docs(issues): marcar 0025 y 0026 como completados + WIP master

Wave 1 de parallel-fix-issues integrada a master:
- 0025: text_editor_cpp_core + file_watcher_cpp_core
- 0026: gl_texture_load_cpp_gfx (vendor: stb_image v2.30)

Ademas se commitea WIP previo de master que estaba sin commitear (cambios
en shaders_lab, dag_*, framework, tokens, kpi_card, gl_loader.md, etc.)
para dejar HEAD buildable.

Notas:
- Algunos deps del gallery (button.cpp, toolbar.cpp, modal_dialog.cpp...)
  siguen UNTRACKED — gating con FN_BUILD_GALLERY=ON (default OFF) para
  que master build (sin flag) no los necesite.
- Build OK con y sin flag. fn index registra 904 functions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-25 21:11:26 +02:00
parent 37e8139c5b
commit 53402d84d5
35 changed files with 1621 additions and 336 deletions
+60 -4
View File
@@ -80,27 +80,82 @@ endif()
target_link_libraries(imgui PUBLIC ${PLATFORM_LIBS}) target_link_libraries(imgui PUBLIC ${PLATFORM_LIBS})
# --- Framework --- # --- 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 add_library(fn_framework STATIC
framework/app_base.cpp 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 target_include_directories(fn_framework PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/framework ${CMAKE_CURRENT_SOURCE_DIR}/framework
${CMAKE_CURRENT_SOURCE_DIR}/functions ${CMAKE_CURRENT_SOURCE_DIR}/functions
) )
# FN_CPP_ROOT permite que icon_font.cpp localice vendor/tabler-icons/tabler-icons.ttf
# en builds de desarrollo desde el repo (en deploys, la TTF se copia junto al exe).
target_compile_definitions(fn_framework PUBLIC
FN_CPP_ROOT="${CMAKE_CURRENT_SOURCE_DIR}"
)
target_link_libraries(fn_framework PUBLIC imgui implot) target_link_libraries(fn_framework PUBLIC imgui implot)
if(TRACY_ENABLE) if(TRACY_ENABLE)
target_link_libraries(fn_framework PUBLIC tracy) target_link_libraries(fn_framework PUBLIC tracy)
endif() endif()
# --- Macro for creating ImGui apps --- # --- 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 ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "fn_registry cpp root")
function(add_imgui_app target) function(add_imgui_app target)
add_executable(${target} ${ARGN}) add_executable(${target} ${ARGN})
target_link_libraries(${target} PRIVATE fn_framework) target_link_libraries(${target} PRIVATE fn_framework)
target_include_directories(${target} PRIVATE 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
$<TARGET_FILE_DIR:${target}>/Karla-Regular.ttf
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Roboto-Medium.ttf
$<TARGET_FILE_DIR:${target}>/Roboto-Medium.ttf
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/DroidSans.ttf
$<TARGET_FILE_DIR:${target}>/DroidSans.ttf
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${FN_CPP_ROOT_DIR}/vendor/imgui/misc/fonts/Cousine-Regular.ttf
$<TARGET_FILE_DIR:${target}>/Cousine-Regular.ttf
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${FN_CPP_ROOT_DIR}/vendor/tabler-icons/tabler-icons.ttf
$<TARGET_FILE_DIR:${target}>/tabler-icons.ttf
VERBATIM
) )
endfunction() 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) --- # --- Function libraries (headers for composition) ---
# Functions are compiled as part of apps that use them via add_imgui_app. # 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. # 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) add_subdirectory(apps/shaders_lab)
endif() endif()
# --- Primitives Gallery --- # --- Primitives Gallery (catalogo visual de primitivos core/viz/gfx) ---
# Activado solo si la app esta presente Y todos sus deps tambien (button, toolbar... # Algunos deps del gallery (button.cpp, toolbar.cpp, modal_dialog.cpp, etc.)
# son sources untracked en este worktree). Forzar con FN_BUILD_GALLERY=ON. # 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) if(FN_BUILD_GALLERY AND EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/apps/primitives_gallery/CMakeLists.txt)
add_subdirectory(apps/primitives_gallery) add_subdirectory(apps/primitives_gallery)
endif() endif()
+1 -1
View File
@@ -4,5 +4,5 @@ add_imgui_app(chart_demo
${CMAKE_SOURCE_DIR}/functions/viz/scatter_plot.cpp ${CMAKE_SOURCE_DIR}/functions/viz/scatter_plot.cpp
${CMAKE_SOURCE_DIR}/functions/viz/bar_chart.cpp ${CMAKE_SOURCE_DIR}/functions/viz/bar_chart.cpp
${CMAKE_SOURCE_DIR}/functions/viz/heatmap.cpp ${CMAKE_SOURCE_DIR}/functions/viz/heatmap.cpp
${CMAKE_SOURCE_DIR}/functions/core/fps_overlay.cpp # fps_overlay vive en fn_framework
) )
+4 -2
View File
@@ -6,7 +6,7 @@
#include "viz/scatter_plot.h" #include "viz/scatter_plot.h"
#include "viz/bar_chart.h" #include "viz/bar_chart.h"
#include "viz/heatmap.h" #include "viz/heatmap.h"
#include "core/fps_overlay.h" #include "core/app_menubar.h"
#include <cmath> #include <cmath>
#include <vector> #include <vector>
@@ -41,7 +41,9 @@ static void init_data() {
static void render() { static void render() {
init_data(); init_data();
fps_overlay();
// MainMenuBar (solo Settings — chart_demo no tiene paneles toggleables)
fn_ui::app_menubar(nullptr, 0, nullptr);
// Full-window dockspace // Full-window dockspace
ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport());
+5 -2
View File
@@ -14,12 +14,15 @@ add_imgui_app(shaders_lab
${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_editor.cpp ${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_editor.cpp
${CMAKE_SOURCE_DIR}/functions/gfx/dag_palette.cpp ${CMAKE_SOURCE_DIR}/functions/gfx/dag_palette.cpp
${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_previews.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 target_include_directories(shaders_lab PRIVATE
${CMAKE_CURRENT_SOURCE_DIR} ${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) if(WIN32)
# GUI app: sin consola al lanzar (subsystem:windows / -mwindows) # GUI app: sin consola al lanzar (subsystem:windows / -mwindows)
+247 -29
View File
@@ -12,18 +12,42 @@
#include "gfx/dag_node_editor.h" #include "gfx/dag_node_editor.h"
#include "gfx/dag_palette.h" #include "gfx/dag_palette.h"
#include "gfx/dag_node_previews.h" #include "gfx/dag_node_previews.h"
#include "core/fps_overlay.h" #include "gfx/code_to_generator.h"
#include "seed_shaders.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 <chrono> #include <chrono>
#include <cctype>
#include <cstring> #include <cstring>
#include <iterator>
#include <string> #include <string>
#include <utility>
#include <vector> #include <vector>
static fn::gfx::ShaderCanvas g_canvas_code; static fn::gfx::ShaderCanvas g_canvas_code;
static fn::gfx::ShaderCanvas g_canvas_dag; 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 std::string g_code_err;
static int g_code_err_line = -1; static int g_code_err_line = -1;
static std::chrono::steady_clock::time_point g_code_last_edit; 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 int g_dag_err_line = -1;
static bool g_dag_dirty = true; 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() { static void compile_code() {
auto r = fn::gfx::compile_fragment(g_source); auto r = fn::gfx::compile_fragment(g_source);
if (r.ok) { if (r.ok) {
@@ -69,13 +115,7 @@ static void mark_code_dirty() {
g_code_dirty = true; g_code_dirty = true;
} }
static void load_preset(const char* src) {
g_source = src;
mark_code_dirty();
}
static void ensure_dag_default() { static void ensure_dag_default() {
// Seed with a Plasma connected to an Output node.
if (g_pipeline.empty()) { if (g_pipeline.empty()) {
const fn::gfx::DagNodeDef* plasma = fn::gfx::dag_find("plasma"); const fn::gfx::DagNodeDef* plasma = fn::gfx::dag_find("plasma");
if (plasma) { if (plasma) {
@@ -86,7 +126,6 @@ static void ensure_dag_default() {
g_pipeline.push_back(s); g_pipeline.push_back(s);
} }
} }
// Ensure there is always an Output node at the end.
bool has_output = false; bool has_output = false;
for (const auto& s : g_pipeline) { for (const auto& s : g_pipeline) {
const fn::gfx::DagNodeDef* d = fn::gfx::dag_find(s.name); 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() { 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_code.initialized) fn::gfx::canvas_init(g_canvas_code);
if (!g_canvas_dag.initialized) fn::gfx::canvas_init(g_canvas_dag); if (!g_canvas_dag.initialized) fn::gfx::canvas_init(g_canvas_dag);
@@ -134,13 +248,56 @@ static void render() {
ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); 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 --- // --- Code window ---
if (ImGui::Begin("Code")) { if (g_show_code) {
if (ImGui::Button("Plasma")) { load_preset(PLASMA); } if (ImGui::Begin("Code", &g_show_code)) {
ImGui::SameLine(); if (ImGui::Button("Save as generator...")) {
if (ImGui::Button("Circle")) { load_preset(CIRCLE); } g_save_modal_open = true;
ImGui::SameLine(); g_save_err.clear();
if (ImGui::Button("Checker")) { load_preset(CHECKER); } 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(); ImVec2 avail = ImGui::GetContentRegionAvail();
float footer_h = g_code_err.empty() ? 0.0f : ImGui::GetTextLineHeightWithSpacing() + 8.0f; 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); draw_err(g_code_err, g_code_err_line);
} }
ImGui::End(); ImGui::End();
}
// --- DAG Pipeline window --- // --- 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)) { if (fn::gfx::dag_node_editor(g_pipeline)) {
g_dag_dirty = true; g_dag_dirty = true;
} }
draw_err(g_dag_err, g_dag_err_line); draw_err(g_dag_err, g_dag_err_line);
} }
ImGui::End(); ImGui::End();
}
// --- Canvas Code --- // --- 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<float>(ImGui::GetTime()), fn::gfx::canvas_render(g_canvas_code, static_cast<float>(ImGui::GetTime()),
[](unsigned int program) { [](unsigned int program) {
fn::gfx::uniforms_apply(g_store, g_descs, program); fn::gfx::uniforms_apply(g_store, g_descs, program);
}); });
} }
ImGui::End(); ImGui::End();
}
// --- Canvas DAG --- // --- 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<float>(ImGui::GetTime()), fn::gfx::canvas_render(g_canvas_dag, static_cast<float>(ImGui::GetTime()),
[](unsigned int program) { [](unsigned int program) {
fn::gfx::dag_uniforms_apply(g_pipeline, program); fn::gfx::dag_uniforms_apply(g_pipeline, program);
}); });
} }
ImGui::End(); ImGui::End();
}
// Render per-node previews (only nodes with preview_open=true)
if (g_canvas_dag.program) { if (g_canvas_dag.program) {
fn::gfx::dag_previews_render(g_pipeline, g_canvas_dag.program); fn::gfx::dag_previews_render(g_pipeline, g_canvas_dag.program);
} }
// --- Controls window (Code uniforms) --- // --- Controls window (Code uniforms) ---
if (ImGui::Begin("Controls")) { if (g_show_controls) {
if (ImGui::Begin("Controls", &g_show_controls)) {
if (g_descs.empty()) { if (g_descs.empty()) {
ImGui::TextDisabled("No uniforms declared in Code."); ImGui::TextDisabled("No uniforms declared in Code.");
ImGui::TextDisabled("Use // @slider, @color, @toggle, @xy annotations."); ImGui::TextDisabled("Use // @slider, @color, @toggle, @xy annotations.");
} else { } else {
fn::gfx::uniforms_panel(g_store, g_descs); fn::gfx::uniforms_panel(g_store, g_descs);
} }
ImGui::Spacing(); // fps_overlay ahora se renderiza desde fn::run_app cuando el usuario
fps_overlay(); // lo activa en Settings → Show FPS overlay.
} }
ImGui::End(); ImGui::End();
}
// --- Functions palette (drag into DAG Pipeline) --- // --- 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(); fn::gfx::dag_palette();
} }
ImGui::End(); ImGui::End();
}
// --- Generated GLSL window (DAG compiled output, read-only) --- // --- Generated GLSL window (self-contained DAG → paste-able into Code) ---
if (ImGui::Begin("Generated GLSL")) { // We bake the live params into a `const vec4 u_params[]` so the displayed
if (g_dag_glsl.empty()) { // 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)"); ImGui::TextDisabled("(DAG not compiled yet)");
} else { } else {
static std::string s_baked;
s_baked = fn::gfx::compile_dag_to_glsl_baked(g_pipeline);
ImVec2 avail = ImGui::GetContentRegionAvail(); ImVec2 avail = ImGui::GetContentRegionAvail();
ImGui::InputTextMultiline("##dag_glsl", ImGui::InputTextMultiline("##dag_glsl",
const_cast<char*>(g_dag_glsl.c_str()), const_cast<char*>(s_baked.c_str()),
g_dag_glsl.size() + 1, s_baked.size() + 1,
avail, avail,
ImGuiInputTextFlags_ReadOnly); ImGuiInputTextFlags_ReadOnly);
} }
} }
ImGui::End(); ImGui::End();
}
} }
int main() { int main() {
fn::gfx::shaderlab_db_open("shaders_lab.db");
load_user_generators_into_catalog();
ensure_dag_default(); 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; fn::AppConfig cfg;
cfg.title = "shaders_lab"; cfg.title = "shaders_lab";
cfg.width = 1600; cfg.width = 1600;
cfg.height = 900; cfg.height = 900;
int rc = fn::run_app(cfg, render); int rc = fn::run_app(cfg, render);
fn::gfx::canvas_destroy(g_canvas_code); fn::gfx::canvas_destroy(g_canvas_code);
fn::gfx::canvas_destroy(g_canvas_dag); fn::gfx::canvas_destroy(g_canvas_dag);
fn::gfx::dag_node_editor_destroy(); fn::gfx::dag_node_editor_destroy();
fn::gfx::dag_previews_destroy(); fn::gfx::dag_previews_destroy();
fn::gfx::shaderlab_db_close();
return rc; return rc;
} }
-85
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@@ -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";
+54 -1
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@@ -4,6 +4,10 @@
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include "implot.h" #include "implot.h"
#include "core/tokens.h"
#include "core/icon_font.h"
#include "core/app_settings.h"
#include "core/fps_overlay.h"
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cstdio> #include <cstdio>
@@ -52,11 +56,34 @@ int run_app(AppConfig config, std::function<void()> render_fn) {
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; 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) { if (config.viewports) {
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; 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 // When viewports are enabled, tweak WindowRounding/WindowBg so
// platform windows look consistent with the main window // platform windows look consistent with the main window
@@ -78,12 +105,35 @@ int run_app(AppConfig config, std::function<void()> render_fn) {
continue; 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_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
render_fn(); 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(); ImGui::Render();
int display_w, display_h; int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h); glfwGetFramebufferSize(window, &display_w, &display_h);
@@ -107,6 +157,9 @@ int run_app(AppConfig config, std::function<void()> render_fn) {
#endif #endif
} }
// Persiste settings al exit (idempotente con auto-saves del menu).
fn_ui::settings_save();
// Cleanup // Cleanup
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
+12 -3
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@@ -4,15 +4,24 @@
namespace fn { 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 { struct AppConfig {
const char* title = "fn_registry"; const char* title = "fn_registry";
int width = 1280; int width = 1280;
int height = 720; int height = 720;
bool vsync = true; bool vsync = true;
bool viewports = false; // Enable multi-viewport: ImGui windows become real OS windows bool viewports = false; // Enable multi-viewport: ImGui windows become real OS windows
float bg_r = 0.1f; ThemeMode theme = ThemeMode::FnDark; // Identidad visual unificada por defecto
float bg_g = 0.1f; float bg_r = 0.102f; // fn_tokens::colors::bg (dark.7 #1A1B1E)
float bg_b = 0.1f; float bg_g = 0.106f;
float bg_b = 0.118f;
}; };
// Run an ImGui application. The render_fn is called every frame // Run an ImGui application. The render_fn is called every frame
+18
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@@ -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. 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. 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.
+127 -35
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@@ -1,50 +1,142 @@
#include "tokens.h" #include "tokens.h"
#if __has_include("implot.h")
#include "implot.h"
#define FN_HAS_IMPLOT 1
#endif
namespace fn_tokens { namespace fn_tokens {
void apply_dark_theme() { void apply_dark_theme() {
ImGuiStyle& s = ImGui::GetStyle(); ImGuiStyle& s = ImGui::GetStyle();
// Colors // ---------- Colors ----------
s.Colors[ImGuiCol_WindowBg] = colors::bg; auto& c = s.Colors;
s.Colors[ImGuiCol_ChildBg] = colors::surface; c[ImGuiCol_WindowBg] = colors::bg;
s.Colors[ImGuiCol_PopupBg] = colors::surface; c[ImGuiCol_ChildBg] = colors::surface;
s.Colors[ImGuiCol_FrameBg] = colors::surface; c[ImGuiCol_PopupBg] = colors::surface;
s.Colors[ImGuiCol_FrameBgHovered] = colors::surface_hover; c[ImGuiCol_MenuBarBg] = colors::surface;
s.Colors[ImGuiCol_FrameBgActive] = colors::surface_hover; c[ImGuiCol_FrameBg] = colors::surface;
s.Colors[ImGuiCol_Border] = colors::border; c[ImGuiCol_FrameBgHovered] = colors::surface_hover;
s.Colors[ImGuiCol_BorderShadow] = ImVec4(0, 0, 0, 0); c[ImGuiCol_FrameBgActive] = colors::surface_active;
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;
// Radius c[ImGuiCol_TitleBg] = colors::bg;
s.FrameRounding = radius::sm; c[ImGuiCol_TitleBgActive] = colors::surface;
s.ChildRounding = radius::md; c[ImGuiCol_TitleBgCollapsed] = colors::bg;
s.WindowRounding = radius::md;
s.PopupRounding = radius::md; c[ImGuiCol_Border] = colors::border;
s.TabRounding = radius::sm; c[ImGuiCol_BorderShadow] = ImVec4(0, 0, 0, 0);
s.GrabRounding = radius::sm;
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.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.ItemSpacing = ImVec2(spacing::sm, spacing::sm);
s.ItemInnerSpacing = ImVec2(spacing::xs, spacing::xs); s.ItemInnerSpacing = ImVec2(spacing::xs, spacing::xs);
s.FramePadding = ImVec2(spacing::sm, spacing::xs + 2.0f); s.IndentSpacing = spacing::lg;
s.WindowPadding = ImVec2(spacing::md, spacing::md); s.ScrollbarSize = 14.0f;
s.CellPadding = ImVec2(spacing::sm, spacing::xs); 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 } // namespace fn_tokens
+44 -27
View File
@@ -1,37 +1,49 @@
#pragma once #pragma once
#include "imgui.h" #include "imgui.h"
// Design tokens — colores, spacing, radius, font-size. // Design tokens — identidad visual unica para todas las apps C++ del registry.
// Inspirados en el DESIGN_SYSTEM de @fn_library (Mantine v9 dark + indigo primary). // Alineados 1:1 con @fn_library (Mantine v9 dark + indigo primary).
// Reemplaza hardcode disperso de ImVec4(...) por constantes semánticas. // 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 fn_tokens {
namespace colors { namespace colors {
// Primary (indigo-inspired, Mantine indigo.6) // Primary — Mantine indigo (primaryShade dark = 4)
constexpr ImVec4 primary {0.25f, 0.37f, 0.85f, 1.0f}; // indigo.4 = #748FFC indigo.5 = #5C7CFA indigo.6 = #4C6EF5 indigo.7 = #4263EB
constexpr ImVec4 primary_hover {0.30f, 0.42f, 0.90f, 1.0f}; 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 // Semantic — colores Mantine oficiales
constexpr ImVec4 success {0.13f, 0.70f, 0.42f, 1.0f}; constexpr ImVec4 success {0.251f, 0.753f, 0.341f, 1.0f}; // green.6 #40C057
constexpr ImVec4 warning {0.95f, 0.60f, 0.20f, 1.0f}; constexpr ImVec4 warning {0.980f, 0.690f, 0.020f, 1.0f}; // yellow.6 #FAB005
constexpr ImVec4 error {0.87f, 0.26f, 0.30f, 1.0f}; constexpr ImVec4 error {0.980f, 0.322f, 0.322f, 1.0f}; // red.6 #FA5252
constexpr ImVec4 info {0.22f, 0.55f, 0.95f, 1.0f}; constexpr ImVec4 info {0.133f, 0.545f, 0.902f, 1.0f}; // blue.6 #228BE6
// Background (dark by default — matches DESIGN_SYSTEM.md §2 & §8) // Surfaces — escala dark Mantine (oscuro a claro: dark.9 -> dark.0)
constexpr ImVec4 bg {0.08f, 0.08f, 0.10f, 1.0f}; // window bg constexpr ImVec4 bg {0.102f, 0.106f, 0.118f, 1.0f}; // dark.7 #1A1B1E body bg
constexpr ImVec4 surface {0.12f, 0.12f, 0.15f, 1.0f}; // panels/cards constexpr ImVec4 surface {0.145f, 0.149f, 0.169f, 1.0f}; // dark.6 #25262B Paper/Card
constexpr ImVec4 surface_hover {0.16f, 0.16f, 0.20f, 1.0f}; 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
// 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};
// Border // 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 { namespace spacing {
constexpr float xs = 4.0f; constexpr float xs = 4.0f;
constexpr float sm = 8.0f; constexpr float sm = 8.0f;
@@ -40,12 +52,14 @@ namespace spacing {
constexpr float xl = 24.0f; constexpr float xl = 24.0f;
} }
// Radius — mapeo directo Mantine (defaultRadius: 'md' = 8px).
namespace radius { namespace radius {
constexpr float none = 0.0f; constexpr float none = 0.0f;
constexpr float sm = 3.0f; constexpr float xs = 2.0f;
constexpr float md = 5.0f; constexpr float sm = 4.0f;
constexpr float lg = 8.0f; constexpr float md = 8.0f; // default para Paper/Card/Button/Input
constexpr float xl = 12.0f; constexpr float lg = 12.0f;
constexpr float xl = 16.0f;
} }
namespace font_size { namespace font_size {
@@ -57,8 +71,11 @@ namespace font_size {
constexpr float xxl = 32.0f; constexpr float xxl = 32.0f;
} }
// Aplica los tokens al ImGuiStyle global. Llamar una vez al arrancar la app, // Aplica la identidad visual al ImGuiStyle y a los estilos de ImPlot (si
// después de ImGui::CreateContext() y antes del primer frame. // 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(); void apply_dark_theme();
} // namespace fn_tokens } // namespace fn_tokens
+26 -15
View File
@@ -3,10 +3,10 @@ name: tokens
kind: component kind: component
lang: cpp lang: cpp
domain: core domain: core
version: "1.0.0" version: "2.0.0"
purity: pure purity: pure
signature: "namespace fn_tokens { namespace colors/spacing/radius/font_size { constexpr ... }; void apply_dark_theme(); }" 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] tags: [imgui, theme, tokens, colors, spacing, radius, dark, design-system]
uses_functions: [] uses_functions: []
uses_types: [] uses_types: []
@@ -31,28 +31,39 @@ Design tokens para todos los dashboards ImGui del registry. Traducción del DESI
| Namespace | Valores | | Namespace | Valores |
|-----------|---------| |-----------|---------|
| `fn_tokens::colors` | `primary`, `primary_hover`, `success`, `warning`, `error`, `info`, `bg`, `surface`, `surface_hover`, `text`, `text_muted`, `text_dim`, `border` | | `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` (px) | | `fn_tokens::spacing` | `xs=4`, `sm=8`, `md=12`, `lg=16`, `xl=24` (densificado respecto a CSS Mantine) |
| `fn_tokens::radius` | `none=0`, `sm=3`, `md=5`, `lg=8`, `xl=12` (px) | | `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` (px) | | `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 ```cpp
#include "core/tokens.h" #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::PushStyleColor(ImGuiCol_Text, fn_tokens::colors::text_muted);
ImGui::Dummy(ImVec2(0, fn_tokens::spacing::md)); ImGui::Dummy(ImVec2(0, fn_tokens::spacing::md));
ImGui::PopStyleColor(); 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 ## Notas
- **Dark by default** como en el DESIGN_SYSTEM (§2, §8). Si algún día queremos light, se añade `apply_light_theme()`. - **No duplicar** constantes en componentes — importar siempre de aqui. Si detectas un `ImVec4(...)` hardcoded en el registry, es candidato a migrar.
- Los valores semánticos (success/warning/error/info) se usan en `badge`, `kpi_card` para deltas, y gráficos de estado. - Para temas alternativos (dev/debug) usar `fn::AppConfig::theme = fn::ThemeMode::ImGuiDark`.
- **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``apply_dark_theme` ya setea los `ImPlotCol_*` base.
- Compatible con `plot_theme_cpp_core` (para ImPlot charts) — los colors del palette se pueden derivar de estos tokens si se quiere coherencia total.
+299 -24
View File
@@ -1,9 +1,10 @@
#include "gfx/dag_catalog.h" #include "gfx/dag_catalog.h"
#include <algorithm>
#include <string> #include <string>
namespace fn::gfx { namespace fn::gfx {
static const std::vector<DagNodeDef>& build_catalog() { static std::vector<DagNodeDef>& mutable_catalog() {
static std::vector<DagNodeDef> catalog = []() { static std::vector<DagNodeDef> catalog = []() {
std::vector<DagNodeDef> v; std::vector<DagNodeDef> v;
@@ -15,8 +16,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "color constante"; n.desc = "color constante";
n.kind = DagKind::Gen; n.kind = DagKind::Gen;
n.num_inputs = 0; n.num_inputs = 0;
n.param_names = {"r", "g", "b", ""}; n.param_names = {"r", "g", "b"};
n.param_defaults = {0.35f, 0.25f, 0.55f, 0.0f}; n.param_defaults = {0.35f, 0.25f, 0.55f};
n.controls = { n.controls = {
{ DagControl::Kind::Color, "color", {0, 1, 2}, 0.0f, 1.0f, 0.0f }, { DagControl::Kind::Color, "color", {0, 1, 2}, 0.0f, 1.0f, 0.0f },
}; };
@@ -36,8 +37,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "gradiente direccional"; n.desc = "gradiente direccional";
n.kind = DagKind::Gen; n.kind = DagKind::Gen;
n.num_inputs = 0; n.num_inputs = 0;
n.param_names = {"angle", "hue", "", ""}; n.param_names = {"angle", "hue"};
n.param_defaults = {0.8f, 0.5f, 0.0f, 0.0f}; n.param_defaults = {0.8f, 0.5f};
n.controls = { n.controls = {
{ DagControl::Kind::Slider, "angulo", {0, -1, -1}, 0.0f, 6.2832f, 0.01f }, { 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 }, { DagControl::Kind::Slider, "tono", {1, -1, -1}, 0.0f, 1.0f, 0.01f },
@@ -61,8 +62,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "onda trigonometrica"; n.desc = "onda trigonometrica";
n.kind = DagKind::Gen; n.kind = DagKind::Gen;
n.num_inputs = 0; n.num_inputs = 0;
n.param_names = {"speed", "scale", "", ""}; n.param_names = {"speed", "scale"};
n.param_defaults = {1.0f, 2.0f, 0.0f, 0.0f}; n.param_defaults = {1.0f, 2.0f};
n.controls = { n.controls = {
{ DagControl::Kind::Slider, "velocidad", {0, -1, -1}, 0.0f, 3.0f, 0.01f }, { 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 }, { DagControl::Kind::Slider, "escala", {1, -1, -1}, 0.5f, 10.0f, 0.1f },
@@ -112,8 +113,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "1 - rgb"; n.desc = "1 - rgb";
n.kind = DagKind::Op; n.kind = DagKind::Op;
n.num_inputs = 1; n.num_inputs = 1;
n.param_names = {"", "", "", ""}; n.param_names = {};
n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {};
n.controls = {}; n.controls = {};
n.body_glsl = [](int /*idx*/) -> std::string { n.body_glsl = [](int /*idx*/) -> std::string {
return " return vec4(1.0 - a.rgb, a.a);"; return " return vec4(1.0 - a.rgb, a.a);";
@@ -129,8 +130,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "pow(rgb, gamma)"; n.desc = "pow(rgb, gamma)";
n.kind = DagKind::Op; n.kind = DagKind::Op;
n.num_inputs = 1; n.num_inputs = 1;
n.param_names = {"gamma", "", "", ""}; n.param_names = {"gamma"};
n.param_defaults = {1.0f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {1.0f};
n.controls = { n.controls = {
{ DagControl::Kind::Slider, "gamma", {0, -1, -1}, 0.1f, 4.0f, 0.01f }, { DagControl::Kind::Slider, "gamma", {0, -1, -1}, 0.1f, 4.0f, 0.01f },
}; };
@@ -150,8 +151,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "rotar matiz"; n.desc = "rotar matiz";
n.kind = DagKind::Op; n.kind = DagKind::Op;
n.num_inputs = 1; n.num_inputs = 1;
n.param_names = {"h", "", "", ""}; n.param_names = {"h"};
n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {0.0f};
n.controls = { n.controls = {
{ DagControl::Kind::Slider, "h", {0, -1, -1}, 0.0f, 1.0f, 0.01f }, { DagControl::Kind::Slider, "h", {0, -1, -1}, 0.0f, 1.0f, 0.01f },
}; };
@@ -178,8 +179,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "interpolacion mix(a, b, t)"; n.desc = "interpolacion mix(a, b, t)";
n.kind = DagKind::Blend; n.kind = DagKind::Blend;
n.num_inputs = 2; n.num_inputs = 2;
n.param_names = {"t", "", "", ""}; n.param_names = {"t"};
n.param_defaults = {0.5f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {0.5f};
n.controls = { n.controls = {
{ DagControl::Kind::Slider, "t", {0, -1, -1}, 0.0f, 1.0f, 0.01f }, { DagControl::Kind::Slider, "t", {0, -1, -1}, 0.0f, 1.0f, 0.01f },
}; };
@@ -199,8 +200,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "a * b"; n.desc = "a * b";
n.kind = DagKind::Blend; n.kind = DagKind::Blend;
n.num_inputs = 2; n.num_inputs = 2;
n.param_names = {"", "", "", ""}; n.param_names = {};
n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {};
n.controls = {}; n.controls = {};
n.body_glsl = [](int /*idx*/) -> std::string { n.body_glsl = [](int /*idx*/) -> std::string {
return " return vec4(a.rgb * b.rgb, a.a);"; return " return vec4(a.rgb * b.rgb, a.a);";
@@ -216,8 +217,8 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "1 - (1-a)(1-b)"; n.desc = "1 - (1-a)(1-b)";
n.kind = DagKind::Blend; n.kind = DagKind::Blend;
n.num_inputs = 2; n.num_inputs = 2;
n.param_names = {"", "", "", ""}; n.param_names = {};
n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {};
n.controls = {}; n.controls = {};
n.body_glsl = [](int /*idx*/) -> std::string { n.body_glsl = [](int /*idx*/) -> std::string {
return " return vec4(1.0 - (1.0 - a.rgb) * (1.0 - b.rgb), a.a);"; return " return vec4(1.0 - (1.0 - a.rgb) * (1.0 - b.rgb), a.a);";
@@ -225,6 +226,253 @@ static const std::vector<DagNodeDef>& build_catalog() {
v.push_back(std::move(n)); 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) ───────────────────────── // ── Output (sink — drives fragColor) ─────────────────────────
{ {
DagNodeDef n; DagNodeDef n;
@@ -233,20 +481,21 @@ static const std::vector<DagNodeDef>& build_catalog() {
n.desc = "canvas DAG output"; n.desc = "canvas DAG output";
n.kind = DagKind::Output; n.kind = DagKind::Output;
n.num_inputs = 1; n.num_inputs = 1;
n.param_names = {"", "", "", ""}; n.param_names = {};
n.param_defaults = {0.0f, 0.0f, 0.0f, 0.0f}; n.param_defaults = {};
n.controls = {}; n.controls = {};
n.body_glsl = [](int) -> std::string { return ""; }; n.body_glsl = [](int) -> std::string { return ""; };
v.push_back(std::move(n)); v.push_back(std::move(n));
} }
for (auto& n : v) n.is_builtin = true;
return v; return v;
}(); }();
return catalog; return catalog;
} }
const std::vector<DagNodeDef>& dag_catalog() { const std::vector<DagNodeDef>& dag_catalog() {
return build_catalog(); return mutable_catalog();
} }
const DagNodeDef* dag_find(const std::string& name) { const DagNodeDef* dag_find(const std::string& name) {
@@ -256,6 +505,30 @@ const DagNodeDef* dag_find(const std::string& name) {
return nullptr; 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 } // namespace fn::gfx
#ifdef DAG_CATALOG_TEST #ifdef DAG_CATALOG_TEST
@@ -319,13 +592,15 @@ int main() {
assert(body.find("return") != std::string::npos); 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) { for (const auto& n : cat) {
int pc = static_cast<int>(n.param_defaults.size());
for (const auto& c : n.controls) { for (const auto& c : n.controls) {
for (int idx : c.param_idx) { 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()); std::printf("dag_catalog: 8/8 asserts passed (%zu nodes)\n", cat.size());
+11
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@@ -4,8 +4,19 @@
namespace fn::gfx { namespace fn::gfx {
// Active catalog (built-in nodes + any user-registered ones).
const std::vector<DagNodeDef>& dag_catalog(); const std::vector<DagNodeDef>& dag_catalog();
// Look up a node by name. Returns nullptr if not present.
const DagNodeDef* dag_find(const std::string& name); 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 } // namespace fn::gfx
+18
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@@ -44,3 +44,21 @@ output: "dag_catalog(): referencia const estable al vector de DagNodeDef (instan
## Notas ## 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]). 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_<i>(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).
+115 -13
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@@ -1,17 +1,31 @@
#include "gfx/dag_compile.h" #include "gfx/dag_compile.h"
#include "gfx/dag_catalog.h" #include "gfx/dag_catalog.h"
#include <algorithm> #include <algorithm>
#include <regex>
#include <sstream> #include <sstream>
namespace fn::gfx { 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<int> dag_param_layout(const std::vector<DagStep>& pipeline) {
std::vector<int> 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<int>(def->param_defaults.size()) : 0;
base[i] = cursor;
cursor += dag_vec4_count(pc);
}
return base;
}
std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) { std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
const int n = static_cast<int>(std::min(pipeline.size(), static_cast<size_t>(MAX_NODES))); const int n = static_cast<int>(std::min(pipeline.size(), static_cast<size_t>(MAX_NODES)));
std::ostringstream out; 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_<i>\n\n"; out << "uniform int u_preview_target; // -1 = real Output; >=0 = show out_<i>\n\n";
if (n == 0) { if (n == 0) {
@@ -23,6 +37,8 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
return out.str(); return out.str();
} }
std::vector<int> base = dag_param_layout(pipeline);
// Emit per-node functions (skip Output: it's a sink, no body) // Emit per-node functions (skip Output: it's a sink, no body)
for (int i = 0; i < n; ++i) { for (int i = 0; i < n; ++i) {
const DagStep& step = pipeline[static_cast<size_t>(i)]; const DagStep& step = pipeline[static_cast<size_t>(i)];
@@ -38,7 +54,7 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
if (ni >= 4) out << ", vec4 d"; if (ni >= 4) out << ", vec4 d";
if (ni > 0) out << ", "; if (ni > 0) out << ", ";
out << "vec2 uv) {\n"; out << "vec2 uv) {\n";
out << def->body_glsl(i) << "\n"; out << def->body_glsl(base[static_cast<size_t>(i)]) << "\n";
out << "}\n\n"; out << "}\n\n";
} }
@@ -67,8 +83,9 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
} }
} }
} }
if (last_valid_out < 0) return "vec4(0.0, 0.0, 0.0, 1.0)"; // Op/Blend with no source on this slot → black input (cannot fall back to
return "out_" + std::to_string(last_valid_out); // 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 << "("; out << " vec4 out_" << i << " = node_" << i << "(";
@@ -81,6 +98,7 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
last_valid_out = i; last_valid_out = i;
} }
(void)last_valid_out;
// Preview branch: if u_preview_target points to a valid out_<i>, emit it // Preview branch: if u_preview_target points to a valid out_<i>, emit it
// and bail out before the Output-driven fragColor. // and bail out before the Output-driven fragColor.
@@ -95,6 +113,9 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
// Resolve fragColor: if there's an Output node with a connection, use that; else fallback. // 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"; }; 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) { if (output_idx >= 0) {
const std::string& sid = pipeline[static_cast<size_t>(output_idx)].source_ids[0]; const std::string& sid = pipeline[static_cast<size_t>(output_idx)].source_ids[0];
int src = -1; int src = -1;
@@ -104,9 +125,7 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
} }
} }
if (src >= 0) out << " fragColor = out_" << src << ";\n"; if (src >= 0) out << " fragColor = out_" << src << ";\n";
else seed(); else seed();
} else if (last_valid_out >= 0) {
out << " fragColor = out_" << last_valid_out << ";\n";
} else { } else {
seed(); seed();
} }
@@ -116,6 +135,56 @@ std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) {
return out.str(); return out.str();
} }
std::string compile_dag_to_glsl_baked(const std::vector<DagStep>& 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<int>(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<float> data(static_cast<size_t>(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<int>(def->param_defaults.size());
int b = base[i] * 4;
for (int k = 0; k < pc && k < static_cast<int>(pipeline[i].params.size()); ++k) {
data[static_cast<size_t>(b + k)] = pipeline[i].params[static_cast<size_t>(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<size_t>(i * 4 + 0)] << ", "
<< data[static_cast<size_t>(i * 4 + 1)] << ", "
<< data[static_cast<size_t>(i * 4 + 2)] << ", "
<< data[static_cast<size_t>(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 } // namespace fn::gfx
#ifdef DAG_COMPILE_TEST #ifdef DAG_COMPILE_TEST
@@ -136,22 +205,23 @@ int main() {
assert(contains(s, "fragColor = vec4(0.04")); assert(contains(s, "fragColor = vec4(0.04"));
} }
// 2. Single Gen → fragColor = out_0 // 2. Single Gen + Output wired → fragColor = out_0
{ {
std::vector<DagStep> p; std::vector<DagStep> p;
DagStep g; g.id = "a"; g.name = "plasma"; DagStep g; g.id = "a"; g.name = "plasma"; p.push_back(g);
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); auto s = compile_dag_to_glsl(p);
assert(contains(s, "vec4 node_0")); assert(contains(s, "vec4 node_0"));
assert(contains(s, "vec4 out_0 = node_0(")); assert(contains(s, "vec4 out_0 = node_0("));
assert(contains(s, "fragColor = out_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<DagStep> p; std::vector<DagStep> 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 = "b"; o.name = "invert"; o.source_ids[0] = "a"; p.push_back(o); 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); auto s = compile_dag_to_glsl(p);
assert(contains(s, "out_1 = node_1(out_0, uv)")); assert(contains(s, "out_1 = node_1(out_0, uv)"));
assert(contains(s, "fragColor = out_1")); assert(contains(s, "fragColor = out_1"));
@@ -165,8 +235,26 @@ int main() {
DagStep m; m.id = "m"; m.name = "blend_mix"; DagStep m; m.id = "m"; m.name = "blend_mix";
m.source_ids[0] = "a"; m.source_ids[1] = "b"; m.source_ids[0] = "a"; m.source_ids[1] = "b";
p.push_back(m); 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); auto s = compile_dag_to_glsl(p);
assert(contains(s, "out_2 = node_2(out_0, out_1, uv)")); 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<DagStep> 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 // 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")); 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<DagStep> 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; return 0;
} }
#endif #endif
+14 -1
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@@ -7,8 +7,21 @@ namespace fn::gfx {
// Compila un pipeline DAG a GLSL 330 core completo (listo para gl_shader::compile_fragment). // 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. // 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_<i> y void main(). // Este compilador emite uniform vec4 u_params[64], las funciones node_<i> y void main().
// Si el pipeline esta vacio, emite un fragment que pinta gris oscuro. // Si el pipeline esta vacio, emite un fragment que pinta gris oscuro.
std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline); std::string compile_dag_to_glsl(const std::vector<DagStep>& 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<int> dag_param_layout(const std::vector<DagStep>& 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<DagStep>& pipeline);
} // namespace fn::gfx } // namespace fn::gfx
+13
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@@ -49,3 +49,16 @@ void main() {
- Si el pipeline esta vacio, emite void main() que pinta gris oscuro (0.04, 0.04, 0.06). - 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. - 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). - 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<int>` 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).
+307 -34
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@@ -4,6 +4,7 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_node_editor.h" #include "imgui_node_editor.h"
#include <algorithm> #include <algorithm>
#include <cmath>
#include <cstdio> #include <cstdio>
#include <functional> #include <functional>
#include <queue> #include <queue>
@@ -21,6 +22,10 @@ static constexpr int MAX_NODES = 16;
static ed::EditorContext* s_ctx = nullptr; static ed::EditorContext* s_ctx = nullptr;
static uint32_t s_next_uid = 1; static uint32_t s_next_uid = 1;
static std::unordered_set<uint32_t> s_positioned; static std::unordered_set<uint32_t> 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<uintptr_t, ImVec2> s_pin_canvas_pos;
// ── ID encoding ────────────────────────────────────────────────────────────── // ── ID encoding ──────────────────────────────────────────────────────────────
// node id = editor_uid // 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<uint32_t>(id >> 8); } static uint32_t uid_from_pin(uintptr_t id) { return static_cast<uint32_t>(id >> 8); }
static int slot_from_input_pin(uintptr_t id) { return static_cast<int>(id & 0xFF) - 1; } static int slot_from_input_pin(uintptr_t id) { return static_cast<int>(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<float>(i) / static_cast<float>(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<DagStep>& p, uint32_t uid) { static int find_by_uid(const std::vector<DagStep>& p, uint32_t uid) {
for (int i = 0; i < static_cast<int>(p.size()); ++i) { for (int i = 0; i < static_cast<int>(p.size()); ++i) {
if (p[static_cast<size_t>(i)].editor_uid == uid) return i; if (p[static_cast<size_t>(i)].editor_uid == uid) return i;
@@ -71,10 +115,14 @@ static ImVec4 kind_color(DagKind kind) {
return ImVec4(1, 1, 1, 1); return ImVec4(1, 1, 1, 1);
} }
static constexpr float PIN_RADIUS = 9.0f; static constexpr float PIN_RADIUS = 14.0f; // big grabbable target
static constexpr float PIN_DIAMETER = PIN_RADIUS * 2.0f; static constexpr float PIN_DIAMETER = PIN_RADIUS * 2.0f;
static const ImVec4 PIN_COLOR = ImVec4(0.78f, 0.78f, 0.82f, 1.0f); static constexpr float CONTROL_WIDTH = 220.0f;
static const ImVec4 PIN_BORDER = ImVec4(0.20f, 0.20f, 0.22f, 1.0f); 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 }; 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)); ImVec2(center.x + PIN_RADIUS, center.y + PIN_RADIUS));
ImDrawList* dl = ImGui::GetWindowDrawList(); ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddCircleFilled(center, PIN_RADIUS, ImGui::ColorConvertFloat4ToU32(PIN_COLOR)); 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)); ImGui::Dummy(ImVec2(PIN_RADIUS, PIN_DIAMETER));
} }
@@ -197,30 +245,238 @@ bool dag_node_editor(std::vector<DagStep>& pipeline) {
if (s_pending_add) { if (s_pending_add) {
const DagNodeDef* def = dag_find(s_pending_add_name); const DagNodeDef* def = dag_find(s_pending_add_name);
if (def && static_cast<int>(pipeline.size()) < MAX_NODES) { if (def) {
uint32_t uid = s_next_uid++; ImVec2 drop = ed::ScreenToCanvas(s_pending_add_pos);
DagStep step;
step.id = "n" + std::to_string(uid); // ── Priority 1: drop on an existing cable → splice (src → new → dst).
step.name = def->name; // Only valid if the new def actually has an input pin (Op / Blend).
step.params = def->param_defaults; int splice_src_idx = -1, splice_dst_idx = -1, splice_slot = -1;
step.editor_uid = uid; if (def->num_inputs >= 1 && def->kind != DagKind::Output) {
ImVec2 canvas_pos = ed::ScreenToCanvas(s_pending_add_pos); constexpr float HIT_THRESH = 14.0f; // canvas px
step.editor_pos_x = canvas_pos.x; float best_d = HIT_THRESH;
step.editor_pos_y = canvas_pos.y; for (size_t i = 0; i < pipeline.size(); ++i) {
// Insert before the Output node so the Output stays at the back; const DagStep& dst = pipeline[i];
// otherwise new nodes can never be wired into it (compiler and const DagNodeDef* dd = dag_find(dst.name);
// cycle check only search indices strictly before the target). if (!dd) continue;
auto insert_it = pipeline.end(); for (int k = 0; k < dd->num_inputs; ++k) {
for (auto it = pipeline.begin(); it != pipeline.end(); ++it) { const std::string& sid = dst.source_ids[static_cast<size_t>(k)];
const DagNodeDef* d = dag_find(it->name); if (sid.empty()) continue;
if (d && d->kind == DagKind::Output) { insert_it = it; break; } int src_idx = find_by_id(pipeline, sid);
if (src_idx < 0) continue;
const DagStep& src = pipeline[static_cast<size_t>(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<int>(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<int>(i);
break;
}
}
}
const DagNodeDef* hit_def = (hit_idx >= 0)
? dag_find(pipeline[static_cast<size_t>(hit_idx)].name) : nullptr;
if (splice_dst_idx >= 0 && static_cast<int>(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<size_t>(splice_src_idx)].id;
const std::string dst_id = pipeline[static_cast<size_t>(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<size_t>(dst_now)].source_ids[static_cast<size_t>(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<size_t>(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<size_t>(k)].clear();
}
changed = true;
} else if (static_cast<int>(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; 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<uint32_t>(hn.Get());
int idx = find_by_uid(pipeline, uid);
if (idx >= 0) {
const DagNodeDef* d = dag_find(pipeline[static_cast<size_t>(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<const char*>(p->Data),
static_cast<size_t>(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<size_t>(exclude_node_idx)].name);
exclude_node_id = &pipeline[static_cast<size_t>(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<size_t>(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<size_t>(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<size_t>(mv_idx)].id;
const std::string src_id = pipeline[static_cast<size_t>(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<size_t>(mv_idx)].source_ids[0] = src_id;
pipeline[static_cast<size_t>(dst_idx)].source_ids[static_cast<size_t>(splice_hl_slot)] = moving_id;
changed = true;
}
}
}
// ── Draw nodes ─────────────────────────────────────────────────────────── // ── Draw nodes ───────────────────────────────────────────────────────────
for (int i = 0; i < static_cast<int>(pipeline.size()); ++i) { for (int i = 0; i < static_cast<int>(pipeline.size()); ++i) {
DagStep& step = pipeline[static_cast<size_t>(i)]; DagStep& step = pipeline[static_cast<size_t>(i)];
@@ -233,7 +489,7 @@ bool dag_node_editor(std::vector<DagStep>& pipeline) {
// and user drags must not be overwritten. // and user drags must not be overwritten.
if (s_positioned.find(step.editor_uid) == s_positioned.end()) { if (s_positioned.find(step.editor_uid) == s_positioned.end()) {
if (step.editor_pos_x == 0.0f && step.editor_pos_y == 0.0f) { if (step.editor_pos_x == 0.0f && step.editor_pos_y == 0.0f) {
step.editor_pos_x = 50.0f + static_cast<float>(i) * 220.0f; step.editor_pos_x = 50.0f + static_cast<float>(i) * 320.0f;
step.editor_pos_y = 100.0f; step.editor_pos_y = 100.0f;
} }
ed::SetNodePosition(ed::NodeId(node_id(step.editor_uid)), ed::SetNodePosition(ed::NodeId(node_id(step.editor_uid)),
@@ -243,7 +499,7 @@ bool dag_node_editor(std::vector<DagStep>& pipeline) {
// Zero lateral padding so the input/output pin circles sit flush // Zero lateral padding so the input/output pin circles sit flush
// with the node's left and right edges. // 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))); ed::BeginNode(ed::NodeId(node_id(step.editor_uid)));
// Header (with horizontal padding so the title doesn't touch the edge) // Header (with horizontal padding so the title doesn't touch the edge)
@@ -266,36 +522,43 @@ bool dag_node_editor(std::vector<DagStep>& pipeline) {
ed::BeginPin(ed::PinId(input_pin_id(step.editor_uid, k)), ed::PinKind::Input); ed::BeginPin(ed::PinId(input_pin_id(step.editor_uid, k)), ed::PinKind::Input);
ed::PinPivotAlignment(ImVec2(0.0f, 0.5f)); ed::PinPivotAlignment(ImVec2(0.0f, 0.5f));
ed::PinPivotSize(ImVec2(0, 0)); 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); draw_pin_circle(PinSide::Input);
ed::EndPin(); ed::EndPin();
} }
ImGui::EndGroup(); 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::BeginGroup(); // controls column (centre, with internal padding)
ImGui::PushID(static_cast<int>(step.editor_uid)); ImGui::PushID(static_cast<int>(step.editor_uid));
if (def->controls.empty() && def->kind != DagKind::Output) { 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) { for (size_t ci = 0; ci < def->controls.size(); ++ci) {
const DagControl& ctrl = def->controls[ci]; const DagControl& ctrl = def->controls[ci];
ImGui::SetNextItemWidth(150.0f); ImGui::SetNextItemWidth(CONTROL_WIDTH);
char uid_lbl[64]; char uid_lbl[64];
std::snprintf(uid_lbl, sizeof(uid_lbl), "%s##%u%zu", ctrl.label.c_str(), step.editor_uid, ci); std::snprintf(uid_lbl, sizeof(uid_lbl), "%s##%u%zu", ctrl.label.c_str(), step.editor_uid, ci);
int pcount = static_cast<int>(step.params.size());
if (ctrl.kind == DagControl::Kind::Slider) { if (ctrl.kind == DagControl::Kind::Slider) {
int pidx = ctrl.param_idx[0]; int pidx = ctrl.param_idx[0];
if (pidx >= 0 && pidx < 4) { if (pidx >= 0 && pidx < pcount) {
ImGui::SliderFloat(uid_lbl, &step.params[static_cast<size_t>(pidx)], ctrl.min, ctrl.max); ImGui::SliderFloat(uid_lbl, &step.params[static_cast<size_t>(pidx)], ctrl.min, ctrl.max);
} }
} else if (ctrl.kind == DagControl::Kind::XY) { } else if (ctrl.kind == DagControl::Kind::XY) {
int px = ctrl.param_idx[0], py = ctrl.param_idx[1]; 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<size_t>(px)], ctrl.min, ctrl.max); ImGui::SliderFloat2(uid_lbl, &step.params[static_cast<size_t>(px)], ctrl.min, ctrl.max);
} }
} else if (ctrl.kind == DagControl::Kind::Color) { } else if (ctrl.kind == DagControl::Kind::Color) {
int pr = ctrl.param_idx[0]; 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(); ed::Suspend();
ImGui::ColorEdit3(uid_lbl, &step.params[static_cast<size_t>(pr)], ImGui::ColorEdit3(uid_lbl, &step.params[static_cast<size_t>(pr)],
ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoInputs |
@@ -327,13 +590,17 @@ bool dag_node_editor(std::vector<DagStep>& pipeline) {
ImGui::PopID(); ImGui::PopID();
ImGui::EndGroup(); 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) ImGui::BeginGroup(); // output column (right edge)
if (has_output_pin) { if (has_output_pin) {
ed::BeginPin(ed::PinId(output_pin_id(step.editor_uid)), ed::PinKind::Output); ed::BeginPin(ed::PinId(output_pin_id(step.editor_uid)), ed::PinKind::Output);
ed::PinPivotAlignment(ImVec2(1.0f, 0.5f)); ed::PinPivotAlignment(ImVec2(1.0f, 0.5f));
ed::PinPivotSize(ImVec2(0, 0)); 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); draw_pin_circle(PinSide::Output);
ed::EndPin(); ed::EndPin();
} else { } else {
@@ -356,10 +623,16 @@ bool dag_node_editor(std::vector<DagStep>& pipeline) {
int src_idx = find_by_id(pipeline, sid); int src_idx = find_by_id(pipeline, sid);
if (src_idx < 0) continue; if (src_idx < 0) continue;
const DagStep& src_step = pipeline[static_cast<size_t>(src_idx)]; const DagStep& src_step = pipeline[static_cast<size_t>(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::Link(ed::LinkId(link_id(src_step.editor_uid, step.editor_uid, k)),
ed::PinId(output_pin_id(src_step.editor_uid)), ed::PinId(output_pin_id(src_step.editor_uid)),
ed::PinId(input_pin_id(step.editor_uid, k)), ed::PinId(input_pin_id(step.editor_uid, k)),
PIN_COLOR, 2.5f); link_col, link_thick);
} }
} }
+26
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@@ -41,3 +41,29 @@ Multi-source: cada nodo declara `num_inputs` (0-4). Los slots de `source_ids[]`
## Dependencia ## Dependencia
Requiere `imgui_node_editor` static library linkeada (`cpp/vendor/imgui-node-editor`). 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)`.
+4 -3
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@@ -173,22 +173,23 @@ bool dag_panel(std::vector<DagStep>& pipeline) {
} }
// Controls // Controls
int pcount = static_cast<int>(step.params.size());
for (const auto& ctrl : def->controls) { for (const auto& ctrl : def->controls) {
std::string uid_label = ctrl.label + "##" + step.id + std::to_string(&ctrl - def->controls.data()); std::string uid_label = ctrl.label + "##" + step.id + std::to_string(&ctrl - def->controls.data());
if (ctrl.kind == DagControl::Kind::Slider) { if (ctrl.kind == DagControl::Kind::Slider) {
int pidx = ctrl.param_idx[0]; 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<size_t>(pidx)], ctrl.min, ctrl.max); ImGui::SliderFloat(uid_label.c_str(), &step.params[static_cast<size_t>(pidx)], ctrl.min, ctrl.max);
} }
} else if (ctrl.kind == DagControl::Kind::XY) { } else if (ctrl.kind == DagControl::Kind::XY) {
int px = ctrl.param_idx[0]; int px = ctrl.param_idx[0];
int py = ctrl.param_idx[1]; 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<size_t>(px)], ctrl.min, ctrl.max); ImGui::SliderFloat2(uid_label.c_str(), &step.params[static_cast<size_t>(px)], ctrl.min, ctrl.max);
} }
} else if (ctrl.kind == DagControl::Kind::Color) { } else if (ctrl.kind == DagControl::Kind::Color) {
int pr = ctrl.param_idx[0]; 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<size_t>(pr)]); ImGui::ColorEdit3(uid_label.c_str(), &step.params[static_cast<size_t>(pr)]);
} }
} }
+19 -6
View File
@@ -8,6 +8,9 @@ namespace fn::gfx {
enum class DagKind { Gen, Op, Blend, Output }; 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 { struct DagControl {
enum class Kind { Slider, XY, Color }; enum class Kind { Slider, XY, Color };
Kind kind; Kind kind;
@@ -24,21 +27,31 @@ struct DagNodeDef {
std::string desc; std::string desc;
DagKind kind = DagKind::Gen; DagKind kind = DagKind::Gen;
int num_inputs = 0; // 0=Gen, 1=Op, 2=Blend, up to 4 int num_inputs = 0; // 0=Gen, 1=Op, 2=Blend, up to 4
std::array<std::string, 4> param_names{"", "", "", ""}; std::vector<std::string> param_names;
std::array<float, 4> param_defaults{0, 0, 0, 0}; std::vector<float> param_defaults;
std::vector<DagControl> controls; std::vector<DagControl> controls;
std::function<std::string(int idx)> body_glsl; // 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<std::string(int base_vec4)> body_glsl;
bool is_builtin = true; // user-saved generators set this false
}; };
struct DagStep { struct DagStep {
std::string id; std::string id;
std::string name; std::string name;
std::array<float, 4> params{0, 0, 0, 0}; std::vector<float> params; // size == def->param_defaults.size()
std::array<std::string, 4> source_ids{"", "", "", ""}; // up to 4 inputs; "" = no connection std::array<std::string, 4> source_ids{"", "", "", ""}; // up to 4 inputs; "" = no connection
float editor_pos_x = 0.0f; float editor_pos_x = 0.0f;
float editor_pos_y = 0.0f; float editor_pos_y = 0.0f;
uint32_t editor_uid = 0; // monotonic counter, used as node editor ID uint32_t editor_uid = 0; // monotonic counter, used as node editor ID
bool preview_open = false; // show in-node thumbnail of out_<index> bool preview_open = false; // show in-node thumbnail of out_<index>
}; };
// 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 } // namespace fn::gfx
+21 -10
View File
@@ -1,27 +1,38 @@
#include "gfx/dag_uniforms.h" #include "gfx/dag_uniforms.h"
#include "gfx/dag_compile.h"
#include "gfx/dag_catalog.h"
#include "gfx/gl_loader.h" #include "gfx/gl_loader.h"
#include <algorithm> #include <algorithm>
#include <cstring> #include <cstring>
namespace fn::gfx { namespace fn::gfx {
static constexpr int MAX_NODES = 16; static constexpr int MAX_PARAM_VEC4S = 64;
void dag_uniforms_apply(const std::vector<DagStep>& pipeline, unsigned int program) { void dag_uniforms_apply(const std::vector<DagStep>& pipeline, unsigned int program) {
float data[MAX_NODES * 4]; float data[MAX_PARAM_VEC4S * 4];
std::memset(data, 0, sizeof(data)); std::memset(data, 0, sizeof(data));
const int n = static_cast<int>(std::min(pipeline.size(), static_cast<size_t>(MAX_NODES))); std::vector<int> base = dag_param_layout(pipeline);
for (int i = 0; i < n; ++i) {
const auto& step = pipeline[static_cast<size_t>(i)]; for (size_t i = 0; i < pipeline.size(); ++i) {
data[i * 4 + 0] = step.params[0]; const DagStep& step = pipeline[i];
data[i * 4 + 1] = step.params[1]; const DagNodeDef* def = dag_find(step.name);
data[i * 4 + 2] = step.params[2]; if (!def) continue;
data[i * 4 + 3] = step.params[3]; int pc = static_cast<int>(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<int>(step.params.size())) ? step.params[static_cast<size_t>(k)] : 0.0f;
}
} }
GLint loc = glGetUniformLocation(program, "u_params"); 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 } // namespace fn::gfx
+6
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@@ -31,3 +31,9 @@ output: "Efecto lateral: actualiza el uniform u_params[16] en el programa GL act
## Notas ## 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. 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`).
+22
View File
@@ -34,6 +34,17 @@ PFNGLUNIFORM4FVPROC fn_glUniform4fv = nullptr;
PFNGLUSEPROGRAMPROC fn_glUseProgram = nullptr; PFNGLUSEPROGRAMPROC fn_glUseProgram = nullptr;
PFNGLACTIVETEXTUREPROC fn_glActiveTexture = nullptr; PFNGLACTIVETEXTUREPROC fn_glActiveTexture = nullptr;
PFNGLGENERATEMIPMAPPROC fn_glGenerateMipmap = 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 { namespace fn::gfx {
@@ -74,6 +85,17 @@ bool gl_loader_init() {
LOAD(glUseProgram); LOAD(glUseProgram);
LOAD(glActiveTexture); LOAD(glActiveTexture);
LOAD(glGenerateMipmap); 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 #undef LOAD
return true; return true;
+25
View File
@@ -38,8 +38,22 @@
extern PFNGLUNIFORM4FPROC fn_glUniform4f; extern PFNGLUNIFORM4FPROC fn_glUniform4f;
extern PFNGLUNIFORM4FVPROC fn_glUniform4fv; extern PFNGLUNIFORM4FVPROC fn_glUniform4fv;
extern PFNGLUSEPROGRAMPROC fn_glUseProgram; extern PFNGLUSEPROGRAMPROC fn_glUseProgram;
// Texture (gl_texture_load — issue 0026)
extern PFNGLACTIVETEXTUREPROC fn_glActiveTexture; extern PFNGLACTIVETEXTUREPROC fn_glActiveTexture;
extern PFNGLGENERATEMIPMAPPROC fn_glGenerateMipmap; 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 glAttachShader fn_glAttachShader
#define glBindBuffer fn_glBindBuffer #define glBindBuffer fn_glBindBuffer
@@ -73,6 +87,17 @@
#define glUseProgram fn_glUseProgram #define glUseProgram fn_glUseProgram
#define glActiveTexture fn_glActiveTexture #define glActiveTexture fn_glActiveTexture
#define glGenerateMipmap fn_glGenerateMipmap #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 #else
#define GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES
#include <GL/gl.h> #include <GL/gl.h>
+19 -1
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@@ -3,7 +3,7 @@ name: gl_loader
kind: function kind: function
lang: cpp lang: cpp
domain: gfx domain: gfx
version: "1.0.0" version: "1.1.0"
purity: impure purity: impure
signature: "bool gl_loader_init()" 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." 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 `<GL/gl.h>` + `<GL/gl
1. Declarar `extern PFNGL<NAME>PROC fn_gl<Name>;` en el `.h`. 1. Declarar `extern PFNGL<NAME>PROC fn_gl<Name>;` en el `.h`.
2. Anadir `#define gl<Name> fn_gl<Name>` en el bloque `#ifdef _WIN32`. 2. Anadir `#define gl<Name> fn_gl<Name>` en el bloque `#ifdef _WIN32`.
3. Instanciar el puntero en el `.cpp` y anadir `LOAD(gl<Name>);` dentro de `gl_loader_init()`. 3. Instanciar el puntero en el `.cpp` y anadir `LOAD(gl<Name>);` 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`.
+3 -3
View File
@@ -1,9 +1,9 @@
#include "viz/graph_renderer.h" #include "viz/graph_renderer.h"
#include "viz/graph_types.h" #include "viz/graph_types.h"
#define GL_GLEXT_PROTOTYPES // gl_loader: en Linux es no-op (incluye GL headers con GL_GLEXT_PROTOTYPES);
#include <GL/gl.h> // en Windows expone los punteros via #define gl* fn_gl* tras gl_loader_init().
#include <GL/glext.h> #include "gfx/gl_loader.h"
#include <cstdlib> #include <cstdlib>
#include <cstring> #include <cstring>
+6 -2
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@@ -3,7 +3,7 @@ name: graph_renderer
kind: function kind: function
lang: cpp lang: cpp
domain: viz domain: viz
version: "1.0.0" version: "1.1.0"
purity: impure purity: impure
signature: "GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config)" 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" 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. **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` + `<GL/gl.h>` + `<GL/glext.h>`. 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 `<GL/glext.h>` a `gfx/gl_loader.h` para que compile en cross-compile MinGW. Sin cambios funcionales — el binario Linux es bit-equivalente.
+17 -18
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@@ -1,12 +1,14 @@
#include "kpi_card.h" #include "kpi_card.h"
#include "sparkline.h" #include "sparkline.h"
#include "core/tokens.h" #include "core/tokens.h"
#include "core/icons_tabler.h"
#include <imgui.h> #include <imgui.h>
#include <cstdio> #include <cstdio>
void kpi_card(const char* label, float value, float delta_percent, void kpi_card(const char* label, float value, float delta_percent,
const float* history, int history_count, const float* history, int history_count,
const char* format) { const char* format,
const char* icon) {
using namespace fn_tokens; using namespace fn_tokens;
// Card container — surface bg, border, rounded, padding. // 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: // Altura fija (no AutoResizeY) para que:
// (a) todas las cards de un grid queden alineadas visualmente, // (a) todas las cards de un grid queden alineadas visualmente,
// (b) no haya recalculo de layout por card en cada resize de la ventana. // (b) no haya recalculo de layout por card en cada resize.
// 78px alcanza para: label (~14px) + value (~22px con escala x1.4) + trend constexpr float card_height = 86.0f;
// (~14px) + padding sm*2 (~16px) ≈ 66px, +12px de aire.
constexpr float card_height = 78.0f;
ImGui::BeginChild(child_id, ImVec2(width, card_height), ImGui::BeginChild(child_id, ImVec2(width, card_height),
ImGuiChildFlags_Borders, ImGuiChildFlags_Borders,
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse); ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse);
// Label — muted // Top row: optional icon + label, ambos en text_muted.
ImGui::PushStyleColor(ImGuiCol_Text, colors::text_muted); ImGui::PushStyleColor(ImGuiCol_Text, colors::text_muted);
if (icon && *icon) {
ImGui::TextUnformatted(icon);
ImGui::SameLine(0, spacing::xs);
}
ImGui::TextUnformatted(label); ImGui::TextUnformatted(label);
ImGui::PopStyleColor(); ImGui::PopStyleColor();
// Value — escala compacta 1.4x, proporcional a una card de 78px. // Value — escala compacta 1.4x, proporcional a una card de 86px.
// El format controla el sufijo (ej: "%.0f%%" para porcentajes).
ImGui::SetWindowFontScale(1.4f); ImGui::SetWindowFontScale(1.4f);
char value_buf[64]; char value_buf[64];
std::snprintf(value_buf, sizeof(value_buf), format, value); std::snprintf(value_buf, sizeof(value_buf), format, value);
ImGui::TextUnformatted(value_buf); ImGui::TextUnformatted(value_buf);
ImGui::SetWindowFontScale(1.0f); ImGui::SetWindowFontScale(1.0f);
// Delta / trend — SIEMPRE se reserva la linea aunque no haya tendencia, // 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%".
const bool has_delta = delta_percent != 0.0f; const bool has_delta = delta_percent != 0.0f;
const bool has_history = history != nullptr && history_count > 0; const bool has_history = history != nullptr && history_count > 0;
if (has_delta) { if (has_delta) {
const bool positive = delta_percent >= 0.0f; const bool positive = delta_percent >= 0.0f;
const ImVec4 delta_color = positive ? colors::success : colors::error; const ImVec4 delta_color = positive ? colors::success : colors::error;
char delta_buf[32]; char delta_buf[48];
if (positive) { 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 { } 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::PushStyleColor(ImGuiCol_Text, delta_color);
ImGui::TextUnformatted(delta_buf); 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); sparkline(label, history, history_count, delta_color, 120.0f, 24.0f);
} }
} else if (has_history) { } else if (has_history) {
// Sin delta pero con historia: sparkline en primary (neutro).
sparkline(label, history, history_count, colors::primary, 120.0f, 24.0f); sparkline(label, history, history_count, colors::primary, 120.0f, 24.0f);
} else { } else {
// Placeholder para preservar altura de la card. // Placeholder para preservar altura.
ImGui::PushStyleColor(ImGuiCol_Text, colors::text_dim); ImGui::PushStyleColor(ImGuiCol_Text, colors::text_dim);
ImGui::TextUnformatted("\xe2\x80\x94"); // em dash ImGui::TextUnformatted(TI_MINUS);
ImGui::PopStyleColor(); ImGui::PopStyleColor();
} }
+6 -4
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@@ -2,15 +2,17 @@
// KPI card — displays a key metric with trend. // KPI card — displays a key metric with trend.
// Usage: // Usage:
// #include "core/icons_tabler.h"
// float history[] = {10, 12, 11, 15, 18, 17, 20}; // 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: // Shows:
// - Label (small, muted) // - Optional icon (Tabler glyph) + label (small, muted) on top row
// - Value (large font) // - Value (large font)
// - Delta badge (green up / red down) // - Delta badge (green TI_TRENDING_UP / red TI_TRENDING_DOWN)
// - Sparkline of history // - Sparkline of history
void kpi_card(const char* label, float value, float delta_percent, void kpi_card(const char* label, float value, float delta_percent,
const float* history = nullptr, int history_count = 0, const float* history = nullptr, int history_count = 0,
const char* format = "%.1f"); const char* format = "%.1f",
const char* icon = nullptr);
+10 -7
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@@ -3,11 +3,11 @@ name: kpi_card
kind: component kind: component
lang: cpp lang: cpp
domain: viz domain: viz
version: "1.2.0" version: "1.3.0"
purity: pure 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\")" 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 valor grande, delta porcentual y sparkline historico. Contenedor con surface bg, borde y radius via tokens (Mantine Paper equivalente)." 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] tags: [imgui, kpi, card, dashboard, metrics, sparkline, tokens, tabler]
uses_functions: ["sparkline_cpp_viz", "tokens_cpp_core"] uses_functions: ["sparkline_cpp_viz", "tokens_cpp_core"]
uses_types: [] uses_types: []
returns: [] returns: []
@@ -32,7 +32,9 @@ params:
desc: "Numero de valores en el array history" desc: "Numero de valores en el array history"
- name: format - name: format
desc: "Formato printf para el valor principal (ej: \"$%.0f\", \"%.1f%%\", \"%.2f\")" desc: "Formato printf para el valor principal (ej: \"$%.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 # 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 `<Paper withBorder radius="md" p="sm">` del frontend. - **v1.1**: la card se renderiza dentro de un `BeginChild` con `surface` bg, `border` y `radius::md` de `fn_tokens` — replica el `<Paper withBorder radius="md" p="sm">` 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. - **v1.2**: 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. - 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. - 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. - ~~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 em dash usa `text_dim`, label usa `text_muted`. - Colores: delta usa `fn_tokens::colors::{success, error}`, placeholder `TI_MINUS` usa `text_dim`, label + icono usan `text_muted`.
+5 -4
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@@ -1,8 +1,8 @@
set(CMAKE_SYSTEM_NAME Windows) set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86_64) set(CMAKE_SYSTEM_PROCESSOR x86_64)
set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc) set(CMAKE_C_COMPILER x86_64-w64-mingw32-gcc-posix)
set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++) set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++-posix)
set(CMAKE_RC_COMPILER x86_64-w64-mingw32-windres) set(CMAKE_RC_COMPILER x86_64-w64-mingw32-windres)
set(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32) 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 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Static link runtime so .exe is self-contained # Static link runtime so .exe is self-contained. Con el compilador -posix
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static-libgcc -static-libstdc++") # tambien hay que statificar winpthread para no depender de libwinpthread-1.dll.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static-libgcc -static-libstdc++ -static -lwinpthread")
+2 -2
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@@ -30,8 +30,8 @@
| [0022](completed/0022-init-pipelines.md) | Init Pipelines (scaffolding) | completado | alta | feature | — | | [0022](completed/0022-init-pipelines.md) | Init Pipelines (scaffolding) | completado | alta | feature | — |
| [0023](completed/0023-testing-utils.md) | Testing Utilities Go | completado | media | 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 | — | | [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 | — | | [0025](completed/0025-cpp-text-editor-file-watcher.md) | C++ text_editor + file_watcher | completado | alta | feature | — |
| [0026](0026-cpp-gl-texture-load.md) | C++ gl_texture_load (stb_image → sampler2D) | pendiente | alta | feature | 0035, 0036 | | [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 | — | | [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 | — | | [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 | — | | [0029](0029-cpp-mesh-viewer.md) | C++ mesh_viewer + obj loader + orbit_camera | pendiente | media | feature | — |
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@@ -224,3 +224,58 @@ Este proyecto se instala identico en cualquier maquina con el registry clonado:
3. Build del dashboard. 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`). 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.