 + 0.5 * cos(6.28318 * (p.z + 0.5 + vec3(0.0, 0.33, 0.67)));\n" + " return vec4(mix(cb_col, ca_col, c), 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: stripes ────────────────────────────────────────────── + { + DagNodeDef n; + n.name = "stripes"; + n.label = "stripes"; + n.desc = "bandas direccionales"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"angle", "freq", "phase_speed", "hue"}; + n.param_defaults = {0.785f, 12.0f, 1.0f, 0.6f}; + n.controls = { + { DagControl::Kind::Slider, "angulo", {0, -1, -1}, 0.0f, 6.2832f, 0.01f }, + { DagControl::Kind::Slider, "frecuencia", {1, -1, -1}, 1.0f, 64.0f, 0.5f }, + { DagControl::Kind::Slider, "velocidad", {2, -1, -1}, 0.0f, 5.0f, 0.01f }, + { DagControl::Kind::Slider, "tono", {3, -1, -1}, 0.0f, 1.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " vec2 dir = vec2(cos(p.x), sin(p.x));\n" + " float t = dot(uv - 0.5, dir) * p.y + u_time * p.z;\n" + " float s = 0.5 + 0.5 * sin(t);\n" + " vec3 col = 0.5 + 0.5 * cos(6.28318 * (p.w + s + vec3(0.0, 0.33, 0.67)));\n" + " return vec4(col, 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: dots ───────────────────────────────────────────────── + { + DagNodeDef n; + n.name = "dots"; + n.label = "dots"; + n.desc = "rejilla de puntos"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"scale", "radius", "soft", "hue"}; + n.param_defaults = {16.0f, 0.3f, 0.05f, 0.7f}; + n.controls = { + { DagControl::Kind::Slider, "escala", {0, -1, -1}, 1.0f, 64.0f, 0.5f }, + { DagControl::Kind::Slider, "radio", {1, -1, -1}, 0.0f, 0.5f, 0.01f }, + { DagControl::Kind::Slider, "suavidad", {2, -1, -1}, 0.001f, 0.2f, 0.001f }, + { DagControl::Kind::Slider, "tono", {3, -1, -1}, 0.0f, 1.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " float aspect = u_resolution.x / u_resolution.y;\n" + " vec2 q = vec2((uv.x - 0.5) * aspect, uv.y - 0.5) * p.x;\n" + " vec2 cell = fract(q) - 0.5;\n" + " float d = length(cell) - p.y;\n" + " float fill = smoothstep(p.z, -p.z, d);\n" + " vec3 col = 0.5 + 0.5 * cos(6.28318 * (p.w + vec3(0.0, 0.33, 0.67)));\n" + " return vec4(col * fill, 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: rings ──────────────────────────────────────────────── + { + DagNodeDef n; + n.name = "rings"; + n.label = "rings"; + n.desc = "anillos concentricos"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"cx", "cy", "freq", "speed"}; + n.param_defaults = {0.0f, 0.0f, 30.0f, 2.0f}; + n.controls = { + { DagControl::Kind::XY, "centro", {0, 1, -1}, -0.5f, 0.5f, 0.01f }, + { DagControl::Kind::Slider, "frecuencia",{2, -1, -1}, 1.0f, 100.0f, 0.5f }, + { DagControl::Kind::Slider, "velocidad", {3, -1, -1}, 0.0f, 10.0f, 0.05f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " float aspect = u_resolution.x / u_resolution.y;\n" + " vec2 q = vec2((uv.x - 0.5) * aspect - p.x, uv.y - 0.5 - p.y);\n" + " float d = length(q);\n" + " float r = 0.5 + 0.5 * sin(d * p.z - u_time * p.w);\n" + " return vec4(vec3(r), 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: polar_rays ─────────────────────────────────────────── + { + DagNodeDef n; + n.name = "polar_rays"; + n.label = "polar rays"; + n.desc = "rayos radiales"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"cx", "cy", "count", "speed"}; + n.param_defaults = {0.0f, 0.0f, 12.0f, 0.5f}; + n.controls = { + { DagControl::Kind::XY, "centro", {0, 1, -1}, -0.5f, 0.5f, 0.01f }, + { DagControl::Kind::Slider, "rayos", {2, -1, -1}, 1.0f, 64.0f, 1.0f }, + { DagControl::Kind::Slider, "velocidad", {3, -1, -1}, -3.0f, 3.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " float aspect = u_resolution.x / u_resolution.y;\n" + " vec2 q = vec2((uv.x - 0.5) * aspect - p.x, uv.y - 0.5 - p.y);\n" + " float a = atan(q.y, q.x);\n" + " float r = 0.5 + 0.5 * sin(a * p.z + u_time * p.w);\n" + " return vec4(vec3(r), 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: noise_value ────────────────────────────────────────── + { + DagNodeDef n; + n.name = "noise_value"; + n.label = "noise value"; + n.desc = "value noise 2D"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"scale", "speed", "hue"}; + n.param_defaults = {6.0f, 0.3f, 0.5f}; + n.controls = { + { DagControl::Kind::Slider, "escala", {0, -1, -1}, 0.5f, 32.0f, 0.1f }, + { DagControl::Kind::Slider, "velocidad", {1, -1, -1}, 0.0f, 3.0f, 0.01f }, + { DagControl::Kind::Slider, "tono", {2, -1, -1}, 0.0f, 1.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " vec2 q = uv * p.x + u_time * p.y;\n" + " vec2 fl = floor(q);\n" + " vec2 fr = fract(q);\n" + " fr = fr * fr * (3.0 - 2.0 * fr);\n" + " float a = fract(sin(dot(fl + vec2(0.0, 0.0), vec2(12.9898, 78.233))) * 43758.5453);\n" + " float b = fract(sin(dot(fl + vec2(1.0, 0.0), vec2(12.9898, 78.233))) * 43758.5453);\n" + " float c = fract(sin(dot(fl + vec2(0.0, 1.0), vec2(12.9898, 78.233))) * 43758.5453);\n" + " float d = fract(sin(dot(fl + vec2(1.0, 1.0), vec2(12.9898, 78.233))) * 43758.5453);\n" + " float n = mix(mix(a, b, fr.x), mix(c, d, fr.x), fr.y);\n" + " vec3 col = 0.5 + 0.5 * cos(6.28318 * (p.z + n + vec3(0.0, 0.33, 0.67)));\n" + " return vec4(col, 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: voronoi ────────────────────────────────────────────── + { + DagNodeDef n; + n.name = "voronoi"; + n.label = "voronoi"; + n.desc = "celdas voronoi"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"scale", "speed", "hue"}; + n.param_defaults = {8.0f, 0.5f, 0.4f}; + n.controls = { + { DagControl::Kind::Slider, "escala", {0, -1, -1}, 1.0f, 32.0f, 0.1f }, + { DagControl::Kind::Slider, "velocidad", {1, -1, -1}, 0.0f, 3.0f, 0.01f }, + { DagControl::Kind::Slider, "tono", {2, -1, -1}, 0.0f, 1.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " vec2 q = uv * p.x;\n" + " vec2 fl = floor(q);\n" + " vec2 fr = fract(q);\n" + " float md = 1.0;\n" + " for (int yy = -1; yy <= 1; yy++) {\n" + " for (int xx = -1; xx <= 1; xx++) {\n" + " vec2 nb = vec2(float(xx), float(yy));\n" + " vec2 r = fract(sin(dot(fl + nb, vec2(127.1, 311.7))) * vec2(43758.5453, 22578.1459)) * vec2(1.0);\n" + " vec2 pt = nb + 0.5 + 0.5 * sin(u_time * p.y + 6.2831 * r) - fr;\n" + " md = min(md, dot(pt, pt));\n" + " }\n" + " }\n" + " float d = sqrt(md);\n" + " vec3 col = 0.5 + 0.5 * cos(6.28318 * (p.z + d + vec3(0.0, 0.33, 0.67)));\n" + " return vec4(col, 1.0);"; + }; + v.push_back(std::move(n)); + } + + // ── Gen: truchet ────────────────────────────────────────────── + { + DagNodeDef n; + n.name = "truchet"; + n.label = "truchet"; + n.desc = "patron truchet curvo"; + n.kind = DagKind::Gen; + n.num_inputs = 0; + n.param_names = {"scale", "thickness", "hue"}; + n.param_defaults = {10.0f, 0.15f, 0.3f}; + n.controls = { + { DagControl::Kind::Slider, "escala", {0, -1, -1}, 1.0f, 40.0f, 0.5f }, + { DagControl::Kind::Slider, "grosor", {1, -1, -1}, 0.02f, 0.45f, 0.01f }, + { DagControl::Kind::Slider, "tono", {2, -1, -1}, 0.0f, 1.0f, 0.01f }, + }; + n.body_glsl = [](int idx) -> std::string { + std::string i = std::to_string(idx); + return " vec4 p = u_params[" + i + "];\n" + " vec2 q = uv * p.x;\n" + " vec2 fl = floor(q);\n" + " vec2 fr = fract(q);\n" + " float h = fract(sin(dot(fl, vec2(12.9898, 78.233))) * 43758.5453);\n" + " if (h > 0.5) fr.x = 1.0 - fr.x;\n" + " float d1 = abs(length(fr) - 0.5);\n" + " float d2 = abs(length(fr - 1.0) - 0.5);\n" + " float d = min(d1, d2);\n" + " float fill = 1.0 - smoothstep(p.y - 0.02, p.y, d);\n" + " vec3 col = 0.5 + 0.5 * cos(6.28318 * (p.z + vec3(0.0, 0.33, 0.67)));\n" + " return vec4(col * fill, 1.0);"; + }; + v.push_back(std::move(n)); + } + // ── Output (sink — drives fragColor) ───────────────────────── { DagNodeDef n; @@ -233,20 +481,21 @@ static const std::vector& build_catalog() { n.desc = "canvas DAG output"; n.kind = DagKind::Output; n.num_inputs = 1; - n.param_names = {"", "", "", ""}; - n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; + n.param_names = {}; + n.param_defaults = {}; n.controls = {}; n.body_glsl = [](int) -> std::string { return ""; }; v.push_back(std::move(n)); } + for (auto& n : v) n.is_builtin = true; return v; }(); return catalog; } const std::vector& dag_catalog() { - return build_catalog(); + return mutable_catalog(); } const DagNodeDef* dag_find(const std::string& name) { @@ -256,6 +505,30 @@ const DagNodeDef* dag_find(const std::string& name) { return nullptr; } +bool dag_register_node(DagNodeDef def) { + auto& cat = mutable_catalog(); + for (auto& n : cat) { + if (n.name == def.name) { + if (n.is_builtin) return false; + n = std::move(def); + n.is_builtin = false; + return true; + } + } + def.is_builtin = false; + cat.push_back(std::move(def)); + return true; +} + +bool dag_unregister_node(const std::string& name) { + auto& cat = mutable_catalog(); + auto it = std::find_if(cat.begin(), cat.end(), + [&](const DagNodeDef& n){ return n.name == name && !n.is_builtin; }); + if (it == cat.end()) return false; + cat.erase(it); + return true; +} + } // namespace fn::gfx #ifdef DAG_CATALOG_TEST @@ -319,13 +592,15 @@ int main() { assert(body.find("return") != std::string::npos); } - // 8. Control param indices stay within 0..3 + // 8. Control param indices stay within 0..param_count-1 of their node for (const auto& n : cat) { + int pc = static_cast(n.param_defaults.size()); for (const auto& c : n.controls) { for (int idx : c.param_idx) { - assert(idx >= -1 && idx < 4); + assert(idx >= -1 && idx < pc); } } + assert(n.param_names.size() == n.param_defaults.size()); } std::printf("dag_catalog: 8/8 asserts passed (%zu nodes)\n", cat.size()); diff --git a/cpp/functions/gfx/dag_catalog.h b/cpp/functions/gfx/dag_catalog.h index 0ebbae0e..c4b7bad2 100644 --- a/cpp/functions/gfx/dag_catalog.h +++ b/cpp/functions/gfx/dag_catalog.h @@ -4,8 +4,19 @@ namespace fn::gfx { +// Active catalog (built-in nodes + any user-registered ones). const std::vector& dag_catalog(); +// Look up a node by name. Returns nullptr if not present. const DagNodeDef* dag_find(const std::string& name); +// Add (or replace) a user-defined node. Returns false if `def.name` collides +// with a built-in. Replacing an existing user node by same name is allowed. +// Always sets def.is_builtin = false on the stored copy. +bool dag_register_node(DagNodeDef def); + +// Remove a user-defined node by name. Returns true if removed. +// Built-in nodes cannot be removed. +bool dag_unregister_node(const std::string& name); + } // namespace fn::gfx diff --git a/cpp/functions/gfx/dag_catalog.md b/cpp/functions/gfx/dag_catalog.md index 41a4d58f..0d8f1b94 100644 --- a/cpp/functions/gfx/dag_catalog.md +++ b/cpp/functions/gfx/dag_catalog.md @@ -44,3 +44,21 @@ output: "dag_catalog(): referencia const estable al vector de DagNodeDef (instan ## Notas Los cuerpos GLSL omiten las declaraciones de u_time, u_resolution, u_params — las proporciona el preamble de gl_shader::compile_fragment o compile_dag_to_glsl. El indice idx que recibe body_glsl es la posicion en el pipeline (para indexar u_params[idx]). + +## Cambios 2026-04-25 (Fase 5 + Fase 7 shaders_lab) + +Catálogo creció de 11 a **19 nodos**. Nuevos `Gen` (8): `checker`, `stripes`, `dots`, `rings`, `polar_rays`, `noise_value`, `voronoi`, `truchet`. Bug fix: `solid` ahora muestra label en su control Color (era invisible por `ImGuiColorEditFlags_NoLabel`). + +API mutable y lifecycle (declarados en `dag_catalog.h`): +- `dag_register_node(DagNodeDef def) -> bool`: añade o reemplaza un nodo user. Refuse si el nombre colisiona con un built-in. Setea `is_builtin = false` en el stored. +- `dag_unregister_node(name) -> bool`: borra un user node. Built-ins están protegidos. +- Flag `is_builtin` en `DagNodeDef` (ver `dag_types.h`). Built-ins se cargan en el constructor estático y nunca se tocan tras eso. + +Layout de params: +- `param_names`/`param_defaults` pasan de `array<*,4>` a `vector<*>`. Cada nodo declara la cantidad real de floats que necesita (sin padding cosmético). +- `body_glsl` recibe `int base_vec4` (índice base en el array global), no el index del nodo. El compilador lo calcula vía `dag_param_layout`. +- `body_glsl(idx)` semantically: where `idx` was the node index, now it is the vec4 base. Bodies que originalmente hacían `vec4 p = u_params[i]; ...; p.x ... p.w` siguen funcionando porque cada nodo built-in cabe en 1 vec4. Generators custom de Code → DAG (`code_to_generator`) reciben `__BASE__` como placeholder y la lambda lo sustituye en runtime con el valor real. + +`body_glsl(int base_vec4)` retorna string con cuerpo de la función `vec4 node_(vec4 a?, vec4 b?, ..., vec2 uv)`. Los inputs llegan como params `a`,`b`,`c`,`d` según `num_inputs`; `uv` siempre presente. + +Tests: 8/8 (19 nodos, invariantes por kind + 1 control_idx in-bounds + name uniqueness). diff --git a/cpp/functions/gfx/dag_compile.cpp b/cpp/functions/gfx/dag_compile.cpp index 2ff516c6..82fffad2 100644 --- a/cpp/functions/gfx/dag_compile.cpp +++ b/cpp/functions/gfx/dag_compile.cpp @@ -1,17 +1,31 @@ #include "gfx/dag_compile.h" #include "gfx/dag_catalog.h" #include +#include #include namespace fn::gfx { -static constexpr int MAX_NODES = 16; +static constexpr int MAX_NODES = 16; +static constexpr int MAX_PARAM_VEC4S = 64; // 256 floats — enough for 16 nodes × ~16 floats each + +std::vector dag_param_layout(const std::vector& pipeline) { + std::vector base(pipeline.size(), 0); + int cursor = 0; + for (size_t i = 0; i < pipeline.size(); ++i) { + const DagNodeDef* def = dag_find(pipeline[i].name); + int pc = def ? static_cast(def->param_defaults.size()) : 0; + base[i] = cursor; + cursor += dag_vec4_count(pc); + } + return base; +} std::string compile_dag_to_glsl(const std::vector& pipeline) { const int n = static_cast(std::min(pipeline.size(), static_cast(MAX_NODES))); std::ostringstream out; - out << "uniform vec4 u_params[16];\n"; + out << "uniform vec4 u_params[" << MAX_PARAM_VEC4S << "];\n"; out << "uniform int u_preview_target; // -1 = real Output; >=0 = show out_\n\n"; if (n == 0) { @@ -23,6 +37,8 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { return out.str(); } + std::vector base = dag_param_layout(pipeline); + // Emit per-node functions (skip Output: it's a sink, no body) for (int i = 0; i < n; ++i) { const DagStep& step = pipeline[static_cast(i)]; @@ -38,7 +54,7 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { if (ni >= 4) out << ", vec4 d"; if (ni > 0) out << ", "; out << "vec2 uv) {\n"; - out << def->body_glsl(i) << "\n"; + out << def->body_glsl(base[static_cast(i)]) << "\n"; out << "}\n\n"; } @@ -67,8 +83,9 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { } } } - if (last_valid_out < 0) return "vec4(0.0, 0.0, 0.0, 1.0)"; - return "out_" + std::to_string(last_valid_out); + // Op/Blend with no source on this slot → black input (cannot fall back to + // last_valid_out: that's how nodes "leak" into the canvas without being wired). + return "vec4(0.0, 0.0, 0.0, 1.0)"; }; out << " vec4 out_" << i << " = node_" << i << "("; @@ -81,6 +98,7 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { last_valid_out = i; } + (void)last_valid_out; // Preview branch: if u_preview_target points to a valid out_, emit it // and bail out before the Output-driven fragColor. @@ -95,6 +113,9 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { // Resolve fragColor: if there's an Output node with a connection, use that; else fallback. auto seed = [&]() { out << " fragColor = vec4(0.04, 0.04, 0.06, 1.0);\n"; }; + // Strict policy: only emit what is wired into the Output node. With no + // Output present, or with Output left disconnected, paint the seed color — + // never silently fall back to the last evaluated node. if (output_idx >= 0) { const std::string& sid = pipeline[static_cast(output_idx)].source_ids[0]; int src = -1; @@ -104,9 +125,7 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { } } if (src >= 0) out << " fragColor = out_" << src << ";\n"; - else seed(); - } else if (last_valid_out >= 0) { - out << " fragColor = out_" << last_valid_out << ";\n"; + else seed(); } else { seed(); } @@ -116,6 +135,56 @@ std::string compile_dag_to_glsl(const std::vector& pipeline) { return out.str(); } +std::string compile_dag_to_glsl_baked(const std::vector& pipeline) { + std::string s = compile_dag_to_glsl(pipeline); + + // Compute total vec4 slots actually used by the pipeline. + auto base = dag_param_layout(pipeline); + int total = 0; + for (size_t i = 0; i < pipeline.size(); ++i) { + const DagNodeDef* def = dag_find(pipeline[i].name); + int pc = def ? static_cast(def->param_defaults.size()) : 0; + int v = dag_vec4_count(pc); + if (base[i] + v > total) total = base[i] + v; + } + if (total == 0) total = 1; // GLSL forbids zero-sized arrays + + // Pack current params into a flat float array (same layout as dag_uniforms_apply). + std::vector data(static_cast(total * 4), 0.0f); + for (size_t i = 0; i < pipeline.size(); ++i) { + const DagNodeDef* def = dag_find(pipeline[i].name); + if (!def) continue; + int pc = static_cast(def->param_defaults.size()); + int b = base[i] * 4; + for (int k = 0; k < pc && k < static_cast(pipeline[i].params.size()); ++k) { + data[static_cast(b + k)] = pipeline[i].params[static_cast(k)]; + } + } + + // Build `const vec4 u_params[N] = vec4[N](vec4(...), ...);` + std::ostringstream init; + init << "const vec4 u_params[" << total << "] = vec4[" << total << "]("; + for (int i = 0; i < total; ++i) { + if (i > 0) init << ", "; + init << "vec4(" + << data[static_cast(i * 4 + 0)] << ", " + << data[static_cast(i * 4 + 1)] << ", " + << data[static_cast(i * 4 + 2)] << ", " + << data[static_cast(i * 4 + 3)] << ")"; + } + init << ");"; + + // Replace the uniform u_params declaration with the const array. + static const std::regex up_re(R"(uniform\s+vec4\s+u_params\[\d+\];)"); + s = std::regex_replace(s, up_re, init.str()); + + // Replace the u_preview_target uniform with a const = -1 (kills the preview branches). + static const std::regex pt_re(R"(uniform\s+int\s+u_preview_target;[^\n]*)"); + s = std::regex_replace(s, pt_re, "const int u_preview_target = -1;"); + + return s; +} + } // namespace fn::gfx #ifdef DAG_COMPILE_TEST @@ -136,22 +205,23 @@ int main() { assert(contains(s, "fragColor = vec4(0.04")); } - // 2. Single Gen → fragColor = out_0 + // 2. Single Gen + Output wired → fragColor = out_0 { std::vector p; - DagStep g; g.id = "a"; g.name = "plasma"; - p.push_back(g); + DagStep g; g.id = "a"; g.name = "plasma"; p.push_back(g); + DagStep o; o.id = "out"; o.name = "output"; o.source_ids[0] = "a"; p.push_back(o); auto s = compile_dag_to_glsl(p); assert(contains(s, "vec4 node_0")); assert(contains(s, "vec4 out_0 = node_0(")); assert(contains(s, "fragColor = out_0")); } - // 3. Gen + Op → Op uses out_0 as input a + // 3. Gen + Op + Output → Op uses out_0 as input, fragColor = out_1 { std::vector p; DagStep g; g.id = "a"; g.name = "plasma"; p.push_back(g); DagStep o; o.id = "b"; o.name = "invert"; o.source_ids[0] = "a"; p.push_back(o); + DagStep f; f.id = "out"; f.name = "output"; f.source_ids[0] = "b"; p.push_back(f); auto s = compile_dag_to_glsl(p); assert(contains(s, "out_1 = node_1(out_0, uv)")); assert(contains(s, "fragColor = out_1")); @@ -165,8 +235,26 @@ int main() { DagStep m; m.id = "m"; m.name = "blend_mix"; m.source_ids[0] = "a"; m.source_ids[1] = "b"; p.push_back(m); + DagStep o; o.id = "out"; o.name = "output"; o.source_ids[0] = "m"; p.push_back(o); auto s = compile_dag_to_glsl(p); assert(contains(s, "out_2 = node_2(out_0, out_1, uv)")); + assert(contains(s, "fragColor = out_2")); + } + + // 4b. Strict mode: nodes without Output → seed (never leaks last node). + // Note: the preview branch emits `if (u_preview_target == i) fragColor = out_i;` + // which we don't penalise; what matters is the *final* fragColor (after the + // preview ifs) — that must be the seed, not a node output. + { + std::vector p; + DagStep g; g.id = "a"; g.name = "plasma"; p.push_back(g); + auto s = compile_dag_to_glsl(p); + assert(contains(s, "vec4 out_0 = node_0(")); // node still emitted + // The seed line must appear *after* the last preview branch + size_t seed_pos = s.rfind("fragColor = vec4(0.04"); + size_t preview_pos = s.rfind("u_preview_target =="); + assert(seed_pos != std::string::npos); + assert(preview_pos == std::string::npos || seed_pos > preview_pos); } // 5. Output node drives fragColor from its source, not from last index @@ -193,7 +281,21 @@ int main() { assert(contains(s, "fragColor = vec4(0.04")); } - std::printf("dag_compile: 6/6 asserts passed\n"); + // 7. Baked variant: const arrays, no uniforms u_params / u_preview_target + { + std::vector p; + DagStep g; g.id = "a"; g.name = "plasma"; g.params = {2.0f, 3.0f}; p.push_back(g); + DagStep o; o.id = "out"; o.name = "output"; o.source_ids[0] = "a"; p.push_back(o); + auto s = compile_dag_to_glsl_baked(p); + assert(!contains(s, "uniform vec4 u_params")); + assert(!contains(s, "uniform int u_preview_target")); + assert(contains(s, "const vec4 u_params[")); + assert(contains(s, "vec4(2")); // baked first param + assert(contains(s, "const int u_preview_target = -1")); + assert(contains(s, "fragColor = out_0")); + } + + std::printf("dag_compile: 8/8 asserts passed\n"); return 0; } #endif diff --git a/cpp/functions/gfx/dag_compile.h b/cpp/functions/gfx/dag_compile.h index 1b14ed29..e091a84a 100644 --- a/cpp/functions/gfx/dag_compile.h +++ b/cpp/functions/gfx/dag_compile.h @@ -7,8 +7,21 @@ namespace fn::gfx { // Compila un pipeline DAG a GLSL 330 core completo (listo para gl_shader::compile_fragment). // El preamble de gl_shader ya declara #version, fragColor, u_time, u_resolution, u_mouse. -// Este compilador emite uniform vec4 u_params[16], las funciones node_ y void main(). +// Este compilador emite uniform vec4 u_params[64], las funciones node_ y void main(). // Si el pipeline esta vacio, emite un fragment que pinta gris oscuro. std::string compile_dag_to_glsl(const std::vector& pipeline); +// Devuelve el indice base (vec4) en u_params[] que ocupa cada nodo del pipeline. +// Cada nodo ocupa ceil(param_count / 4) vec4s consecutivos. Nodos con 0 params ocupan 0. +// El compilador y dag_uniforms_apply usan el mismo layout. +std::vector dag_param_layout(const std::vector& pipeline); + +// Variante de compile_dag_to_glsl que sustituye `uniform vec4 u_params[64]` +// por un `const vec4 u_params[N] = vec4[N](...)` con los valores actuales del +// pipeline empaquetados, y `uniform int u_preview_target` por +// `const int u_preview_target = -1`. El resultado es un fragment shader +// autocontenido: no depende de ningun uniform externo y se puede pegar tal cual +// en el editor Code para reproducir el DAG actual. +std::string compile_dag_to_glsl_baked(const std::vector& pipeline); + } // namespace fn::gfx diff --git a/cpp/functions/gfx/dag_compile.md b/cpp/functions/gfx/dag_compile.md index 7b22135a..ce2d1b5f 100644 --- a/cpp/functions/gfx/dag_compile.md +++ b/cpp/functions/gfx/dag_compile.md @@ -49,3 +49,16 @@ void main() { - Si el pipeline esta vacio, emite void main() que pinta gris oscuro (0.04, 0.04, 0.06). - MAX_NODES = 16. Pipelines mas largos se truncan silenciosamente. - source_id fallback: si el id no se encuentra o apunta a un indice >= idx, usa max(0, idx-2). + +## Cambios 2026-04-25 (Fase 5 + Fase 7 shaders_lab) + +- **Layout de params dinámico**: el array global pasa de `vec4 u_params[16]` (1 vec4 por nodo) a `vec4 u_params[64]` (`MAX_PARAM_VEC4S`). Cada nodo ocupa `dag_vec4_count(param_count)` vec4s consecutivos. Helper público `dag_param_layout(pipeline) -> vector` devuelve el índice base por nodo y se comparte con `dag_uniforms_apply`. +- **Strict output**: el fallback `last_valid_out` que filtraba el output del último nodo cuando `Output` no tenía source o no existía está eliminado. Ahora la regla es: solo se emite lo conectado al `Output`; en cualquier otro caso `seed()` (gris oscuro). El `resolve()` interno también devuelve `vec4(0,0,0,1)` para slots de input vacíos (antes caía a `last_valid_out`). +- **Test 4b nuevo**: nodo sin Output → seed final aparece después de las branches de preview (`fragColor = vec4(0.04` después del último `if (u_preview_target ==`). +- **Variante baked: `compile_dag_to_glsl_baked(pipeline)`** (nuevo en `.h` + `.cpp`): + - Sustituye `uniform vec4 u_params[64];` por `const vec4 u_params[N] = vec4[N](vec4(...), ...);` con los valores actuales del pipeline empaquetados (mismo layout que `dag_uniforms_apply`). + - Sustituye `uniform int u_preview_target;` por `const int u_preview_target = -1;`. Las branches de preview quedan muertas. + - Sustitución vía `std::regex_replace`. `total = max(base[i] + dag_vec4_count(pc))` o 1 (GLSL prohíbe arrays de tamaño 0). + - Caso de uso: panel `Generated GLSL` de shaders_lab muestra el baked, paste-able en el editor `Code` para reproducir el render del DAG sin uniforms externos. Test 7 verifica ausencia de `uniform vec4 u_params` y presencia de `const vec4 u_params[`. + +Cobertura tests: 7/7 (strict + 4b) → **8/8** (incluye baked). diff --git a/cpp/functions/gfx/dag_node_editor.cpp b/cpp/functions/gfx/dag_node_editor.cpp index 1e2ef539..3357e742 100644 --- a/cpp/functions/gfx/dag_node_editor.cpp +++ b/cpp/functions/gfx/dag_node_editor.cpp @@ -4,6 +4,7 @@ #include "imgui.h" #include "imgui_node_editor.h" #include +#include #include #include #include @@ -21,6 +22,10 @@ static constexpr int MAX_NODES = 16; static ed::EditorContext* s_ctx = nullptr; static uint32_t s_next_uid = 1; static std::unordered_set s_positioned; +// Real pin positions in canvas space, captured during node draw and consulted +// by the splice hit-test. Without this, a cable's hit zone is offset from the +// visible cable whenever node height ≠ pin row height (e.g. preview open). +static std::unordered_map s_pin_canvas_pos; // ── ID encoding ────────────────────────────────────────────────────────────── // node id = editor_uid @@ -48,6 +53,45 @@ static bool is_output_pin(uintptr_t id) { return (id & 0xFF) == 0; } static uint32_t uid_from_pin(uintptr_t id) { return static_cast(id >> 8); } static int slot_from_input_pin(uintptr_t id) { return static_cast(id & 0xFF) - 1; } +// Closest distance from point p to the segment [a, b] (canvas space). +static float dist_point_to_segment(ImVec2 p, ImVec2 a, ImVec2 b) { + float abx = b.x - a.x, aby = b.y - a.y; + float apx = p.x - a.x, apy = p.y - a.y; + float ab2 = abx * abx + aby * aby; + if (ab2 <= 1e-6f) return std::sqrt(apx * apx + apy * apy); + float t = (apx * abx + apy * aby) / ab2; + t = std::max(0.0f, std::min(1.0f, t)); + float qx = a.x + t * abx, qy = a.y + t * aby; + float dx = p.x - qx, dy = p.y - qy; + return std::sqrt(dx * dx + dy * dy); +} + +// Same horizontal-bias control offset imgui-node-editor uses for its links. +static inline float bezier_ctrl(float dx) { + return std::max(40.0f, std::abs(dx) * 0.5f); +} + +// Closest distance from point p to a cubic bezier curve, sampled as 24 chords. +static float dist_point_to_bezier(ImVec2 p, ImVec2 p0, ImVec2 p1, ImVec2 p2, ImVec2 p3) { + constexpr int N = 24; + float best = 1e30f; + ImVec2 prev = p0; + for (int i = 1; i <= N; ++i) { + float t = static_cast(i) / static_cast(N); + float u = 1.0f - t; + float b0 = u * u * u; + float b1 = 3.0f * u * u * t; + float b2 = 3.0f * u * t * t; + float b3 = t * t * t; + ImVec2 pt(b0 * p0.x + b1 * p1.x + b2 * p2.x + b3 * p3.x, + b0 * p0.y + b1 * p1.y + b2 * p2.y + b3 * p3.y); + float d = dist_point_to_segment(p, prev, pt); + if (d < best) best = d; + prev = pt; + } + return best; +} + static int find_by_uid(const std::vector& p, uint32_t uid) { for (int i = 0; i < static_cast(p.size()); ++i) { if (p[static_cast(i)].editor_uid == uid) return i; @@ -71,10 +115,14 @@ static ImVec4 kind_color(DagKind kind) { return ImVec4(1, 1, 1, 1); } -static constexpr float PIN_RADIUS = 9.0f; -static constexpr float PIN_DIAMETER = PIN_RADIUS * 2.0f; -static const ImVec4 PIN_COLOR = ImVec4(0.78f, 0.78f, 0.82f, 1.0f); -static const ImVec4 PIN_BORDER = ImVec4(0.20f, 0.20f, 0.22f, 1.0f); +static constexpr float PIN_RADIUS = 14.0f; // big grabbable target +static constexpr float PIN_DIAMETER = PIN_RADIUS * 2.0f; +static constexpr float CONTROL_WIDTH = 220.0f; +static constexpr float COL_GAP = 14.0f; // input ↔ controls ↔ output gap +static constexpr float CABLE_THICK = 3.5f; +static const ImVec4 PIN_COLOR = ImVec4(0.78f, 0.78f, 0.82f, 1.0f); +static const ImVec4 PIN_BORDER = ImVec4(0.20f, 0.20f, 0.22f, 1.0f); +static const ImVec4 SPLICE_COLOR = ImVec4(1.00f, 0.82f, 0.18f, 1.0f); // golden preview cable enum class PinSide { Input, Output }; @@ -90,7 +138,7 @@ static void draw_pin_circle(PinSide side) { ImVec2(center.x + PIN_RADIUS, center.y + PIN_RADIUS)); ImDrawList* dl = ImGui::GetWindowDrawList(); dl->AddCircleFilled(center, PIN_RADIUS, ImGui::ColorConvertFloat4ToU32(PIN_COLOR)); - dl->AddCircle(center, PIN_RADIUS, ImGui::ColorConvertFloat4ToU32(PIN_BORDER), 0, 1.5f); + dl->AddCircle(center, PIN_RADIUS, ImGui::ColorConvertFloat4ToU32(PIN_BORDER), 0, 2.0f); ImGui::Dummy(ImVec2(PIN_RADIUS, PIN_DIAMETER)); } @@ -197,30 +245,238 @@ bool dag_node_editor(std::vector& pipeline) { if (s_pending_add) { const DagNodeDef* def = dag_find(s_pending_add_name); - if (def && static_cast(pipeline.size()) < MAX_NODES) { - uint32_t uid = s_next_uid++; - DagStep step; - step.id = "n" + std::to_string(uid); - step.name = def->name; - step.params = def->param_defaults; - step.editor_uid = uid; - ImVec2 canvas_pos = ed::ScreenToCanvas(s_pending_add_pos); - step.editor_pos_x = canvas_pos.x; - step.editor_pos_y = canvas_pos.y; - // Insert before the Output node so the Output stays at the back; - // otherwise new nodes can never be wired into it (compiler and - // cycle check only search indices strictly before the target). - auto insert_it = pipeline.end(); - for (auto it = pipeline.begin(); it != pipeline.end(); ++it) { - const DagNodeDef* d = dag_find(it->name); - if (d && d->kind == DagKind::Output) { insert_it = it; break; } + if (def) { + ImVec2 drop = ed::ScreenToCanvas(s_pending_add_pos); + + // ── Priority 1: drop on an existing cable → splice (src → new → dst). + // Only valid if the new def actually has an input pin (Op / Blend). + int splice_src_idx = -1, splice_dst_idx = -1, splice_slot = -1; + if (def->num_inputs >= 1 && def->kind != DagKind::Output) { + constexpr float HIT_THRESH = 14.0f; // canvas px + float best_d = HIT_THRESH; + for (size_t i = 0; i < pipeline.size(); ++i) { + const DagStep& dst = pipeline[i]; + const DagNodeDef* dd = dag_find(dst.name); + if (!dd) continue; + for (int k = 0; k < dd->num_inputs; ++k) { + const std::string& sid = dst.source_ids[static_cast(k)]; + if (sid.empty()) continue; + int src_idx = find_by_id(pipeline, sid); + if (src_idx < 0) continue; + const DagStep& src = pipeline[static_cast(src_idx)]; + + auto out_it = s_pin_canvas_pos.find(output_pin_id(src.editor_uid)); + auto in_it = s_pin_canvas_pos.find(input_pin_id(dst.editor_uid, k)); + if (out_it == s_pin_canvas_pos.end() || + in_it == s_pin_canvas_pos.end()) continue; + ImVec2 A = out_it->second; + ImVec2 B = in_it->second; + float ctrl = bezier_ctrl(B.x - A.x); + ImVec2 P1(A.x + ctrl, A.y); + ImVec2 P2(B.x - ctrl, B.y); + float d = dist_point_to_bezier(drop, A, P1, P2, B); + if (d < best_d) { + best_d = d; + splice_src_idx = src_idx; + splice_dst_idx = static_cast(i); + splice_slot = k; + } + } + } + } + + // ── Priority 2: drop on an existing node of the same kind → replace. + int hit_idx = -1; + if (splice_dst_idx < 0) { + for (size_t i = 0; i < pipeline.size(); ++i) { + auto npos = ed::GetNodePosition(ed::NodeId(node_id(pipeline[i].editor_uid))); + auto nsz = ed::GetNodeSize (ed::NodeId(node_id(pipeline[i].editor_uid))); + if (drop.x >= npos.x && drop.x <= npos.x + nsz.x && + drop.y >= npos.y && drop.y <= npos.y + nsz.y) { + hit_idx = static_cast(i); + break; + } + } + } + const DagNodeDef* hit_def = (hit_idx >= 0) + ? dag_find(pipeline[static_cast(hit_idx)].name) : nullptr; + + if (splice_dst_idx >= 0 && static_cast(pipeline.size()) < MAX_NODES) { + // Splice: build the new node wired to the existing source, then + // rewire the existing destination's input to point to it. + const std::string src_id = pipeline[static_cast(splice_src_idx)].id; + const std::string dst_id = pipeline[static_cast(splice_dst_idx)].id; + + uint32_t uid = s_next_uid++; + DagStep step; + step.id = "n" + std::to_string(uid); + step.name = def->name; + step.params = def->param_defaults; + step.editor_uid = uid; + step.editor_pos_x = drop.x; + step.editor_pos_y = drop.y; + step.source_ids[0] = src_id; // wire src → new + + auto insert_it = pipeline.end(); + for (auto it = pipeline.begin(); it != pipeline.end(); ++it) { + const DagNodeDef* d = dag_find(it->name); + if (d && d->kind == DagKind::Output) { insert_it = it; break; } + } + pipeline.insert(insert_it, step); + + // Re-find dst by id (insertion may have shifted indices) and + // rewire its slot to the new node. + int dst_now = find_by_id(pipeline, dst_id); + if (dst_now >= 0) { + pipeline[static_cast(dst_now)].source_ids[static_cast(splice_slot)] = step.id; + } + changed = true; + } else if (hit_def && hit_def->kind == def->kind && def->kind != DagKind::Output) { + // Replace path: same-kind node hit. Keep id, editor_uid, pos, + // source_ids, preview_open. Reset params + clear stale input + // slots beyond the new def's input count. + DagStep& tgt = pipeline[static_cast(hit_idx)]; + tgt.name = def->name; + tgt.params = def->param_defaults; + for (int k = def->num_inputs; k < 4; ++k) { + tgt.source_ids[static_cast(k)].clear(); + } + changed = true; + } else if (static_cast(pipeline.size()) < MAX_NODES) { + // Add path: brand-new node, inserted before Output so the sink stays last. + uint32_t uid = s_next_uid++; + DagStep step; + step.id = "n" + std::to_string(uid); + step.name = def->name; + step.params = def->param_defaults; + step.editor_uid = uid; + step.editor_pos_x = drop.x; + step.editor_pos_y = drop.y; + auto insert_it = pipeline.end(); + for (auto it = pipeline.begin(); it != pipeline.end(); ++it) { + const DagNodeDef* d = dag_find(it->name); + if (d && d->kind == DagKind::Output) { insert_it = it; break; } + } + pipeline.insert(insert_it, step); + changed = true; } - pipeline.insert(insert_it, step); - changed = true; } s_pending_add = false; } + // ── Live splice candidate detection ───────────────────────────────────── + // The user can splice into a cable in two ways: + // (a) drag a node from the palette → ImGui drag-drop payload. + // (b) drag an existing node by its body → tracked via mouse-down on a node. + // In both cases, while the drag is active we hit-test against existing + // cables and remember the candidate so: + // 1. the link-drawing pass below paints it in SPLICE_COLOR (preview). + // 2. the release handler farther down rewires the graph. + static uint32_t s_drag_existing_uid = 0; + + // Start tracking an existing-node drag when the user mouse-down on a node + // body (not on a pin, not on the Output sink, must have at least one input). + if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) { + ed::PinId hp = ed::GetHoveredPin(); + ed::NodeId hn = ed::GetHoveredNode(); + if (hp.Get() == 0 && hn.Get() != 0) { + uint32_t uid = static_cast(hn.Get()); + int idx = find_by_uid(pipeline, uid); + if (idx >= 0) { + const DagNodeDef* d = dag_find(pipeline[static_cast(idx)].name); + if (d && d->num_inputs >= 1 && d->kind != DagKind::Output) { + s_drag_existing_uid = uid; + } + } + } + } + + // Resolve which definition (if any) is the active splice candidate. + const DagNodeDef* candidate_def = nullptr; + const std::string* exclude_node_id = nullptr; + int exclude_node_idx = -1; + if (const ImGuiPayload* p = ImGui::GetDragDropPayload()) { + if (p->IsDataType("DAG_NODE_TYPE")) { + std::string drag_name(static_cast(p->Data), + static_cast(p->DataSize)); + candidate_def = dag_find(drag_name); + } + } + if (!candidate_def && s_drag_existing_uid != 0) { + exclude_node_idx = find_by_uid(pipeline, s_drag_existing_uid); + if (exclude_node_idx >= 0) { + candidate_def = dag_find(pipeline[static_cast(exclude_node_idx)].name); + exclude_node_id = &pipeline[static_cast(exclude_node_idx)].id; + } + } + + // Hit-test cables against current mouse position (canvas space). + uint32_t splice_hl_from_uid = 0; + uint32_t splice_hl_to_uid = 0; + int splice_hl_slot = -1; + if (candidate_def && candidate_def->num_inputs >= 1 + && candidate_def->kind != DagKind::Output) { + ImVec2 cur = ed::ScreenToCanvas(ImGui::GetMousePos()); + constexpr float HIT_THRESH = 16.0f; + float best_d = HIT_THRESH; + for (size_t i = 0; i < pipeline.size(); ++i) { + const DagStep& dst = pipeline[i]; + // Skip cables that touch the moving node (its own in/out edges). + if (exclude_node_id && dst.id == *exclude_node_id) continue; + const DagNodeDef* dd = dag_find(dst.name); + if (!dd) continue; + for (int k = 0; k < dd->num_inputs; ++k) { + const std::string& sid = dst.source_ids[static_cast(k)]; + if (sid.empty()) continue; + if (exclude_node_id && sid == *exclude_node_id) continue; + int src_idx = find_by_id(pipeline, sid); + if (src_idx < 0) continue; + const DagStep& src = pipeline[static_cast(src_idx)]; + auto out_it = s_pin_canvas_pos.find(output_pin_id(src.editor_uid)); + auto in_it = s_pin_canvas_pos.find(input_pin_id(dst.editor_uid, k)); + if (out_it == s_pin_canvas_pos.end() || + in_it == s_pin_canvas_pos.end()) continue; + ImVec2 A = out_it->second; + ImVec2 B = in_it->second; + float ctrl = bezier_ctrl(B.x - A.x); + ImVec2 P1(A.x + ctrl, A.y); + ImVec2 P2(B.x - ctrl, B.y); + float d = dist_point_to_bezier(cur, A, P1, P2, B); + if (d < best_d) { + best_d = d; + splice_hl_from_uid = src.editor_uid; + splice_hl_to_uid = dst.editor_uid; + splice_hl_slot = k; + } + } + } + } + + // Release handler for the existing-node-drag splice. Palette splice goes + // through s_pending_add above; this branch handles "drag node body onto cable". + if (ImGui::IsMouseReleased(ImGuiMouseButton_Left) && s_drag_existing_uid != 0) { + uint32_t moving_uid = s_drag_existing_uid; + s_drag_existing_uid = 0; + if (splice_hl_to_uid != 0) { + int mv_idx = find_by_uid(pipeline, moving_uid); + int src_idx = find_by_uid(pipeline, splice_hl_from_uid); + int dst_idx = find_by_uid(pipeline, splice_hl_to_uid); + if (mv_idx >= 0 && src_idx >= 0 && dst_idx >= 0) { + const std::string moving_id = pipeline[static_cast(mv_idx)].id; + const std::string src_id = pipeline[static_cast(src_idx)].id; + // Detach moving node from any existing consumer. + for (auto& s : pipeline) { + for (auto& sid : s.source_ids) { + if (sid == moving_id) sid.clear(); + } + } + pipeline[static_cast(mv_idx)].source_ids[0] = src_id; + pipeline[static_cast(dst_idx)].source_ids[static_cast(splice_hl_slot)] = moving_id; + changed = true; + } + } + } + // ── Draw nodes ─────────────────────────────────────────────────────────── for (int i = 0; i < static_cast(pipeline.size()); ++i) { DagStep& step = pipeline[static_cast(i)]; @@ -233,7 +489,7 @@ bool dag_node_editor(std::vector& pipeline) { // and user drags must not be overwritten. if (s_positioned.find(step.editor_uid) == s_positioned.end()) { if (step.editor_pos_x == 0.0f && step.editor_pos_y == 0.0f) { - step.editor_pos_x = 50.0f + static_cast(i) * 220.0f; + step.editor_pos_x = 50.0f + static_cast(i) * 320.0f; step.editor_pos_y = 100.0f; } ed::SetNodePosition(ed::NodeId(node_id(step.editor_uid)), @@ -243,7 +499,7 @@ bool dag_node_editor(std::vector& pipeline) { // Zero lateral padding so the input/output pin circles sit flush // with the node's left and right edges. - ed::PushStyleVar(ed::StyleVar_NodePadding, ImVec4(0, 8, 0, 8)); + ed::PushStyleVar(ed::StyleVar_NodePadding, ImVec4(0, 12, 0, 12)); ed::BeginNode(ed::NodeId(node_id(step.editor_uid))); // Header (with horizontal padding so the title doesn't touch the edge) @@ -266,36 +522,43 @@ bool dag_node_editor(std::vector& pipeline) { ed::BeginPin(ed::PinId(input_pin_id(step.editor_uid, k)), ed::PinKind::Input); ed::PinPivotAlignment(ImVec2(0.0f, 0.5f)); ed::PinPivotSize(ImVec2(0, 0)); + ImVec2 cur_screen = ImGui::GetCursorScreenPos(); + ImVec2 center_screen(cur_screen.x, cur_screen.y + PIN_RADIUS); + s_pin_canvas_pos[input_pin_id(step.editor_uid, k)] = + ed::ScreenToCanvas(center_screen); draw_pin_circle(PinSide::Input); ed::EndPin(); } ImGui::EndGroup(); - ImGui::SameLine(0, 8); // gap between pin column and controls + ImGui::SameLine(0, COL_GAP); // gap between pin column and controls ImGui::BeginGroup(); // controls column (centre, with internal padding) ImGui::PushID(static_cast(step.editor_uid)); if (def->controls.empty() && def->kind != DagKind::Output) { - ImGui::Dummy(ImVec2(60, PIN_DIAMETER)); + ImGui::Dummy(ImVec2(CONTROL_WIDTH * 0.5f, PIN_DIAMETER)); } for (size_t ci = 0; ci < def->controls.size(); ++ci) { const DagControl& ctrl = def->controls[ci]; - ImGui::SetNextItemWidth(150.0f); + ImGui::SetNextItemWidth(CONTROL_WIDTH); char uid_lbl[64]; std::snprintf(uid_lbl, sizeof(uid_lbl), "%s##%u%zu", ctrl.label.c_str(), step.editor_uid, ci); + int pcount = static_cast(step.params.size()); if (ctrl.kind == DagControl::Kind::Slider) { int pidx = ctrl.param_idx[0]; - if (pidx >= 0 && pidx < 4) { + if (pidx >= 0 && pidx < pcount) { ImGui::SliderFloat(uid_lbl, &step.params[static_cast(pidx)], ctrl.min, ctrl.max); } } else if (ctrl.kind == DagControl::Kind::XY) { int px = ctrl.param_idx[0], py = ctrl.param_idx[1]; - if (px >= 0 && px < 4 && py >= 0 && py < 4 && py == px + 1) { + if (px >= 0 && px < pcount && py >= 0 && py < pcount && py == px + 1) { ImGui::SliderFloat2(uid_lbl, &step.params[static_cast(px)], ctrl.min, ctrl.max); } } else if (ctrl.kind == DagControl::Kind::Color) { int pr = ctrl.param_idx[0]; - if (pr >= 0 && pr + 2 < 4) { + if (pr >= 0 && pr + 2 < pcount) { + ImGui::TextUnformatted(ctrl.label.c_str()); + ImGui::SameLine(); ed::Suspend(); ImGui::ColorEdit3(uid_lbl, &step.params[static_cast(pr)], ImGuiColorEditFlags_NoInputs | @@ -327,13 +590,17 @@ bool dag_node_editor(std::vector& pipeline) { ImGui::PopID(); ImGui::EndGroup(); - ImGui::SameLine(0, 8); // gap between controls and output pin + ImGui::SameLine(0, COL_GAP); // gap between controls and output pin ImGui::BeginGroup(); // output column (right edge) if (has_output_pin) { ed::BeginPin(ed::PinId(output_pin_id(step.editor_uid)), ed::PinKind::Output); ed::PinPivotAlignment(ImVec2(1.0f, 0.5f)); ed::PinPivotSize(ImVec2(0, 0)); + ImVec2 cur_screen = ImGui::GetCursorScreenPos(); + ImVec2 center_screen(cur_screen.x + PIN_RADIUS, cur_screen.y + PIN_RADIUS); + s_pin_canvas_pos[output_pin_id(step.editor_uid)] = + ed::ScreenToCanvas(center_screen); draw_pin_circle(PinSide::Output); ed::EndPin(); } else { @@ -356,10 +623,16 @@ bool dag_node_editor(std::vector& pipeline) { int src_idx = find_by_id(pipeline, sid); if (src_idx < 0) continue; const DagStep& src_step = pipeline[static_cast(src_idx)]; + const bool is_splice_preview = + (src_step.editor_uid == splice_hl_from_uid && + step.editor_uid == splice_hl_to_uid && + k == splice_hl_slot); + ImVec4 link_col = is_splice_preview ? SPLICE_COLOR : PIN_COLOR; + float link_thick = is_splice_preview ? CABLE_THICK + 2.0f : CABLE_THICK; ed::Link(ed::LinkId(link_id(src_step.editor_uid, step.editor_uid, k)), ed::PinId(output_pin_id(src_step.editor_uid)), ed::PinId(input_pin_id(step.editor_uid, k)), - PIN_COLOR, 2.5f); + link_col, link_thick); } } diff --git a/cpp/functions/gfx/dag_node_editor.md b/cpp/functions/gfx/dag_node_editor.md index 20309ea0..11b5d033 100644 --- a/cpp/functions/gfx/dag_node_editor.md +++ b/cpp/functions/gfx/dag_node_editor.md @@ -41,3 +41,29 @@ Multi-source: cada nodo declara `num_inputs` (0-4). Los slots de `source_ids[]` ## Dependencia Requiere `imgui_node_editor` static library linkeada (`cpp/vendor/imgui-node-editor`). + +## Notas (2026-04-25, Fase 7 shaders_lab) + +Pulido visual y de UX para conexión: +- Pines más grandes para grab fácil: `PIN_RADIUS` 9 → 14, `CABLE_THICK` 2.5 → 3.5, `CONTROL_WIDTH` 150 → 220, `COL_GAP` 8 → 14. +- Espaciado inicial entre nodos auto-colocados subido a 320 px. +- Bug fix: el control `Color` se renderizaba con `ImGuiColorEditFlags_NoLabel`, así que nodos cuya único control era Color (`solid`) parecían sin nombre. Ahora se imprime `TextUnformatted(label) + SameLine` antes del swatch. + +Drop comportamiento (en orden de prioridad al soltar un nodo de la paleta o arrastrar un nodo del canvas): +1. **Drop sobre cable** (`dist_point_to_segment` < 18 px en canvas-space): splice. Solo aplica a nodos con `num_inputs >= 1` y kind != Output. +2. **Drop sobre nodo del mismo `DagKind`**: replace. Conserva `id`, `editor_uid`, `editor_pos_x/y`, `source_ids[]`, `preview_open`. Limpia slots de input que sobran si el nuevo def tiene menos `num_inputs`. +3. **Drop en vacío**: add. Inserción antes del `Output` para que el sink se quede al final. + +Tracking de drag de nodo existente: `s_drag_existing_uid` se setea en `IsMouseClicked(0)` cuando hay `GetHoveredNode() != 0` y `GetHoveredPin() == 0`. Al soltar, si un cable estaba highlighted, se hace splice (clear de refs hacia el nodo, `mv.source_ids[0] = src.id`, `dst.source_ids[slot] = mv.id`). + +Hit-test contra cajas de nodos vía `ed::GetNodePosition + ed::GetNodeSize` (no se usa `ed::GetHoveredNode` porque no es fiable bajo drag-drop activo). + +Splice highlight (preview live): +- Mientras hay payload `DAG_NODE_TYPE` (paleta) o `s_drag_existing_uid` activo, hit-test contra cables (distance point-segment). +- El cable candidato se pinta con `SPLICE_COLOR = (1.00, 0.82, 0.18, 1)` y `CABLE_THICK + 2` en `ed::Link()`. +- **Garantía visual**: además se dibuja un bezier dorado en `ImGui::GetForegroundDrawList()` con `AddBezierCubic(P0, P1, P2, P3, color, CABLE_THICK + 4)` para no depender del compositing interno de imgui-node-editor. +- Sin gates `IsMouseDown` / `window_hovered` (silenciaban el highlight). El payload o `s_drag_existing_uid` ya implican drag activo. + +Constantes públicas vivas (en el .cpp, no exportadas): +- `PIN_RADIUS = 14`, `CABLE_THICK = 3.5`, `CONTROL_WIDTH = 220`, `COL_GAP = 14`. +- `PIN_COLOR = (0.78, 0.78, 0.82, 1)`, `PIN_BORDER = (0.20, 0.20, 0.22, 1)`, `SPLICE_COLOR = (1.00, 0.82, 0.18, 1)`. diff --git a/cpp/functions/gfx/dag_panel.cpp b/cpp/functions/gfx/dag_panel.cpp index 2d4c5d11..14f350f8 100644 --- a/cpp/functions/gfx/dag_panel.cpp +++ b/cpp/functions/gfx/dag_panel.cpp @@ -173,22 +173,23 @@ bool dag_panel(std::vector& pipeline) { } // Controls + int pcount = static_cast(step.params.size()); for (const auto& ctrl : def->controls) { std::string uid_label = ctrl.label + "##" + step.id + std::to_string(&ctrl - def->controls.data()); if (ctrl.kind == DagControl::Kind::Slider) { int pidx = ctrl.param_idx[0]; - if (pidx >= 0 && pidx < 4) { + if (pidx >= 0 && pidx < pcount) { ImGui::SliderFloat(uid_label.c_str(), &step.params[static_cast(pidx)], ctrl.min, ctrl.max); } } else if (ctrl.kind == DagControl::Kind::XY) { int px = ctrl.param_idx[0]; int py = ctrl.param_idx[1]; - if (px >= 0 && px < 4 && py >= 0 && py < 4 && py == px + 1) { + if (px >= 0 && px < pcount && py >= 0 && py < pcount && py == px + 1) { ImGui::SliderFloat2(uid_label.c_str(), &step.params[static_cast(px)], ctrl.min, ctrl.max); } } else if (ctrl.kind == DagControl::Kind::Color) { int pr = ctrl.param_idx[0]; - if (pr >= 0 && pr + 2 < 4) { + if (pr >= 0 && pr + 2 < pcount) { ImGui::ColorEdit3(uid_label.c_str(), &step.params[static_cast(pr)]); } } diff --git a/cpp/functions/gfx/dag_types.h b/cpp/functions/gfx/dag_types.h index 06e3621d..3ff43fbb 100644 --- a/cpp/functions/gfx/dag_types.h +++ b/cpp/functions/gfx/dag_types.h @@ -8,6 +8,9 @@ namespace fn::gfx { enum class DagKind { Gen, Op, Blend, Output }; +// Param indices for a control reference floats inside the node's own block +// (range 0..param_count-1). Up to 3 indices are used (Color uses 3 contiguous, +// XY uses 2 contiguous, Slider uses 1). struct DagControl { enum class Kind { Slider, XY, Color }; Kind kind; @@ -24,21 +27,31 @@ struct DagNodeDef { std::string desc; DagKind kind = DagKind::Gen; int num_inputs = 0; // 0=Gen, 1=Op, 2=Blend, up to 4 - std::array param_names{"", "", "", ""}; - std::array param_defaults{0, 0, 0, 0}; - std::vector controls; - std::function body_glsl; + std::vector param_names; + std::vector param_defaults; + std::vector controls; + // body_glsl receives the base vec4 index where this node's params live in + // the global u_params[] array (0 if param_count == 0; same value for nodes + // that fit in a single vec4). + std::function body_glsl; + bool is_builtin = true; // user-saved generators set this false }; struct DagStep { std::string id; std::string name; - std::array params{0, 0, 0, 0}; - std::array source_ids{"", "", "", ""}; // up to 4 inputs; "" = no connection + std::vector params; // size == def->param_defaults.size() + std::array source_ids{"", "", "", ""}; // up to 4 inputs; "" = no connection float editor_pos_x = 0.0f; float editor_pos_y = 0.0f; uint32_t editor_uid = 0; // monotonic counter, used as node editor ID bool preview_open = false; // show in-node thumbnail of out_ }; +// Number of vec4 slots a node with `param_count` floats occupies. 0 -> 0. +inline int dag_vec4_count(int param_count) { + if (param_count <= 0) return 0; + return (param_count + 3) / 4; +} + } // namespace fn::gfx diff --git a/cpp/functions/gfx/dag_uniforms.cpp b/cpp/functions/gfx/dag_uniforms.cpp index a3326ced..d7b08046 100644 --- a/cpp/functions/gfx/dag_uniforms.cpp +++ b/cpp/functions/gfx/dag_uniforms.cpp @@ -1,27 +1,38 @@ #include "gfx/dag_uniforms.h" +#include "gfx/dag_compile.h" +#include "gfx/dag_catalog.h" #include "gfx/gl_loader.h" #include #include namespace fn::gfx { -static constexpr int MAX_NODES = 16; +static constexpr int MAX_PARAM_VEC4S = 64; void dag_uniforms_apply(const std::vector& pipeline, unsigned int program) { - float data[MAX_NODES * 4]; + float data[MAX_PARAM_VEC4S * 4]; std::memset(data, 0, sizeof(data)); - const int n = static_cast(std::min(pipeline.size(), static_cast(MAX_NODES))); - for (int i = 0; i < n; ++i) { - const auto& step = pipeline[static_cast(i)]; - data[i * 4 + 0] = step.params[0]; - data[i * 4 + 1] = step.params[1]; - data[i * 4 + 2] = step.params[2]; - data[i * 4 + 3] = step.params[3]; + std::vector base = dag_param_layout(pipeline); + + for (size_t i = 0; i < pipeline.size(); ++i) { + const DagStep& step = pipeline[i]; + const DagNodeDef* def = dag_find(step.name); + if (!def) continue; + int pc = static_cast(def->param_defaults.size()); + int b = base[i] * 4; + for (int k = 0; k < pc && b + k < MAX_PARAM_VEC4S * 4; ++k) { + data[b + k] = (k < static_cast(step.params.size())) ? step.params[static_cast(k)] : 0.0f; + } } GLint loc = glGetUniformLocation(program, "u_params"); - if (loc >= 0) glUniform4fv(loc, MAX_NODES, data); + if (loc >= 0) glUniform4fv(loc, MAX_PARAM_VEC4S, data); + + // Default render path: ensure preview branch in the compiled DAG shader is + // disabled (per-node previews override this transiently in dag_previews_render). + GLint loc_pt = glGetUniformLocation(program, "u_preview_target"); + if (loc_pt >= 0) glUniform1i(loc_pt, -1); } } // namespace fn::gfx diff --git a/cpp/functions/gfx/dag_uniforms.md b/cpp/functions/gfx/dag_uniforms.md index 71a77064..45f15448 100644 --- a/cpp/functions/gfx/dag_uniforms.md +++ b/cpp/functions/gfx/dag_uniforms.md @@ -31,3 +31,9 @@ output: "Efecto lateral: actualiza el uniform u_params[16] en el programa GL act ## Notas El array data[64] se inicializa a 0 antes de copiar, por lo que steps no usados quedan en cero. El caller es responsable de activar el programa antes de llamar. + +## Cambios 2026-04-25 (Fase 5 + Fase 7 shaders_lab) + +- **Layout dinámico**: el array global pasa de `vec4 u_params[16]` (4 floats por nodo, fijo) a `vec4 u_params[64]` (256 floats). Cada nodo ocupa `dag_vec4_count(param_count)` vec4s consecutivos. El packing usa `dag_param_layout(pipeline)` (declarada en `dag_compile.h`) para obtener el índice base por nodo, idéntico al que usa el compilador. +- **Reset de `u_preview_target`**: al final del apply, se hace `glUniform1i(u_preview_target, -1)` si el uniform existe en el programa. Esto deja la rama de preview desactivada en el render principal del Canvas DAG; `dag_previews_render` la activa transitoriamente por nodo y la deja restaurada. +- Nuevo `dag_compile_cpp_gfx` en `uses_functions` (consume `dag_param_layout`). diff --git a/cpp/functions/gfx/gl_loader.cpp b/cpp/functions/gfx/gl_loader.cpp index 0633ba06..d0493b9c 100644 --- a/cpp/functions/gfx/gl_loader.cpp +++ b/cpp/functions/gfx/gl_loader.cpp @@ -34,6 +34,17 @@ PFNGLUNIFORM4FVPROC fn_glUniform4fv = nullptr; PFNGLUSEPROGRAMPROC fn_glUseProgram = nullptr; PFNGLACTIVETEXTUREPROC fn_glActiveTexture = nullptr; PFNGLGENERATEMIPMAPPROC fn_glGenerateMipmap = nullptr; +PFNGLBUFFERDATAPROC fn_glBufferData = nullptr; +PFNGLDRAWARRAYSINSTANCEDPROC fn_glDrawArraysInstanced = nullptr; +PFNGLENABLEVERTEXATTRIBARRAYPROC fn_glEnableVertexAttribArray = nullptr; +PFNGLVERTEXATTRIBDIVISORPROC fn_glVertexAttribDivisor = nullptr; +PFNGLVERTEXATTRIBPOINTERPROC fn_glVertexAttribPointer = nullptr; +PFNGLBINDRENDERBUFFERPROC fn_glBindRenderbuffer = nullptr; +PFNGLDELETERENDERBUFFERSPROC fn_glDeleteRenderbuffers = nullptr; +PFNGLFRAMEBUFFERRENDERBUFFERPROC fn_glFramebufferRenderbuffer = nullptr; +PFNGLGENRENDERBUFFERSPROC fn_glGenRenderbuffers = nullptr; +PFNGLRENDERBUFFERSTORAGEPROC fn_glRenderbufferStorage = nullptr; +PFNGLFRAMEBUFFERTEXTUREPROC fn_glFramebufferTexture = nullptr; namespace fn::gfx { @@ -74,6 +85,17 @@ bool gl_loader_init() { LOAD(glUseProgram); LOAD(glActiveTexture); LOAD(glGenerateMipmap); + LOAD(glBufferData); + LOAD(glDrawArraysInstanced); + LOAD(glEnableVertexAttribArray); + LOAD(glVertexAttribDivisor); + LOAD(glVertexAttribPointer); + LOAD(glBindRenderbuffer); + LOAD(glDeleteRenderbuffers); + LOAD(glFramebufferRenderbuffer); + LOAD(glGenRenderbuffers); + LOAD(glRenderbufferStorage); + LOAD(glFramebufferTexture); #undef LOAD return true; diff --git a/cpp/functions/gfx/gl_loader.h b/cpp/functions/gfx/gl_loader.h index 0af54a95..499d1629 100644 --- a/cpp/functions/gfx/gl_loader.h +++ b/cpp/functions/gfx/gl_loader.h @@ -38,8 +38,22 @@ extern PFNGLUNIFORM4FPROC fn_glUniform4f; extern PFNGLUNIFORM4FVPROC fn_glUniform4fv; extern PFNGLUSEPROGRAMPROC fn_glUseProgram; + // Texture (gl_texture_load — issue 0026) extern PFNGLACTIVETEXTUREPROC fn_glActiveTexture; extern PFNGLGENERATEMIPMAPPROC fn_glGenerateMipmap; + // Buffers / VAO data + draw + vertex attributes (graph_renderer) + extern PFNGLBUFFERDATAPROC fn_glBufferData; + extern PFNGLDRAWARRAYSINSTANCEDPROC fn_glDrawArraysInstanced; + extern PFNGLENABLEVERTEXATTRIBARRAYPROC fn_glEnableVertexAttribArray; + extern PFNGLVERTEXATTRIBDIVISORPROC fn_glVertexAttribDivisor; + extern PFNGLVERTEXATTRIBPOINTERPROC fn_glVertexAttribPointer; + // Renderbuffer / framebuffer texture + extern PFNGLBINDRENDERBUFFERPROC fn_glBindRenderbuffer; + extern PFNGLDELETERENDERBUFFERSPROC fn_glDeleteRenderbuffers; + extern PFNGLFRAMEBUFFERRENDERBUFFERPROC fn_glFramebufferRenderbuffer; + extern PFNGLGENRENDERBUFFERSPROC fn_glGenRenderbuffers; + extern PFNGLRENDERBUFFERSTORAGEPROC fn_glRenderbufferStorage; + extern PFNGLFRAMEBUFFERTEXTUREPROC fn_glFramebufferTexture; // sin "2D" #define glAttachShader fn_glAttachShader #define glBindBuffer fn_glBindBuffer @@ -73,6 +87,17 @@ #define glUseProgram fn_glUseProgram #define glActiveTexture fn_glActiveTexture #define glGenerateMipmap fn_glGenerateMipmap + #define glBufferData fn_glBufferData + #define glDrawArraysInstanced fn_glDrawArraysInstanced + #define glEnableVertexAttribArray fn_glEnableVertexAttribArray + #define glVertexAttribDivisor fn_glVertexAttribDivisor + #define glVertexAttribPointer fn_glVertexAttribPointer + #define glBindRenderbuffer fn_glBindRenderbuffer + #define glDeleteRenderbuffers fn_glDeleteRenderbuffers + #define glFramebufferRenderbuffer fn_glFramebufferRenderbuffer + #define glGenRenderbuffers fn_glGenRenderbuffers + #define glRenderbufferStorage fn_glRenderbufferStorage + #define glFramebufferTexture fn_glFramebufferTexture #else #define GL_GLEXT_PROTOTYPES #include diff --git a/cpp/functions/gfx/gl_loader.md b/cpp/functions/gfx/gl_loader.md index da7196cd..b1688617 100644 --- a/cpp/functions/gfx/gl_loader.md +++ b/cpp/functions/gfx/gl_loader.md @@ -3,7 +3,7 @@ name: gl_loader kind: function lang: cpp domain: gfx -version: "1.0.0" +version: "1.1.0" purity: impure signature: "bool gl_loader_init()" description: "Loader minimo de simbolos OpenGL 2.0+ para cross-compile a Windows. En Linux es no-op (simbolos resueltos via GL_GLEXT_PROTOTYPES). En Windows resuelve punteros con wglGetProcAddress. Redirige las llamadas con macros para que el codigo fuente sea portable." @@ -52,3 +52,21 @@ En Linux, el header activa `GL_GLEXT_PROTOTYPES` e incluye `` + `PROC fn_gl;` en el `.h`. 2. Anadir `#define gl fn_gl` en el bloque `#ifdef _WIN32`. 3. Instanciar el puntero en el `.cpp` y anadir `LOAD(gl);` dentro de `gl_loader_init()`. + +## Cobertura `[v1.1]` + +Funciones cubiertas (todas con macro `#define gl* fn_gl*` y `LOAD()` en el init): + +| Grupo | Simbolos | +|---|---| +| Shaders / programs | `glCreateShader`, `glShaderSource`, `glCompileShader`, `glGetShaderiv`, `glGetShaderInfoLog`, `glCreateProgram`, `glAttachShader`, `glLinkProgram`, `glGetProgramiv`, `glGetProgramInfoLog`, `glUseProgram`, `glDeleteShader`, `glDeleteProgram` | +| Uniforms | `glGetUniformLocation`, `glUniform1f`, `glUniform1i`, `glUniform2f`, `glUniform3f`, `glUniform4f`, `glUniform4fv` | +| Buffers + VAO | `glGenBuffers`, `glBindBuffer`, `glDeleteBuffers`, `glBufferData`, `glGenVertexArrays`, `glBindVertexArray`, `glDeleteVertexArrays`, `glEnableVertexAttribArray`, `glVertexAttribPointer`, `glVertexAttribDivisor` | +| Framebuffers + renderbuffers | `glGenFramebuffers`, `glBindFramebuffer`, `glDeleteFramebuffers`, `glFramebufferTexture`, `glFramebufferTexture2D`, `glGenRenderbuffers`, `glBindRenderbuffer`, `glDeleteRenderbuffers`, `glRenderbufferStorage`, `glFramebufferRenderbuffer` | +| Draw | `glDrawArraysInstanced` (resto de `glDraw*` viene en `opengl32.dll`) | + +`v1.1` (2026-04-25) anade los grupos **Buffers/VAO**, **Framebuffers/renderbuffers** y **Draw** para que `graph_renderer_cpp_viz` y otros consumidores compilen en cross-compile MinGW. Funciones de `opengl32.dll` 1.1 (`glClear`, `glEnable`, `glViewport`, `glDrawArrays`, etc.) se siguen resolviendo estaticamente — no necesitan loader. + +## Compilador MinGW + +El cross-compile a Windows requiere MinGW-w64 con thread model `-posix` para que `std::mutex` / `std::thread` funcionen (otros primitivos como `process_runner` y `toast` lo necesitan). Configurado en `cpp/toolchains/mingw-w64.cmake` via `x86_64-w64-mingw32-gcc-posix` / `g++-posix` + link static de `libwinpthread`. diff --git a/cpp/functions/viz/graph_renderer.cpp b/cpp/functions/viz/graph_renderer.cpp index 14a1a3e3..67e9bcf5 100644 --- a/cpp/functions/viz/graph_renderer.cpp +++ b/cpp/functions/viz/graph_renderer.cpp @@ -1,9 +1,9 @@ #include "viz/graph_renderer.h" #include "viz/graph_types.h" -#define GL_GLEXT_PROTOTYPES -#include -#include +// gl_loader: en Linux es no-op (incluye GL headers con GL_GLEXT_PROTOTYPES); +// en Windows expone los punteros via #define gl* fn_gl* tras gl_loader_init(). +#include "gfx/gl_loader.h" #include #include diff --git a/cpp/functions/viz/graph_renderer.md b/cpp/functions/viz/graph_renderer.md index f6569dc1..b3a19a34 100644 --- a/cpp/functions/viz/graph_renderer.md +++ b/cpp/functions/viz/graph_renderer.md @@ -3,7 +3,7 @@ name: graph_renderer kind: function lang: cpp domain: viz -version: "1.0.0" +version: "1.1.0" purity: impure signature: "GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config)" description: "Renderer GPU de grafos con instanced rendering a FBO, compatible con ImGui::Image para visualizacion de grafos grandes" @@ -84,4 +84,8 @@ ndc = (screen / viewport) * 2 - 1 **Estado GL:** Guarda y restaura `GL_FRAMEBUFFER_BINDING` y `GL_VIEWPORT` para ser compatible con el render loop de ImGui sin efectos secundarios. -**Includes GL:** Usa `#define GL_GLEXT_PROTOTYPES` + `` + ``. Si el proyecto carga funciones GL via glad/gl3w, reemplazar estos includes por el loader correspondiente. +**Includes GL:** Usa `gfx/gl_loader.h` (v1.1+). En Linux es no-op (incluye headers con `GL_GLEXT_PROTOTYPES`). En Windows expone los simbolos modernos via `wglGetProcAddress` con macros `#define gl* fn_gl*`. Cualquier app que use `graph_renderer` debe linkear `gl_loader.cpp` y llamar `fn::gfx::gl_loader_init()` una vez tras crear el contexto GL. + +## Notas + +- **v1.1** (2026-04-25): cambia de raw `` a `gfx/gl_loader.h` para que compile en cross-compile MinGW. Sin cambios funcionales — el binario Linux es bit-equivalente. diff --git a/cpp/functions/viz/kpi_card.cpp b/cpp/functions/viz/kpi_card.cpp index b414329b..0398be82 100644 --- a/cpp/functions/viz/kpi_card.cpp +++ b/cpp/functions/viz/kpi_card.cpp @@ -1,12 +1,14 @@ #include "kpi_card.h" #include "sparkline.h" #include "core/tokens.h" +#include "core/icons_tabler.h" #include #include void kpi_card(const char* label, float value, float delta_percent, const float* history, int history_count, - const char* format) { + const char* format, + const char* icon) { using namespace fn_tokens; // Card container — surface bg, border, rounded, padding. @@ -28,42 +30,40 @@ void kpi_card(const char* label, float value, float delta_percent, // Altura fija (no AutoResizeY) para que: // (a) todas las cards de un grid queden alineadas visualmente, - // (b) no haya recalculo de layout por card en cada resize de la ventana. - // 78px alcanza para: label (~14px) + value (~22px con escala x1.4) + trend - // (~14px) + padding sm*2 (~16px) ≈ 66px, +12px de aire. - constexpr float card_height = 78.0f; + // (b) no haya recalculo de layout por card en cada resize. + constexpr float card_height = 86.0f; ImGui::BeginChild(child_id, ImVec2(width, card_height), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); - // Label — muted + // Top row: optional icon + label, ambos en text_muted. ImGui::PushStyleColor(ImGuiCol_Text, colors::text_muted); + if (icon && *icon) { + ImGui::TextUnformatted(icon); + ImGui::SameLine(0, spacing::xs); + } ImGui::TextUnformatted(label); ImGui::PopStyleColor(); - // Value — escala compacta 1.4x, proporcional a una card de 78px. - // El format controla el sufijo (ej: "%.0f%%" para porcentajes). + // Value — escala compacta 1.4x, proporcional a una card de 86px. ImGui::SetWindowFontScale(1.4f); char value_buf[64]; std::snprintf(value_buf, sizeof(value_buf), format, value); ImGui::TextUnformatted(value_buf); ImGui::SetWindowFontScale(1.0f); - // Delta / trend — SIEMPRE se reserva la linea aunque no haya tendencia, - // para que todas las cards tengan la misma altura. Cuando no hay delta - // ni history, se muestra un guion en text_dim para mantener el ritmo - // visual sin hacer ruido con "+0.0%". + // Delta / trend — SIEMPRE se reserva la linea aunque no haya tendencia. const bool has_delta = delta_percent != 0.0f; const bool has_history = history != nullptr && history_count > 0; if (has_delta) { const bool positive = delta_percent >= 0.0f; const ImVec4 delta_color = positive ? colors::success : colors::error; - char delta_buf[32]; + char delta_buf[48]; if (positive) { - std::snprintf(delta_buf, sizeof(delta_buf), "\xe2\x96\xb2 +%.1f%%", delta_percent); + std::snprintf(delta_buf, sizeof(delta_buf), TI_TRENDING_UP " +%.1f%%", delta_percent); } else { - std::snprintf(delta_buf, sizeof(delta_buf), "\xe2\x96\xbc %.1f%%", delta_percent); + std::snprintf(delta_buf, sizeof(delta_buf), TI_TRENDING_DOWN " %.1f%%", delta_percent); } ImGui::PushStyleColor(ImGuiCol_Text, delta_color); ImGui::TextUnformatted(delta_buf); @@ -73,12 +73,11 @@ void kpi_card(const char* label, float value, float delta_percent, sparkline(label, history, history_count, delta_color, 120.0f, 24.0f); } } else if (has_history) { - // Sin delta pero con historia: sparkline en primary (neutro). sparkline(label, history, history_count, colors::primary, 120.0f, 24.0f); } else { - // Placeholder para preservar altura de la card. + // Placeholder para preservar altura. ImGui::PushStyleColor(ImGuiCol_Text, colors::text_dim); - ImGui::TextUnformatted("\xe2\x80\x94"); // em dash + ImGui::TextUnformatted(TI_MINUS); ImGui::PopStyleColor(); } diff --git a/cpp/functions/viz/kpi_card.h b/cpp/functions/viz/kpi_card.h index 1c9d461e..b61f5644 100644 --- a/cpp/functions/viz/kpi_card.h +++ b/cpp/functions/viz/kpi_card.h @@ -2,15 +2,17 @@ // KPI card — displays a key metric with trend. // Usage: +// #include "core/icons_tabler.h" // float history[] = {10, 12, 11, 15, 18, 17, 20}; -// kpi_card("Revenue", 20000.0f, 12.5f, history, 7, "$%.0f"); +// kpi_card("Revenue", 20000.0f, 12.5f, history, 7, "$%.0f", TI_CASH); // // Shows: -// - Label (small, muted) +// - Optional icon (Tabler glyph) + label (small, muted) on top row // - Value (large font) -// - Delta badge (green up / red down) +// - Delta badge (green TI_TRENDING_UP / red TI_TRENDING_DOWN) // - Sparkline of history void kpi_card(const char* label, float value, float delta_percent, const float* history = nullptr, int history_count = 0, - const char* format = "%.1f"); + const char* format = "%.1f", + const char* icon = nullptr); diff --git a/cpp/functions/viz/kpi_card.md b/cpp/functions/viz/kpi_card.md index 0eaa9cbc..bfd21ce3 100644 --- a/cpp/functions/viz/kpi_card.md +++ b/cpp/functions/viz/kpi_card.md @@ -3,11 +3,11 @@ name: kpi_card kind: component lang: cpp domain: viz -version: "1.2.0" +version: "1.3.0" purity: pure -signature: "void kpi_card(const char* label, float value, float delta_percent, const float* history = nullptr, int history_count = 0, const char* format = \"%.1f\")" -description: "Card de KPI con valor grande, delta porcentual y sparkline historico. Contenedor con surface bg, borde y radius via tokens (Mantine Paper equivalente)." -tags: [imgui, kpi, card, dashboard, metrics, sparkline, tokens] +signature: "void kpi_card(const char* label, float value, float delta_percent, const float* history = nullptr, int history_count = 0, const char* format = \"%.1f\", const char* icon = nullptr)" +description: "Card de KPI con icono opcional + label, valor grande, delta porcentual con TI_TRENDING_UP/DOWN y sparkline historico. Contenedor con surface bg, borde y radius via tokens (Mantine Paper equivalente)." +tags: [imgui, kpi, card, dashboard, metrics, sparkline, tokens, tabler] uses_functions: ["sparkline_cpp_viz", "tokens_cpp_core"] uses_types: [] returns: [] @@ -32,7 +32,9 @@ params: desc: "Numero de valores en el array history" - name: format desc: "Formato printf para el valor principal (ej: \"$%.0f\", \"%.1f%%\", \"%.2f\")" -output: "Renderiza la card KPI completa en el frame ImGui actual: label muted, valor grande, badge delta verde/rojo con triangulo, y sparkline de 120x24px" + - name: icon + desc: "Glyph Tabler opcional (TI_* de core/icons_tabler.h) renderizado antes del label. Nullable — si es nullptr solo muestra label" +output: "Renderiza la card KPI completa en el frame ImGui actual: top row con icono opcional + label muted, valor grande, badge delta verde/rojo con TI_TRENDING_UP/DOWN, y sparkline de 120x24px" --- # kpi_card @@ -66,7 +68,8 @@ ImGui::Columns(1); - **v1.1**: la card se renderiza dentro de un `BeginChild` con `surface` bg, `border` y `radius::md` de `fn_tokens` — replica el `` del frontend. - **v1.2**: altura fija 78px (antes 108px) + font scale `1.4x` (antes `1.8x`) + padding `spacing::sm` (antes `md`). Mas compacta para densidades altas de KPIs. `NoScrollbar|NoScrollWithMouse` ademas de altura fija para evitar lag al redimensionar. +- **v1.3** (sesion 2026-04-25): nuevo parametro opcional `icon` (Tabler `TI_*` glyph) renderizado antes del label en la top row. Triangulos de delta migrados a `TI_TRENDING_UP` / `TI_TRENDING_DOWN` (los UTF-8 hex anteriores no estan en el atlas Karla/DroidSans → cuadritos). Em dash placeholder migrado a `TI_MINUS`. Altura subida 78→86 px para acomodar el row icono+label sin apretar. `uses_functions` ahora incluye implicitamente `icons_tabler` (header puro, no funcion). - El ancho se adapta al contenedor padre via `GetContentRegionAvail().x`. Para que ocupe exactamente una celda usar `ImGui::BeginTable` — `BeginGroup` / `dashboard_grid` no propagan ancho constrained y la card desbordaria la celda. - La linea de trend siempre se reserva (delta, sparkline o em dash placeholder en `text_dim`) para que un grid de KPIs quede alineado vertical. -- Los caracteres UTF-8 del triangulo (`▲` U+25B2 y `▼` U+25BC) y del em dash (`—` U+2014) requieren que la fuente ImGui tenga el rango de simbolos geometricos / puntuacion general cargado. -- Colores: delta usa `fn_tokens::colors::{success, error}`, placeholder em dash usa `text_dim`, label usa `text_muted`. +- ~~Los caracteres UTF-8 del triangulo (`▲` U+25B2 y `▼` U+25BC) y del em dash (`—` U+2014) requieren que la fuente ImGui tenga el rango de simbolos geometricos / puntuacion general cargado.~~ → Obsoleto en v1.3: ahora se usan glyphs Tabler que estan en el atlas mergeado por `icon_font_cpp_core`. +- Colores: delta usa `fn_tokens::colors::{success, error}`, placeholder `TI_MINUS` usa `text_dim`, label + icono usan `text_muted`. diff --git a/cpp/toolchains/mingw-w64.cmake b/cpp/toolchains/mingw-w64.cmake index 8fa78619..a9ed6c4f 100644 --- a/cpp/toolchains/mingw-w64.cmake +++ b/cpp/toolchains/mingw-w64.cmake @@ -1,8 +1,8 @@ set(CMAKE_SYSTEM_NAME Windows) set(CMAKE_SYSTEM_PROCESSOR x86_64) -set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc) -set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++) +set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc-posix) +set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++-posix) set(CMAKE_RC_COMPILER x86_64-w64-mingw32-windres) set(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32) @@ -13,5 +13,6 @@ set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) -# Static link runtime so .exe is self-contained -set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static-libgcc -static-libstdc++") +# Static link runtime so .exe is self-contained. Con el compilador -posix +# tambien hay que statificar winpthread para no depender de libwinpthread-1.dll. +set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static-libgcc -static-libstdc++ -static -lwinpthread") diff --git a/dev/issues/README.md b/dev/issues/README.md index 5bd6304c..222af610 100644 --- a/dev/issues/README.md +++ b/dev/issues/README.md @@ -30,8 +30,8 @@ | [0022](completed/0022-init-pipelines.md) | Init Pipelines (scaffolding) | completado | alta | feature | — | | [0023](completed/0023-testing-utils.md) | Testing Utilities Go | completado | media | feature | — | | [0024](completed/0024-dashboard-yaml-split-por-tab.md) | auto_metabase: split dashboard YAMLs por tab | completado | alta | mejora | — | -| [0025](0025-cpp-text-editor-file-watcher.md) | C++ text_editor + file_watcher | pendiente | alta | feature | — | -| [0026](0026-cpp-gl-texture-load.md) | C++ gl_texture_load (stb_image → sampler2D) | pendiente | alta | feature | 0035, 0036 | +| [0025](completed/0025-cpp-text-editor-file-watcher.md) | C++ text_editor + file_watcher | completado | alta | feature | — | +| [0026](completed/0026-cpp-gl-texture-load.md) | C++ gl_texture_load (stb_image → sampler2D) | completado | alta | feature | 0035, 0036 | | [0027](0027-cpp-gl-compute-pingpong.md) | C++ gl_compute_shader + gl_pingpong_fbo + DAG Compute | pendiente | alta | feature | — | | [0028](0028-cpp-implot3d-3d-viz.md) | C++ ImPlot3D + surface_plot_3d + scatter_3d | pendiente | media | feature | — | | [0029](0029-cpp-mesh-viewer.md) | C++ mesh_viewer + obj loader + orbit_camera | pendiente | media | feature | — | diff --git a/projects/fn_monitoring/project.md b/projects/fn_monitoring/project.md index bb2a8776..b3f1d29d 100644 --- a/projects/fn_monitoring/project.md +++ b/projects/fn_monitoring/project.md @@ -224,3 +224,58 @@ Este proyecto se instala identico en cualquier maquina con el registry clonado: 3. Build del dashboard. Los datos son los `.db` locales — cada PC ve su propio estado del registry y sus propias `operations.db`. No hay sincronizacion remota de datos en este servicio: para eso existe `fn sync` contra `registry_api` (proyecto diferente, ver memoria `project_registry_api`). + +--- + +## Estado actual + +### Fase — projects view + mutaciones desde el dashboard `[done 2026-04-25]` + +El dashboard pasa de read-only a manipular el registry via la API. Ampliacion en tres patas: + +**Backend (`sqlite_api`)** — endpoints nuevos en `handlers_projects.go` y `handlers_mutations.go`: + +| Metodo | Path | Que hace | +|---|---|---| +| `GET` | `/api/projects` | Lista con conteos `apps_count` / `analyses_count` / `vaults_count` por proyecto + bloque `orphans` (entidades con `project_id` vacio). | +| `GET` | `/api/projects/{id}` | Detalle: apps[], analyses[], vaults[]. Acepta `id="orphans"` para devolver las huerfanas. | +| `POST` | `/api/reindex` | Ejecuta `fn index` desde `registryRoot`, devuelve `{ok, output}`. | +| `POST` | `/api/add/app` | Body `{name, lang, domain, project, description}` → crea `apps/{name}/` o `projects/{p}/apps/{name}/` con `app.md` minimo + `fn index`. | +| `POST` | `/api/add/analysis` | Body `{name, project, packages[], description}` → invoca `fn run init_jupyter_analysis [--project p] name pkg1 pkg2 ...`. | +| `POST` | `/api/add/vault` | Body `{name, project, path, description}` → crea dir o symlink en `projects/{p}/vaults/` + entry append en `vault.yaml`. | + +`Server.registryRoot` se inyecta en `NewServer(pool, root)` (rebajado de `findRegistryRoot()` en `main.go`). Helpers `runFN()` y `runShell()` ejecutan con `cmd.Dir = registryRoot` y `FN_REGISTRY_ROOT` en el env. + +**Dashboard (`registry_dashboard`)** — actions bar + tab Projects + modal Add: + +- Toolbar nueva en el header (`fn_ui::toolbar`): boton `Reindex` (Primary) → dispara `http_post_reindex` via `process_runner`; boton `+ Add` → abre `modal_dialog`; boton `Reload`; `toast_inbox_button` con badge. +- Modal Add con `select` para kind (App / Analysis / Vault), `select` de proyecto (obligatorio para Vault, opcional para resto), `text_input` Name + Description y campos especificos por kind (lang/domain para App, packages CSV para Analysis, abs path para Vault). Submit dispara el endpoint correspondiente via `process_runner`. Toast al completar + reload automatico. +- Tab Projects con dos columnas: `tree_view` izquierda (proyectos + entrada "(orphans)" cuando hay entidades huerfanas), detalle derecha con tabs internas Apps / Analysis / Vaults. Click en un proyecto dispara `load_project_detail_http`. + +**Datos en `RegistryData`**: nuevos `projects[]`, `orphan_apps`, `orphan_analyses`, `orphan_vaults`. Tipos nuevos `ProjectRow`, `VaultRow`, `ProjectDetail`. `load_registry_data_http` llama a `load_projects_http` al final como best-effort (no fatal si falla). + +### Bug fix — vibracion al redimensionar `[done 2026-04-25]` + +Dos fuentes de "vibracion" durante drag-resize de la ventana: + +- `fullscreen_window_cpp_core` v0.2: anadido `NoScrollbar | NoScrollWithMouse`. Sin esto, si el contenido excedia por 1-2px aparecia un scrollbar fugaz que reducia el ancho ~14px y reflowaba todo. +- `views.cpp::draw_dashboard`: altura de charts pasa de `GetContentRegionAvail().y * 0.35` a constante 260 px. La proporcion relativa propagaba el resize a todos los plots. +- `kpi_card_cpp_viz` v1.2: altura fija 78 px (antes 108) + scale 1.4x (antes 1.8) + padding sm + `NoScrollbar`. El `AutoResizeY` con 8 cards generaba lag perceptible al redimensionar. + +### Bug fix — HTTP POST timeout en thread de background `[done 2026-04-25]` + +`http_client.cpp::request()` pasaba `struct timeval` a `setsockopt(SO_RCVTIMEO)` en Windows, donde MSDN especifica `DWORD` ms. Resultado: timeout efectivo de **5 ms** en lugar de **5 s**. Se nota especialmente en POST desde threads (background runners) porque la latencia de scheduling puede pasar de 5 ms. Fix: rama `_WIN32` con `DWORD timeout_ms`. Tambien `wsa_init` envuelto en `std::call_once` para evitar race entre main thread + runners. Mensajes de error formateados con ASCII (em dash U+2014 falla render con la fuente default). + +### Tooling sibling — primitives_gallery `[done 2026-04-25]` + +Nueva app dev en `cpp/apps/primitives_gallery/` (no es app del registry, vive en el source tree). Catalogo visual interactivo de los 19 primitivos UI de `cpp/functions/{core,viz}` con sidebar + panel + snippet por demo. Doble rol: smoke test visual al modificar tokens/componentes y build gate (esta en el CMake principal — si un primitivo rompe API la gallery no compila). + +Demo destacada: `graph_viewport` con sliders de Nodes (100-20 000), Clusters (2-16) y los tres parametros de `ForceLayoutConfig` (Repulsion / Attraction / Gravity) aplicados en vivo. Util tambien como benchmark de rendimiento del stack `graph_renderer` + `graph_force_layout` + `graph_spatial_hash`. + +`README.md` propio en `cpp/apps/primitives_gallery/README.md`. + +### Lo siguiente que pega + +- Tests unitarios de logica pura (Phase A del plan de tests): vendoreado de `doctest`, ~6 tests para `label_stride`, `slice_at`, `process_runner` transitions, `toast` queue, `tokens` sanity, `parse_url`. Cierra el ciclo gallery (visual) + ctest (logica). +- Para que algunos tests sean posibles hace falta exponer funciones internas de `bar_chart.cpp` y `pie_chart.cpp` (actualmente en namespace anonimo). +- `loginctl enable-linger lucas` para que el `sqlite_api.service` (user-level systemd) sobreviva al logout. Requiere sudo una vez. Decision pendiente del usuario.