diff --git a/cpp/apps/primitives_gallery/CMakeLists.txt b/cpp/apps/primitives_gallery/CMakeLists.txt index 72703b4f..db48eb36 100644 --- a/cpp/apps/primitives_gallery/CMakeLists.txt +++ b/cpp/apps/primitives_gallery/CMakeLists.txt @@ -5,6 +5,7 @@ add_imgui_app(primitives_gallery demos_core.cpp demos_viz.cpp demos_graph.cpp + demos_graph_styles.cpp demos_gfx.cpp demos_3d.cpp demos_text_editor.cpp @@ -66,6 +67,7 @@ add_imgui_app(primitives_gallery # Graph stack (instanced GPU + Barnes-Hut + spatial hash) ${CMAKE_SOURCE_DIR}/functions/viz/graph_types.cpp ${CMAKE_SOURCE_DIR}/functions/viz/graph_renderer.cpp + ${CMAKE_SOURCE_DIR}/functions/viz/graph_icons.cpp ${CMAKE_SOURCE_DIR}/functions/viz/graph_force_layout.cpp ${CMAKE_SOURCE_DIR}/functions/viz/graph_viewport.cpp ${CMAKE_SOURCE_DIR}/functions/core/graph_spatial_hash.cpp diff --git a/cpp/apps/primitives_gallery/demos.h b/cpp/apps/primitives_gallery/demos.h index 7f698409..8e460f3c 100644 --- a/cpp/apps/primitives_gallery/demos.h +++ b/cpp/apps/primitives_gallery/demos.h @@ -34,6 +34,7 @@ void demo_scatter_plot(); void demo_histogram(); void demo_sparkline(); void demo_graph(); +void demo_graph_styles(); // issue 0049f void demo_candlestick(); void demo_gauge(); void demo_heatmap(); diff --git a/cpp/apps/primitives_gallery/demos_graph_styles.cpp b/cpp/apps/primitives_gallery/demos_graph_styles.cpp new file mode 100644 index 00000000..917f8255 --- /dev/null +++ b/cpp/apps/primitives_gallery/demos_graph_styles.cpp @@ -0,0 +1,243 @@ +#include "demos.h" +#include "demo.h" + +#include "viz/graph_types.h" +#include "viz/graph_viewport.h" +#include "viz/graph_renderer.h" +#include "viz/graph_force_layout.h" +#include "viz/graph_icons.h" +#include "core/button.h" +#include "core/tokens.h" + +#include +#include +#include +#include + +namespace gallery { + +// 6 codepoints Tabler representativos para los 6 EntityTypes del demo. El +// orden coincide con `s_entity_types[i]`: cada tipo apunta a `icon_id = i+1` +// (las regiones del atlas son 1-indexed; 0 reservado para "sin icono"). +static const uint16_t k_demo_codepoints[6] = { + 0xEB4Du, // TI_USER + 0xEAE5u, // TI_MAIL + 0xEAB9u, // TI_GLOBE + 0xEB09u, // TI_PHONE + 0xEA4Fu, // TI_BUILDING + 0xEA88u, // TI_DATABASE +}; + +static const uint32_t k_styles_palette[6] = { + 0xFF6BCB77u, // verde — Person (circle) + 0xFFFF6B6Bu, // rojo — Email (square) + 0xFF4D96FFu, // azul — Domain (diamond) + 0xFFFFC75Fu, // ambar — Phone (hex) + 0xFFC780E8u, // morado — Org (triangle) + 0xFF52CDF2u, // cyan — Database (rounded square) +}; + +static const char* k_styles_names[6] = { + "Person", "Email", "Domain", "Phone", "Organization", "Database" +}; + +static EntityType s_entity_types[6]; +static RelationType s_relation_types[3]; // solid, dashed, dotted +static IconAtlas* s_atlas = nullptr; +static bool s_types_initialized = false; +static bool s_atlas_bound = false; + +static void init_demo_types() { + if (s_types_initialized) return; + for (int i = 0; i < 6; ++i) { + EntityType t{}; + t.color = k_styles_palette[i]; + t.shape = (uint8_t)(SHAPE_CIRCLE + i); // 1..6 — uno por shape + t.icon_id = (uint16_t)(i + 1); // 1-based + t.default_size = 14.0f; + t.name = k_styles_names[i]; + s_entity_types[i] = t; + } + s_relation_types[0] = relation_type(0xFFCCCCCCu, EDGE_SOLID, 1.5f, "knows"); + s_relation_types[1] = relation_type(0xFFFFB870u, EDGE_DASHED, 1.5f, "uses"); + s_relation_types[2] = relation_type(0xFF89E0FCu, EDGE_DOTTED, 1.5f, "owns"); + s_types_initialized = true; +} + +// 30 nodos posicionados en un anillo por tipo. Aristas: cada nodo conecta a +// sus dos vecinos (arc) y a un nodo "central" del cluster siguiente. Mezcla +// de directed/undirected para validar las flechas. +static void build_demo_graph(std::vector& nodes, + std::vector& edges) +{ + nodes.clear(); + edges.clear(); + + const int per_type = 5; + const float ring_r = 80.0f; + const float type_r = 30.0f; + + for (int t = 0; t < 6; ++t) { + float ang_t = (float)t * (2.0f * 3.14159265f / 6.0f); + float cx = std::cos(ang_t) * ring_r; + float cy = std::sin(ang_t) * ring_r; + for (int k = 0; k < per_type; ++k) { + float a = (float)k * (2.0f * 3.14159265f / per_type) + ang_t * 0.3f; + GraphNode n = graph_node(cx + std::cos(a) * type_r, + cy + std::sin(a) * type_r, + (uint16_t)t); + n.user_data = (uint64_t)nodes.size(); + nodes.push_back(n); + } + } + + auto idx = [&](int t, int k) { return (uint32_t)(t * per_type + k); }; + + for (int t = 0; t < 6; ++t) { + // Aristas intra-cluster (knows = solid, undirected). + for (int k = 0; k < per_type; ++k) { + int next_k = (k + 1) % per_type; + GraphEdge e = graph_edge(idx(t, k), idx(t, next_k), 1.0f, /*type_id=*/0); + edges.push_back(e); + } + // Inter-cluster: del nodo 0 del cluster t al nodo 0 del cluster t+1 + // como "uses" (dashed, directed). + int t_next = (t + 1) % 6; + GraphEdge e1 = graph_edge(idx(t, 0), idx(t_next, 0), 1.0f, /*type_id=*/1); + e1.flags |= EF_DIRECTED; + edges.push_back(e1); + + // Y otra inter-cluster mas larga al cluster +2 como "owns" (dotted, + // directed). Asi se ven las 3 estilos a la vez. + int t_far = (t + 2) % 6; + GraphEdge e2 = graph_edge(idx(t, 2), idx(t_far, 3), 0.6f, /*type_id=*/2); + e2.flags |= EF_DIRECTED; + edges.push_back(e2); + } +} + +void demo_graph_styles() { + demo_header("graph_renderer (shapes + icons + arrows + edge styles)", "v1.5.0", + "OSINT-style: 6 EntityTypes, uno por shape (circle, square, diamond, hex, " + "triangle, rounded square) con icono Tabler en el centro. 3 RelationTypes " + "(solid/dashed/dotted) con flechas en los aristas EF_DIRECTED. Mismas dos " + "draw calls que el viewport normal (1 nodos + 1 aristas)."); + + init_demo_types(); + + static std::vector s_nodes; + static std::vector s_edges; + static GraphData s_graph{}; + static GraphViewportState s_state; + static bool s_initialized = false; + static bool s_run_layout = false; + + if (!s_initialized) { + build_demo_graph(s_nodes, s_edges); + s_graph.nodes = s_nodes.data(); + s_graph.node_count = (int)s_nodes.size(); + s_graph.node_capacity = (int)s_nodes.capacity(); + s_graph.edges = s_edges.data(); + s_graph.edge_count = (int)s_edges.size(); + s_graph.edge_capacity = (int)s_edges.capacity(); + s_graph.types = s_entity_types; + s_graph.type_count = 6; + s_graph.rel_types = s_relation_types; + s_graph.rel_type_count = 3; + s_graph.update_bounds(); + s_state.layout_running = false; // queremos ver las shapes posicionadas, no el caos del force + s_state.zoom = 2.0f; + s_initialized = true; + } + + section("Legend"); + { + ImGui::PushStyleColor(ImGuiCol_Text, fn_tokens::colors::text_muted); + for (int i = 0; i < 6; ++i) { + ImGui::Text("%-13s shape=%d icon_id=%d color=#%06x", + k_styles_names[i], + (int)s_entity_types[i].shape, + (int)s_entity_types[i].icon_id, + (unsigned)(s_entity_types[i].color & 0x00FFFFFFu)); + } + ImGui::Text("Edges: knows=solid, uses=dashed (directed), owns=dotted (directed)"); + ImGui::PopStyleColor(); + } + + section("Controls"); + { + using namespace fn_ui; + if (button(s_run_layout ? "Pause force layout" : "Run force layout", + ButtonVariant::Secondary)) { + s_run_layout = !s_run_layout; + s_state.layout_running = s_run_layout; + } + ImGui::SameLine(); + if (button("Rebuild", ButtonVariant::Subtle)) { + build_demo_graph(s_nodes, s_edges); + s_graph.nodes = s_nodes.data(); + s_graph.node_count = (int)s_nodes.size(); + s_graph.edges = s_edges.data(); + s_graph.edge_count = (int)s_edges.size(); + s_graph.update_bounds(); + } + ImGui::SameLine(); + if (button("Fit view", ButtonVariant::Subtle)) { + graph_viewport_fit(s_graph, s_state); + } + } + + section("Viewport"); + if (s_run_layout) { + ForceLayoutConfig cfg; + cfg.repulsion = 1500.0f; + cfg.attraction = 0.04f; + cfg.gravity = 0.005f; + cfg.iterations = 1; + graph_force_layout_step(s_graph, cfg); + } + + // El viewport crea internamente el GraphRenderer. La primera vez que se + // dibuja el panel, el renderer existe — bindeamos el atlas justo despues. + graph_viewport("##graph_styles", s_graph, s_state, ImVec2(0, 460)); + + if (!s_atlas_bound && s_state.renderer) { + s_atlas = graph_icons_build(k_demo_codepoints, 6, 32); + if (s_atlas) { + graph_renderer_set_icon_atlas(s_state.renderer, + graph_icons_texture(s_atlas), + graph_icons_uv_table(s_atlas), + graph_icons_count(s_atlas)); + s_atlas_bound = true; + } else { + // Sin atlas: marcamos como bound para no reintentar cada frame — + // el renderer simplemente pinta sin overlay de iconos. + s_atlas_bound = true; + } + } + + code_block( + "// Build atlas con 6 codepoints Tabler\n" + "const uint16_t cps[] = {0xEB4D, 0xEAE5, 0xEAB9, 0xEB09, 0xEA4F, 0xEA88};\n" + "IconAtlas* atlas = graph_icons_build(cps, 6, 32);\n" + "\n" + "// EntityTypes: cada uno con su shape e icono\n" + "EntityType person = {0xFF6BCB77, SHAPE_CIRCLE, /*icon_id=*/1, 14, \"Person\"};\n" + "EntityType email = {0xFFFF6B6B, SHAPE_SQUARE, /*icon_id=*/2, 14, \"Email\"};\n" + "// ... etc\n" + "\n" + "// RelationTypes: solid / dashed / dotted\n" + "RelationType knows = relation_type(0xFFCCCCCC, EDGE_SOLID, 1.5f, \"knows\");\n" + "RelationType uses = relation_type(0xFFFFB870, EDGE_DASHED, 1.5f, \"uses\");\n" + "\n" + "// Bind atlas al renderer\n" + "graph_renderer_set_icon_atlas(renderer, graph_icons_texture(atlas),\n" + " graph_icons_uv_table(atlas),\n" + " graph_icons_count(atlas));\n" + "\n" + "// Aristas direccionales\n" + "GraphEdge e = graph_edge(src, tgt, 1.0f, /*type_id=*/1);\n" + "e.flags |= EF_DIRECTED;"); +} + +} // namespace gallery diff --git a/cpp/apps/primitives_gallery/main.cpp b/cpp/apps/primitives_gallery/main.cpp index c831e7d9..feb90c38 100644 --- a/cpp/apps/primitives_gallery/main.cpp +++ b/cpp/apps/primitives_gallery/main.cpp @@ -64,6 +64,7 @@ static const DemoEntry k_demos[] = { {"histogram", "histogram", "Viz", &gallery::demo_histogram}, {"sparkline", "sparkline", "Viz", &gallery::demo_sparkline}, {"graph_viewport", "graph_viewport", "Viz", &gallery::demo_graph}, + {"graph_styles", "graph_styles", "Viz", &gallery::demo_graph_styles}, // issue 0049f {"candlestick", "candlestick", "Viz", &gallery::demo_candlestick}, {"gauge", "gauge", "Viz", &gallery::demo_gauge}, {"heatmap", "heatmap", "Viz", &gallery::demo_heatmap}, diff --git a/cpp/functions/viz/graph_icons.cpp b/cpp/functions/viz/graph_icons.cpp new file mode 100644 index 00000000..4d14e33f --- /dev/null +++ b/cpp/functions/viz/graph_icons.cpp @@ -0,0 +1,241 @@ +#include "viz/graph_icons.h" + +#include "gfx/gl_loader.h" + +// stb_truetype esta vendor-ada por ImGui. La declaracion `STBTT_DEF static` +// hace que cada TU tenga su propia copia de las funciones — no colisionamos +// con el `STB_TRUETYPE_IMPLEMENTATION` que ya esta en `imgui_draw.cpp`. +#define STB_TRUETYPE_IMPLEMENTATION +#include "imstb_truetype.h" + +#include +#include +#include +#include +#include + +#ifndef FN_CPP_ROOT +#define FN_CPP_ROOT "" +#endif + +// Hook para tests sin contexto GL. Se setea via la variable de entorno +// `FN_GRAPH_ICONS_SKIP_GL=1` antes de llamar a `graph_icons_build`. Cuando +// esta activo, el atlas se construye en CPU pero `gl_tex` queda en 0 (los +// tests pueden inspeccionar `pixels` y `regions`/`uv_table` sin GL). +namespace { + +bool skip_gl_upload() { + const char* v = std::getenv("FN_GRAPH_ICONS_SKIP_GL"); + return v && v[0] && v[0] != '0'; +} + +constexpr int k_atlas_w = 512; +constexpr int k_atlas_h = 512; +constexpr int k_grid = 16; // 16x16 celdas +constexpr int k_max_icons = k_grid * k_grid; + +bool file_exists(const char* path) { + if (!path || !*path) return false; + if (FILE* f = std::fopen(path, "rb")) { std::fclose(f); return true; } + return false; +} + +// Mismo orden de busqueda que `icon_font.cpp` para que cualquier app del +// registry encuentre el TTF tras el script de copy de assets. +std::string find_tabler_ttf() { + const char* fname = "tabler-icons.ttf"; + std::string p; + p = std::string("./") + fname; if (file_exists(p.c_str())) return p; + p = std::string("./assets/") + fname; if (file_exists(p.c_str())) return p; + if (const char* env = std::getenv("FN_ASSETS_DIR")) { + p = std::string(env) + "/" + fname; + if (file_exists(p.c_str())) return p; + } + if (std::strlen(FN_CPP_ROOT) > 0) { + p = std::string(FN_CPP_ROOT) + "/vendor/tabler-icons/tabler-icons.ttf"; + if (file_exists(p.c_str())) return p; + } + return std::string(); +} + +std::vector read_file_bytes(const char* path) { + std::vector out; + FILE* f = std::fopen(path, "rb"); + if (!f) return out; + std::fseek(f, 0, SEEK_END); + long sz = std::ftell(f); + std::fseek(f, 0, SEEK_SET); + if (sz > 0) { + out.resize((size_t)sz); + size_t rd = std::fread(out.data(), 1, (size_t)sz, f); + if (rd != (size_t)sz) out.clear(); + } + std::fclose(f); + return out; +} + +} // namespace + +struct IconAtlas { + unsigned int gl_tex = 0; + int width = 0; + int height = 0; + int icon_px = 32; + int count = 0; + std::vector regions; // index 0 dummy (id=0 -> nullptr) + std::vector pixels_rgba; // CPU copy para tests + std::vector uv_table; // count*4 floats, 0-indexed +}; + +IconAtlas* graph_icons_build(const uint16_t* codepoints, int count, int icon_px) { + if (!codepoints || count <= 0 || count > k_max_icons) return nullptr; + if (icon_px <= 0) icon_px = 32; + if (icon_px > k_atlas_w / k_grid) icon_px = k_atlas_w / k_grid; + + std::string ttf_path = find_tabler_ttf(); + if (ttf_path.empty()) { + std::fprintf(stderr, + "[graph_icons] tabler-icons.ttf no encontrado. Buscado en ./, " + "./assets/, $FN_ASSETS_DIR, %s/vendor/tabler-icons/\n", + FN_CPP_ROOT[0] ? FN_CPP_ROOT : "(FN_CPP_ROOT vacio)"); + return nullptr; + } + auto ttf_bytes = read_file_bytes(ttf_path.c_str()); + if (ttf_bytes.empty()) { + std::fprintf(stderr, "[graph_icons] no pude leer %s\n", ttf_path.c_str()); + return nullptr; + } + + stbtt_fontinfo font; + if (!stbtt_InitFont(&font, ttf_bytes.data(), + stbtt_GetFontOffsetForIndex(ttf_bytes.data(), 0))) { + std::fprintf(stderr, "[graph_icons] stbtt_InitFont fallo\n"); + return nullptr; + } + + IconAtlas* a = new IconAtlas(); + a->width = k_atlas_w; + a->height = k_atlas_h; + a->icon_px = icon_px; + a->count = count; + a->regions.reserve((size_t)count + 1); + a->regions.push_back({0, 0, 0.f, 0.f, 0.f, 0.f}); // id=0 reservado + a->pixels_rgba.assign((size_t)k_atlas_w * (size_t)k_atlas_h * 4, 0); + a->uv_table.assign((size_t)count * 4, 0.f); + + // Padding 1 px dentro de cada celda para que el filtrado linear no muestre + // pixels del icono vecino al sumar `fwidth`. + const int cell = k_atlas_w / k_grid; // 32 px + const int padding = 1; + const int target = cell - 2 * padding; // 30 px dentro de la celda + + const float scale = stbtt_ScaleForPixelHeight(&font, (float)target); + + int ascent = 0, descent = 0, lineGap = 0; + stbtt_GetFontVMetrics(&font, &ascent, &descent, &lineGap); + const float baseline = (float)ascent * scale; + + for (int i = 0; i < count; ++i) { + const uint16_t cp = codepoints[i]; + const int row = i / k_grid; + const int col = i % k_grid; + const int cx0 = col * cell; + const int cy0 = row * cell; + + // Bitmap box en pixels (relativo al baseline). + int x0, y0, x1, y1; + stbtt_GetCodepointBitmapBox(&font, cp, scale, scale, &x0, &y0, &x1, &y1); + const int gw = x1 - x0; + const int gh = y1 - y0; + + // Alinear glifo dentro de la celda manteniendo el padding y el centrado. + // Algunos iconos no caben en `target` exacto (Tabler tiene viewBox uniforme + // pero el bitmap puede salirse 1-2 px). Si gw > target lo recortamos al + // mismo target — la imagen sale ligeramente comprimida pero no pisa la + // celda vecina. + const int draw_w = (gw > target) ? target : gw; + const int draw_h = (gh > target) ? target : gh; + const int dx = cx0 + padding + (target - draw_w) / 2; + const int dy = cy0 + padding + (target - draw_h) / 2; + + if (draw_w > 0 && draw_h > 0) { + std::vector mono((size_t)draw_w * (size_t)draw_h, 0); + stbtt_MakeCodepointBitmap(&font, mono.data(), + draw_w, draw_h, draw_w, + scale, scale, cp); + + // Copia mono → RGBA (R=G=B=255, A=mono). + for (int yy = 0; yy < draw_h; ++yy) { + for (int xx = 0; xx < draw_w; ++xx) { + const unsigned char alpha = mono[(size_t)yy * draw_w + xx]; + if (alpha == 0) continue; + const size_t off = ((size_t)(dy + yy) * k_atlas_w + (size_t)(dx + xx)) * 4; + a->pixels_rgba[off + 0] = 0xFFu; + a->pixels_rgba[off + 1] = 0xFFu; + a->pixels_rgba[off + 2] = 0xFFu; + a->pixels_rgba[off + 3] = alpha; + } + } + } + + // UVs: bordes externos de la celda (padding fuera de los UVs para que el + // shader pueda hacer un overlay perfectamente cuadrado sin bleed). + IconRegion r{}; + r.id = (uint16_t)(i + 1); + r.codepoint = cp; + r.u0 = (float)(cx0 + padding) / (float)k_atlas_w; + r.v0 = (float)(cy0 + padding) / (float)k_atlas_h; + r.u1 = (float)(cx0 + cell - padding) / (float)k_atlas_w; + r.v1 = (float)(cy0 + cell - padding) / (float)k_atlas_h; + a->regions.push_back(r); + a->uv_table[(size_t)i * 4 + 0] = r.u0; + a->uv_table[(size_t)i * 4 + 1] = r.v0; + a->uv_table[(size_t)i * 4 + 2] = r.u1; + a->uv_table[(size_t)i * 4 + 3] = r.v1; + (void)baseline; // baseline no se usa en este layout (cada celda absorbe el offset) + } + + if (skip_gl_upload()) { + return a; + } + + // Subir a GPU. + glGenTextures(1, &a->gl_tex); + glBindTexture(GL_TEXTURE_2D, a->gl_tex); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, a->width, a->height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, a->pixels_rgba.data()); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glBindTexture(GL_TEXTURE_2D, 0); + + return a; +} + +unsigned int graph_icons_texture(const IconAtlas* a) { + return a ? a->gl_tex : 0u; +} + +const IconRegion* graph_icons_region(const IconAtlas* a, uint16_t icon_id) { + if (!a || icon_id == 0) return nullptr; + if (icon_id >= (uint16_t)a->regions.size()) return nullptr; + return &a->regions[icon_id]; +} + +int graph_icons_count(const IconAtlas* a) { return a ? a->count : 0; } +int graph_icons_width(const IconAtlas* a) { return a ? a->width : 0; } +int graph_icons_height(const IconAtlas* a) { return a ? a->height : 0; } +const unsigned char* graph_icons_pixels(const IconAtlas* a) { + return a ? a->pixels_rgba.data() : nullptr; +} +const float* graph_icons_uv_table(const IconAtlas* a) { + return a ? a->uv_table.data() : nullptr; +} + +void graph_icons_destroy(IconAtlas* a) { + if (!a) return; + if (a->gl_tex) glDeleteTextures(1, &a->gl_tex); + delete a; +} diff --git a/cpp/functions/viz/graph_icons.h b/cpp/functions/viz/graph_icons.h new file mode 100644 index 00000000..de651a53 --- /dev/null +++ b/cpp/functions/viz/graph_icons.h @@ -0,0 +1,62 @@ +#pragma once +#include + +// Atlas de iconos Tabler para `graph_renderer`. Bakea N codepoints (0xE000- +// 0xFCFF) en una textura RGBA 512×512 organizada como grid de 16×16 celdas +// de 32 px cada una. Cada icono se rasteriza con `stb_truetype` desde +// `tabler-icons.ttf`. La textura se sube a GPU como `GL_RGBA8` con filtrado +// linear. +// +// Convencion de IDs: `icon_id = 0` significa "sin icono". Las regiones +// devueltas por `graph_icons_build` tienen `id = i + 1`, donde `i` es la +// posicion del codepoint en el array de entrada. De esta forma un nodo o un +// EntityType con `icon_id == 0` (default tras `graph_node`/`entity_type`) se +// pinta sin icono superpuesto. + +struct IconAtlas; + +struct IconRegion { + uint16_t id; // 1-based; 0 reservado para "sin icono" + uint16_t codepoint; // codepoint Unicode original (debug) + float u0, v0, u1, v1; // UVs en [0,1] dentro del atlas +}; + +// Construye el atlas. `count` puede ser 1..256 (limite del grid 16×16). +// `icon_px` controla el tamano de rasterizacion; tipicamente 32 para grid de +// 32 px sin re-escalado. +// +// Devuelve `nullptr` si no encuentra `tabler-icons.ttf` o si `count` esta +// fuera de rango. El TTF se busca en (en orden): +// 1. `./tabler-icons.ttf` +// 2. `./assets/tabler-icons.ttf` +// 3. `$FN_ASSETS_DIR/tabler-icons.ttf` +// 4. `${FN_CPP_ROOT}/vendor/tabler-icons/tabler-icons.ttf` +// +// Requiere un contexto OpenGL valido en el hilo actual (sube la textura). +IconAtlas* graph_icons_build(const uint16_t* codepoints, int count, int icon_px = 32); + +// GL texture id (RGBA8) — lo consume `graph_renderer` como `samplerBuffer u_icon_atlas`. +unsigned int graph_icons_texture(const IconAtlas*); + +// Devuelve la region por icon_id (1-based). nullptr si fuera de rango. +const IconRegion* graph_icons_region(const IconAtlas*, uint16_t icon_id); + +// Numero de iconos cargados. +int graph_icons_count(const IconAtlas*); + +// Dimensiones del atlas en pixels (siempre 512×512 actualmente). +int graph_icons_width(const IconAtlas*); +int graph_icons_height(const IconAtlas*); + +// Acceso al bitmap RGBA en CPU (para tests / debug). Layout: row-major, +// `width * height * 4` bytes. NULL si el atlas se construyo sin retener +// pixels (por defecto se retienen para tests). +const unsigned char* graph_icons_pixels(const IconAtlas*); + +// Tabla plana de UVs lista para subir como uniform array al shader. Layout: +// `count * 4` floats consecutivos (u0, v0, u1, v1) en el orden de +// codepoints pasado a `_build` (0-indexed: el icono con `icon_id == k` +// vive en `uv_table[(k-1)*4 .. (k-1)*4 + 4]`). +const float* graph_icons_uv_table(const IconAtlas*); + +void graph_icons_destroy(IconAtlas*); diff --git a/cpp/functions/viz/graph_icons.md b/cpp/functions/viz/graph_icons.md new file mode 100644 index 00000000..d9ea47e7 --- /dev/null +++ b/cpp/functions/viz/graph_icons.md @@ -0,0 +1,82 @@ +--- +name: graph_icons +kind: function +lang: cpp +domain: viz +version: "1.0.0" +purity: impure +signature: "IconAtlas* graph_icons_build(const uint16_t* codepoints, int count, int icon_px)" +description: "Atlas RGBA 512x512 con iconos Tabler bakeados via stb_truetype, consumido por graph_renderer para overlay de iconos en nodos del grafo" +tags: [graph, atlas, icons, tabler, opengl, gpu, stb_truetype] +uses_functions: ["gl_loader_cpp_gfx"] +uses_types: [] +returns: [] +returns_optional: false +error_type: "error_go_core" +imports: [imgui] +tested: true +tests: ["build with 6 codepoints produces non-empty regions", "icon_id=0 returns nullptr", "icon_id out of range returns nullptr", "atlas dimensions are 512x512"] +test_file_path: "cpp/tests/test_graph_icons.cpp" +file_path: "cpp/functions/viz/graph_icons.cpp" +framework: imgui +params: + - name: codepoints + desc: "Array de codepoints Unicode (uint16_t) en el rango Tabler 0xE000-0xFCFF — los TI_* del header icons_tabler.h apuntan a estos codepoints" + - name: count + desc: "Numero de iconos a bakear. Limite 256 (grid 16x16 dentro del atlas 512x512)" + - name: icon_px + desc: "Tamano de rasterizacion en pixels. 32 por defecto — coincide con el tamano de celda y evita re-escalado" +output: "Handle opaco al atlas. Texture id GL_RGBA8 accesible via graph_icons_texture(); regiones por icon_id (1-based) via graph_icons_region(). icon_id=0 reservado para significar 'sin icono'" +--- + +# graph_icons + +Builder de atlas de iconos Tabler para `graph_renderer`. Bakea hasta 256 codepoints en una textura RGBA8 de 512×512 organizada como grid 16×16 de celdas de 32 px. + +## API + +```cpp +struct IconAtlas; +struct IconRegion { + uint16_t id; // 1-based; 0 = "sin icono" + uint16_t codepoint; + float u0, v0, u1, v1; // UVs en [0,1] +}; + +IconAtlas* graph_icons_build(const uint16_t* codepoints, int count, int icon_px = 32); +unsigned int graph_icons_texture(const IconAtlas*); +const IconRegion* graph_icons_region(const IconAtlas*, uint16_t icon_id); +int graph_icons_count(const IconAtlas*); +int graph_icons_width(const IconAtlas*); +int graph_icons_height(const IconAtlas*); +const unsigned char* graph_icons_pixels(const IconAtlas*); // CPU copy para tests +void graph_icons_destroy(IconAtlas*); +``` + +## Ejemplo + +```cpp +const uint16_t cps[] = { + 0xEB4Du, // TI_USER + 0xEAE5u, // TI_MAIL + 0xEAB9u, // TI_GLOBE + 0xEB09u, // TI_PHONE + 0xEA4Fu, // TI_BUILDING + 0xEA88u, // TI_DATABASE +}; +IconAtlas* atlas = graph_icons_build(cps, 6); + +// EntityType refiere por icon_id (1-based): +EntityType person = entity_type(0xFF4CAF50, SHAPE_CIRCLE, 12.0f, "Person", 1); +EntityType email = entity_type(0xFFF44336, SHAPE_SQUARE, 12.0f, "Email", 2); + +// Pasar el atlas al renderer: +graph_renderer_set_icon_atlas(renderer, atlas); +``` + +## Notas + +- Requiere `tabler-icons.ttf` en `./assets/`, `$FN_ASSETS_DIR/`, o `${FN_CPP_ROOT}/vendor/tabler-icons/`. +- Cada celda lleva 1 px de padding interior para evitar bleed entre iconos al filtrar linealmente. +- Los pixels CPU se retienen para que tests verifiquen la presencia de glifos en las regiones esperadas sin GPU. +- `stb_truetype` se incluye con `STB_TRUETYPE_IMPLEMENTATION` local (cada TU tiene `STBTT_DEF static`, no colisiona con la copia de ImGui). diff --git a/cpp/functions/viz/graph_renderer.cpp b/cpp/functions/viz/graph_renderer.cpp index 1c8d5794..c490f10d 100644 --- a/cpp/functions/viz/graph_renderer.cpp +++ b/cpp/functions/viz/graph_renderer.cpp @@ -21,40 +21,41 @@ // demos que aun no construyen tablas EntityType. // --------------------------------------------------------------------------- static const uint32_t k_fallback_palette[10] = { - 0xFF4CAF50u, // green - 0xFFF44336u, // red - 0xFF2196F3u, // blue - 0xFFFF9800u, // orange - 0xFF9C27B0u, // purple - 0xFF00BCD4u, // cyan - 0xFFFFEB3Bu, // yellow - 0xFFE91E63u, // pink - 0xFF795548u, // brown - 0xFF607D8Bu, // blue-grey + 0xFF4CAF50u, 0xFFF44336u, 0xFF2196F3u, 0xFFFF9800u, 0xFF9C27B0u, + 0xFF00BCD4u, 0xFFFFEB3Bu, 0xFFE91E63u, 0xFF795548u, 0xFF607D8Bu, }; +// Maximo de iconos que cabe en el uniform array del shader. 256 es lo que +// genera `graph_icons` (grid 16×16 en 512×512). Subirlo requiere mas budget +// de uniforms (vec4×N → 4 floats por entrada) y aun cabe holgado en el +// limite GL 3.30 de 1024 vec4 por bloque. +static constexpr int k_max_icons = 256; + // --------------------------------------------------------------------------- // Per-instance / per-vertex data layouts // --------------------------------------------------------------------------- -// Tier 1 packing: el color va como uint32 unico en lugar de 4 floats. Reduce -// el bandwidth de upload en 60% para nodos (28 → 16 bytes/instance) y 50% -// para aristas (24 → 12 bytes/vertex), y elimina la conversion ABGR→4floats -// en CPU (los uint32 ya tienen el layout de unpackUnorm4x8 en little-endian). -struct NodeInstance { // 16 bytes - float x, y; // world position - float size; // diameter - uint32_t color; // packed RGBA8 +// 0049f: NodeInstance crece de 16 a 24 bytes para llevar shape + icon_id. +// `shape_icon` empaqueta shape (8 bits bajos) + icon_id (16 bits siguientes); +// los UVs del icono no viajan por instancia — el shader los busca en un +// `uniform vec4 u_icon_uvs[256]` indexado por icon_id-1. Asi conservamos +// bandwidth aunque haya muchos nodos con el mismo icono. +struct NodeInstance { // 24 bytes (alineado a 4) + float x, y; // 8 + float size; // 4 (= diametro en pixels world-space) + uint32_t color; // 4 + uint32_t shape_icon; // 4 — (shape & 0xFF) | (icon_id << 8) + uint32_t pad_; // 4 — relleno explicito; reservado para flags futuros }; -// Tier 2 (issue 0049d): aristas via vertex pulling. El buffer es estatico — -// solo `(source_idx, target_idx, color, flags)` por arista, 16 bytes — y -// se reuploads solo cuando cambia el grafo. El vertex shader hace fetch de -// las posiciones desde un TBO RG32F que SI se actualiza por frame. -struct EdgeStatic { // 16 bytes - uint32_t source; // index into nodes - uint32_t target; // index into nodes - uint32_t color; // packed RGBA8 (sin pre-multiplicar — el shader aplica edge_alpha) - uint32_t flags; // reservado para flechas/styles futuros +// 0049f: EdgeStatic crece de 16 a 20 bytes para llevar style + flags reales. +// `style_flags`: flags (low 8 bits) | style (next 8 bits). El resto sigue +// siendo source/target/color como en 0049d. +struct EdgeStatic { // 20 bytes + uint32_t source; // index into nodes + uint32_t target; // index into nodes + uint32_t color; // packed RGBA8 + uint32_t style_flags; // (flags & 0xFF) | (style << 8) + uint32_t pad_; // pad a multiplo de 4 — actualmente sin uso }; // --------------------------------------------------------------------------- @@ -63,17 +64,22 @@ struct EdgeStatic { // 16 bytes struct GraphRenderer { unsigned int fbo; unsigned int texture; - unsigned int rbo; // depth/stencil renderbuffer + unsigned int rbo; int width, height; // Node rendering (instanced quads) unsigned int node_vao, node_quad_vbo, node_instance_vbo; unsigned int node_shader; + int node_u_viewport_loc; + int node_u_scale_loc; + int node_u_translate_loc; + int node_u_outline_loc; + int node_u_node_px_loc; + int node_u_icon_atlas_loc; + int node_u_has_icons_loc; + int node_u_icon_uvs_loc; - // Edge rendering (vertex pulling — issue 0049d) - // edge_vao : VAO con atributos por-instancia (divisor=1) leyendo de edge_static_vbo - // edge_vbo : buffer estatico (uno por grafo) con (source, target, color, flags) - // node_pos_buf / node_pos_tex : TBO RG32F que el vertex shader muestrea via texelFetch + // Edge rendering (vertex pulling con 6 vertices/instancia para flecha) unsigned int edge_vao, edge_vbo; unsigned int edge_shader; unsigned int node_pos_buf; @@ -84,31 +90,30 @@ struct GraphRenderer { int edge_u_alpha_loc; int edge_u_node_pos_loc; - // Streaming buffer capacities (in bytes). Grow x2 cuando used > capacity. - // Mantenemos el VBO orphaned con glBufferData(NULL, capacity) y luego - // hacemos glBufferSubData con los bytes realmente usados — evita el - // sync stall del driver y reduce las reallocaciones a O(log N). + // Streaming buffer capacities (in bytes). size_t node_vbo_capacity; - size_t node_pos_capacity; // bytes del TBO RG32F - size_t edge_static_capacity; // bytes del buffer estatico de aristas + size_t node_pos_capacity; + size_t edge_static_capacity; - // CPU staging buffers — se reusan entre frames; crecen igual que el VBO. + // CPU staging NodeInstance* node_staging; - size_t node_staging_cap; // en NodeInstances, no bytes - float* node_pos_staging; // 2 floats (x,y) por nodo - size_t node_pos_staging_cap; // en floats + size_t node_staging_cap; + float* node_pos_staging; + size_t node_pos_staging_cap; EdgeStatic* edge_static_staging; - size_t edge_static_staging_cap; // en EdgeStatic + size_t edge_static_staging_cap; - // Cache para detectar cambios del grafo y reuploadear el edge_vbo - // estatico solo entonces. Identificamos el grafo por (puntero, count); - // basta para los flujos actuales (graph_viewport recrea el array al - // recargar). Cuando GraphData gane un campo `revision` se sustituira. + // Edge cache (reupload solo cuando cambia el grafo) const void* cached_edges_ptr; - int cached_edge_count; // edges del grafo en el ultimo upload - int cached_edges_drawn; // edges realmente subidos (post-filtro) + int cached_edge_count; + int cached_edges_drawn; bool edges_uploaded; + // Icon atlas binding (0 = sin iconos) + unsigned int icon_atlas_tex; + float icon_uvs[k_max_icons * 4]; + int icon_uv_count; + GraphRendererConfig config; }; @@ -116,27 +121,28 @@ struct GraphRenderer { // Shader sources // --------------------------------------------------------------------------- -// Node vertex shader — instanced unit quad -// a_color es uint32 packeado (R,G,B,A) — unpackUnorm4x8 esta en GLSL 4.20+, -// pero en core 3.30 lo hacemos manualmente con bit shifts. Eso mantiene -// compatibilidad con drivers que no exponen GL 4.x sin tener que tocar -// fn_framework. +// Node vertex shader — instanced unit quad, ahora con shape + icon_id. +// Pasamos el texto del shape al fragment para que despache el SDF correcto; +// los UVs del icono se buscan en `u_icon_uvs[icon_id-1]`. static const char* k_node_vert = R"( #version 330 core -// Quad corners [-0.5, 0.5] -layout(location = 0) in vec2 a_quad; +layout(location = 0) in vec2 a_quad; -// Per-instance: world position, size, packed RGBA8 color. layout(location = 1) in vec2 a_pos; layout(location = 2) in float a_size; layout(location = 3) in uint a_color; +layout(location = 4) in uint a_shape_icon; -out vec2 v_uv; -out vec4 v_color; +out vec2 v_uv; +out vec4 v_color; +flat out uint v_shape; +flat out uint v_icon_id; +flat out vec4 v_icon_uv; -uniform vec2 u_viewport; // (width, height) in pixels -uniform float u_scale; // cam_zoom -uniform vec2 u_translate; // (tx, ty) in pixels +uniform vec2 u_viewport; +uniform float u_scale; +uniform vec2 u_translate; +uniform vec4 u_icon_uvs[256]; vec4 unpack_rgba8(uint c) { return vec4( @@ -153,64 +159,145 @@ void main() { vec2 ndc = (screen / u_viewport) * 2.0 - 1.0; ndc.y = -ndc.y; gl_Position = vec4(ndc, 0.0, 1.0); - v_uv = a_quad + 0.5; - v_color = unpack_rgba8(a_color); + v_uv = a_quad + 0.5; + v_color = unpack_rgba8(a_color); + v_shape = a_shape_icon & 0xFFu; + v_icon_id = (a_shape_icon >> 8) & 0xFFFFu; + if (v_icon_id != 0u) { + v_icon_uv = u_icon_uvs[int(v_icon_id) - 1]; + } else { + v_icon_uv = vec4(0.0); + } } )"; -// Node fragment shader — SDF circle with outline +// Node fragment shader — SDF dispatch + opcional icon overlay. +// Para mantener la calidad del AA usamos `fwidth(d)` en lugar del +// `1.5/u_node_px` viejo: sirve igual a cualquier zoom y se queda nitido en +// los bordes complejos (hexagono, triangulo). static const char* k_node_frag = R"( #version 330 core in vec2 v_uv; in vec4 v_color; +flat in uint v_shape; +flat in uint v_icon_id; +flat in vec4 v_icon_uv; out vec4 frag_color; -uniform float u_outline_px; // outline width in uv units -uniform float u_node_px; // node diameter in pixels (= size * zoom) +uniform float u_outline_px; +uniform float u_node_px; +uniform sampler2D u_icon_atlas; +uniform int u_has_icons; + +float sdf_circle(vec2 uv) { + return length(uv - 0.5) - 0.5; +} + +float sdf_square(vec2 uv) { + vec2 d = abs(uv - 0.5) - 0.5; + return max(d.x, d.y); +} + +float sdf_diamond(vec2 uv) { + vec2 d = abs(uv - 0.5); + return d.x + d.y - 0.5; +} + +// Hexagono regular alineado horizontalmente; SDF derivado del clasico de +// Inigo Quilez adaptado al cuadrado [0,1]^2. Inscribimos el hex dentro del +// circulo de radio 0.5 para que sus vertices toquen los bordes — asi +// area visual ~ a la del circulo del mismo `size`. +float sdf_hex(vec2 uv) { + vec2 p = abs(uv - 0.5); + const vec2 k = vec2(0.866025404, 0.5); + p -= 2.0 * min(dot(k, p), 0.0) * k; + p -= vec2(clamp(p.x, -k.y * 0.5, k.y * 0.5), 0.5); + return length(p) * sign(p.y) - (0.5 * 0.866025404); +} + +// Triangulo equilatero apuntando hacia arriba dentro de [0,1]^2. +float sdf_triangle(vec2 uv) { + const float k = 1.732050808; // sqrt(3) + vec2 p = uv - vec2(0.5, 0.5); + p.x = abs(p.x) - 0.5; + p.y = p.y + 0.5 / k; + if (p.x + k * p.y > 0.0) p = vec2(p.x - k * p.y, -k * p.x - p.y) / 2.0; + p.x -= clamp(p.x, -1.0, 0.0); + return -length(p) * sign(p.y); +} + +float sdf_rrect(vec2 uv) { + float r = 0.18; + vec2 d = abs(uv - 0.5) - (0.5 - r); + return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - r; +} + +float pick_sdf(uint shape, vec2 uv) { + // shape 0 = SHAPE_USE_TYPE: el CPU resuelve antes; aqui no debe llegar. + // 1=circle 2=square 3=diamond 4=hex 5=triangle 6=rounded_square + if (shape == 1u) return sdf_circle(uv); + else if (shape == 2u) return sdf_square(uv); + else if (shape == 3u) return sdf_diamond(uv); + else if (shape == 4u) return sdf_hex(uv); + else if (shape == 5u) return sdf_triangle(uv); + else if (shape == 6u) return sdf_rrect(uv); + return sdf_circle(uv); // default robusto si shape mal codificado +} void main() { - float dist = length(v_uv - 0.5); - float r = 0.5; - float fwidth_uv = 1.5 / max(u_node_px, 1.0); - float alpha = 1.0 - smoothstep(r - fwidth_uv, r, dist); - if (alpha < 0.001) discard; + float d = pick_sdf(v_shape, v_uv); + float aa = max(fwidth(d), 0.001); + float fill_alpha = 1.0 - smoothstep(-aa, 0.0, d); + if (fill_alpha < 0.001) discard; + + // Outline: anillo exterior — la anchura en uv viene de outline_px / node_px. float outline_uv = u_outline_px / max(u_node_px, 1.0); - float outline = smoothstep(r - outline_uv - fwidth_uv, r - outline_uv, dist); + float outline = smoothstep(-outline_uv - aa, -outline_uv, d); vec3 fill = v_color.rgb; vec3 outline_col = mix(fill, vec3(1.0), 0.6); - vec3 color = mix(fill, outline_col, outline); - frag_color = vec4(color, v_color.a * alpha); + vec3 col = mix(fill, outline_col, outline); + + // Overlay del icono (solo si hay atlas + icon_id != 0). El icono se + // tintamos sumando blanco modulado por su alpha — el resultado sigue + // siendo legible sobre cualquier color de fondo del nodo. + if (u_has_icons != 0 && v_icon_id != 0u) { + vec2 atlas_uv = mix(v_icon_uv.xy, v_icon_uv.zw, v_uv); + vec4 ic = texture(u_icon_atlas, atlas_uv); + col = mix(col, vec3(1.0), ic.a * 0.85); + } + + frag_color = vec4(col, v_color.a * fill_alpha); } )"; -// Edge vertex shader — vertex pulling (issue 0049d). -// El buffer de aristas es estatico: solo indices y color. Las posiciones -// vienen del TBO `u_node_pos` (RG32F, vec2 por nodo). gl_VertexID indica si -// dibujamos el endpoint source (0) o target (1). Asi eliminamos el upload -// de `12 floats × E` por frame que dominaba el coste de aristas. +// Edge vertex shader — vertex pulling, ahora 6 vertices por arista para +// soportar flecha en aristas EF_DIRECTED: +// gl_VertexID 0 (line src→tip), 1 (tip) +// gl_VertexID 2 (tip), 3 (back_left) +// gl_VertexID 4 (tip), 5 (back_right) +// Si no esta directed, los vertices 2..5 se colapsan al tip (lineas +// degeneradas no visibles). // -// Nota: usamos divisor=1 en los 4 atributos y `glDrawArraysInstanced(LINES, -// 0, 2, edge_count)` — cada instancia rinde una linea de 2 vertices, los -// atributos se mantienen constantes en la instancia y `gl_VertexID` cicla -// 0..1 dentro de ella. -// -// `samplerBuffer` y `texelFetch(samplerBuffer, int)` estan en GLSL 1.40+; -// 330 core nos vale (no necesitamos 4.30 — el issue exageraba). +// Para dashed/dotted: pasamos `arc_length` interpolado (en pixels) al +// fragment shader; este descarta segun style. static const char* k_edge_vert = R"( #version 330 core layout(location = 0) in uint a_source; layout(location = 1) in uint a_target; layout(location = 2) in uint a_color; -// location 3 (flags) reservado en el buffer (16B alignment) pero no leido aqui. +layout(location = 3) in uint a_style_flags; uniform samplerBuffer u_node_pos; uniform vec2 u_viewport; uniform float u_scale; uniform vec2 u_translate; -uniform float u_alpha; // edge_alpha +uniform float u_alpha; out vec4 v_color; +flat out uint v_style; +flat out uint v_segment; // 0=line, 1=arrow +out float v_arc; vec4 unpack_rgba8(uint c) { return vec4( @@ -221,27 +308,97 @@ vec4 unpack_rgba8(uint c) { ) * (1.0 / 255.0); } +vec2 to_screen(vec2 wpos) { + return wpos * u_scale + u_translate; +} + +vec2 to_ndc(vec2 screen) { + vec2 ndc = (screen / u_viewport) * 2.0 - 1.0; + return vec2(ndc.x, -ndc.y); +} + void main() { - int idx = (gl_VertexID & 1) == 0 ? int(a_source) : int(a_target); - vec2 wpos = texelFetch(u_node_pos, idx).xy; - vec2 screen = wpos * u_scale + u_translate; - vec2 ndc = (screen / u_viewport) * 2.0 - 1.0; - ndc.y = -ndc.y; - gl_Position = vec4(ndc, 0.0, 1.0); + int vid = gl_VertexID; + uint flags = a_style_flags & 0xFFu; + uint style = (a_style_flags >> 8) & 0xFFu; + bool directed = (flags & 1u) != 0u; // EF_DIRECTED == 1 + + vec2 wsrc = texelFetch(u_node_pos, int(a_source)).xy; + vec2 wtgt = texelFetch(u_node_pos, int(a_target)).xy; + + vec2 ssrc = to_screen(wsrc); + vec2 stgt = to_screen(wtgt); + + vec2 dir = stgt - ssrc; + float seg_len = length(dir); + vec2 dir_n = (seg_len > 0.0001) ? dir / seg_len : vec2(1.0, 0.0); + vec2 perp = vec2(-dir_n.y, dir_n.x); + + // Acortamos el segmento principal si la arista es directed para que la + // flecha no se incruste en el nodo target. Tamano fijo en pixels = 10. + float arrow_px = 10.0; + vec2 tip = stgt; + vec2 line_end = directed ? (stgt - dir_n * arrow_px * 0.5) : stgt; + + vec2 spos; + float arc; + uint segment; + + if (vid <= 1) { + // Linea principal source→line_end. + segment = 0u; + if (vid == 0) { spos = ssrc; arc = 0.0; } + else { spos = line_end; arc = length(line_end - ssrc); } + } else { + segment = 1u; + arc = 0.0; + if (!directed) { + // Sin flecha: degenerado en el tip — sin pintar. + spos = tip; + } else { + // Triangulo de la flecha en 2 lineas (chevron): + // (tip, back_left) y (tip, back_right) + vec2 back = tip - dir_n * arrow_px; + vec2 left_p = back + perp * arrow_px * 0.5; + vec2 right_p = back - perp * arrow_px * 0.5; + if (vid == 2) spos = tip; + else if (vid == 3) spos = left_p; + else if (vid == 4) spos = tip; + else spos = right_p; + } + } + + gl_Position = vec4(to_ndc(spos), 0.0, 1.0); vec4 c = unpack_rgba8(a_color); c.a *= u_alpha; - v_color = c; + v_color = c; + v_style = style; + v_segment = segment; + v_arc = arc; } )"; -// Edge fragment shader +// Edge fragment shader — descarta segun style + arc_length para producir +// dashed (period 8 px, duty 0.5) o dotted (period 4 px, duty 0.25). Las +// lineas de la flecha (segment==1) se renderizan siempre solidas. static const char* k_edge_frag = R"( #version 330 core in vec4 v_color; +flat in uint v_style; +flat in uint v_segment; +in float v_arc; out vec4 frag_color; void main() { + if (v_segment == 0u) { + // EDGE_USE_TYPE=0, EDGE_SOLID=1, EDGE_DASHED=2, EDGE_DOTTED=3 + if (v_style == 2u) { + if (mod(v_arc, 8.0) > 4.0) discard; + } else if (v_style == 3u) { + if (mod(v_arc, 4.0) > 1.0) discard; + } + } frag_color = v_color; } )"; @@ -256,7 +413,7 @@ static unsigned int compile_shader(GLenum type, const char* src) { int ok; glGetShaderiv(s, GL_COMPILE_STATUS, &ok); if (!ok) { - char buf[512]; + char buf[1024]; glGetShaderInfoLog(s, sizeof(buf), nullptr, buf); fprintf(stderr, "[graph_renderer] shader compile error: %s\n", buf); } @@ -273,7 +430,7 @@ static unsigned int link_program(const char* vert_src, const char* frag_src) { int ok; glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (!ok) { - char buf[512]; + char buf[1024]; glGetProgramInfoLog(prog, sizeof(buf), nullptr, buf); fprintf(stderr, "[graph_renderer] program link error: %s\n", buf); } @@ -315,10 +472,6 @@ static void destroy_fbo(GraphRenderer* r) { // --------------------------------------------------------------------------- // Capacity-tracked streaming helpers // --------------------------------------------------------------------------- -// Doblar la capacidad cada vez que el upload supera el VBO. Asi las -// reallocaciones quedan en O(log N) en el peor caso y en >0 en el regimen -// estable. Capacidad inicial razonable: 4096 nodos / aristas (segun el .md -// del issue) — la primera llamada paga el redimensionado si hay mas. static size_t grow_capacity(size_t current, size_t needed, size_t initial) { size_t cap = current > 0 ? current : initial; while (cap < needed) cap *= 2; @@ -348,11 +501,12 @@ GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererC r->cached_edge_count = 0; r->cached_edges_drawn = 0; r->edges_uploaded = false; + r->icon_atlas_tex = 0; + r->icon_uv_count = 0; + std::memset(r->icon_uvs, 0, sizeof(r->icon_uvs)); - // --- FBO --- create_fbo(r); - // --- Node VAO --- static const float quad_verts[8] = { -0.5f, -0.5f, 0.5f, -0.5f, @@ -363,42 +517,39 @@ GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererC glGenVertexArrays(1, &r->node_vao); glBindVertexArray(r->node_vao); - // Quad VBO (location 0) glGenBuffers(1, &r->node_quad_vbo); glBindBuffer(GL_ARRAY_BUFFER, r->node_quad_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(quad_verts), quad_verts, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0); - // Instance VBO — layout: NodeInstance (x, y, size, color_u32) glGenBuffers(1, &r->node_instance_vbo); glBindBuffer(GL_ARRAY_BUFFER, r->node_instance_vbo); - glEnableVertexAttribArray(1); // pos (2 float) - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, - sizeof(NodeInstance), + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(NodeInstance), (void*)offsetof(NodeInstance, x)); glVertexAttribDivisor(1, 1); - glEnableVertexAttribArray(2); // size (1 float) - glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, - sizeof(NodeInstance), + glEnableVertexAttribArray(2); + glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(NodeInstance), (void*)offsetof(NodeInstance, size)); glVertexAttribDivisor(2, 1); - glEnableVertexAttribArray(3); // color (1 uint32) — IPointer, no normalizado - glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, - sizeof(NodeInstance), + glEnableVertexAttribArray(3); + glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, sizeof(NodeInstance), (void*)offsetof(NodeInstance, color)); glVertexAttribDivisor(3, 1); + glEnableVertexAttribArray(4); + glVertexAttribIPointer(4, 1, GL_UNSIGNED_INT, sizeof(NodeInstance), + (void*)offsetof(NodeInstance, shape_icon)); + glVertexAttribDivisor(4, 1); glBindVertexArray(0); - // --- Edge VAO (vertex pulling, divisor=1 sobre el buffer estatico) --- glGenVertexArrays(1, &r->edge_vao); glBindVertexArray(r->edge_vao); glGenBuffers(1, &r->edge_vbo); glBindBuffer(GL_ARRAY_BUFFER, r->edge_vbo); - // (source, target, color, flags) — los 4 con divisor=1. glEnableVertexAttribArray(0); glVertexAttribIPointer(0, 1, GL_UNSIGNED_INT, sizeof(EdgeStatic), (void*)offsetof(EdgeStatic, source)); @@ -411,15 +562,15 @@ GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererC glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(EdgeStatic), (void*)offsetof(EdgeStatic, color)); glVertexAttribDivisor(2, 1); - // location 3 reservado en el buffer pero no enabled — el shader actual - // no lo lee. Mantenemos el slot para futuros estilos/flechas. + glEnableVertexAttribArray(3); + glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, sizeof(EdgeStatic), + (void*)offsetof(EdgeStatic, style_flags)); + glVertexAttribDivisor(3, 1); glBindVertexArray(0); - // --- TBO de posiciones de nodos (RG32F, vec2 por nodo) --- glGenBuffers(1, &r->node_pos_buf); glBindBuffer(GL_TEXTURE_BUFFER, r->node_pos_buf); - // Reservamos capacidad inicial; se redimensiona en draw segun N. glBufferData(GL_TEXTURE_BUFFER, 4096 * 2 * sizeof(float), nullptr, GL_STREAM_DRAW); r->node_pos_capacity = 4096 * 2 * sizeof(float); @@ -429,12 +580,18 @@ GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererC glBindTexture(GL_TEXTURE_BUFFER, 0); glBindBuffer(GL_TEXTURE_BUFFER, 0); - // --- Shaders --- r->node_shader = link_program(k_node_vert, k_node_frag); r->edge_shader = link_program(k_edge_vert, k_edge_frag); - // Cachear locations de uniforms del edge shader (issue 0049d): se - // resuelven una vez en lugar de glGetUniformLocation cada frame. + r->node_u_viewport_loc = glGetUniformLocation(r->node_shader, "u_viewport"); + r->node_u_scale_loc = glGetUniformLocation(r->node_shader, "u_scale"); + r->node_u_translate_loc = glGetUniformLocation(r->node_shader, "u_translate"); + r->node_u_outline_loc = glGetUniformLocation(r->node_shader, "u_outline_px"); + r->node_u_node_px_loc = glGetUniformLocation(r->node_shader, "u_node_px"); + r->node_u_icon_atlas_loc = glGetUniformLocation(r->node_shader, "u_icon_atlas"); + r->node_u_has_icons_loc = glGetUniformLocation(r->node_shader, "u_has_icons"); + r->node_u_icon_uvs_loc = glGetUniformLocation(r->node_shader, "u_icon_uvs"); + r->edge_u_viewport_loc = glGetUniformLocation(r->edge_shader, "u_viewport"); r->edge_u_scale_loc = glGetUniformLocation(r->edge_shader, "u_scale"); r->edge_u_translate_loc = glGetUniformLocation(r->edge_shader, "u_translate"); @@ -471,21 +628,37 @@ void graph_renderer_resize(GraphRenderer* r, int width, int height) { create_fbo(r); } +void graph_renderer_set_icon_atlas(GraphRenderer* r, + unsigned int texture_id, + const float* uv_table, + int count) { + if (!r) return; + r->icon_atlas_tex = texture_id; + r->icon_uv_count = (count > k_max_icons) ? k_max_icons : (count < 0 ? 0 : count); + if (r->icon_uv_count > 0 && uv_table) { + std::memcpy(r->icon_uvs, uv_table, + (size_t)r->icon_uv_count * 4 * sizeof(float)); + } + // Limpia las entradas no usadas para evitar UVs basura si el shader las + // sample por error. Costo: O(k_max_icons) — irrelevante. + if (r->icon_uv_count < k_max_icons) { + std::memset(r->icon_uvs + r->icon_uv_count * 4, 0, + (size_t)(k_max_icons - r->icon_uv_count) * 4 * sizeof(float)); + } +} + unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, float cam_x, float cam_y, float cam_zoom) { if (!r) return 0; - // --- Save GL state --- GLint prev_fbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prev_fbo); GLint prev_viewport[4]; glGetIntegerv(GL_VIEWPORT, prev_viewport); - // --- Bind FBO --- glBindFramebuffer(GL_FRAMEBUFFER, r->fbo); glViewport(0, 0, r->width, r->height); - // Clear with bg_color (interpreted as RGBA8 packed — same memory layout) uint8_t br, bg, bb, ba; unpack_rgba8(r->config.bg_color, br, bg, bb, ba); glClearColor(br / 255.0f, bg / 255.0f, bb / 255.0f, ba / 255.0f); @@ -494,13 +667,10 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - // View transform: world -> screen pixels float scale = cam_zoom; float tx = -cam_x * scale + (float)r->width * 0.5f; float ty = -cam_y * scale + (float)r->height * 0.5f; - // Frustum cull AABB en world coords. Margen del 10% para que un nodo o - // arista a punto de entrar en pantalla no haga pop-in al moverse. float half_w = ((float)r->width * 0.5f) / std::max(scale, 0.0001f); float half_h = ((float)r->height * 0.5f) / std::max(scale, 0.0001f); const float margin = 0.10f; @@ -510,9 +680,7 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, float vy1 = cam_y + half_h * (1.0f + margin); // ---------------------------------------------------------------- - // Subir posiciones de nodos al TBO (vec2 por nodo). Lo necesitamos - // tanto si dibujamos aristas (vertex pulling) como antes de dibujar - // nodos — pero se calcula una sola vez por frame. + // Subir posiciones de nodos al TBO. // ---------------------------------------------------------------- bool tbo_ready = false; if (graph.node_count > 0 && graph.nodes) { @@ -532,18 +700,15 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, 4096 * 2 * sizeof(float)); } glBindBuffer(GL_TEXTURE_BUFFER, r->node_pos_buf); - // Orphan + subdata: misma estrategia que en 0049c, evita stall. glBufferData(GL_TEXTURE_BUFFER, (GLsizeiptr)r->node_pos_capacity, nullptr, GL_STREAM_DRAW); glBufferSubData(GL_TEXTURE_BUFFER, 0, (GLsizeiptr)used_bytes, r->node_pos_staging); - // glTexBuffer ya esta vinculado al buffer en create — el view sigue - // valido tras orphan: GL_TEXTURE_BUFFER referencia al BO por nombre. glBindBuffer(GL_TEXTURE_BUFFER, 0); tbo_ready = true; } // ---------------------------------------------------------------- - // Aristas via vertex pulling. El buffer estatico solo se reupload - // cuando el grafo cambia — detectamos con (puntero, count). + // Aristas via vertex pulling. 6 vertices por arista (line + arrow). + // El buffer estatico se reupload solo cuando cambia el grafo. // ---------------------------------------------------------------- if (tbo_ready && graph.edge_count > 0 && graph.edges) { const bool graph_changed = @@ -552,9 +717,6 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, || r->cached_edge_count != graph.edge_count; if (graph_changed) { - // (Re)build el buffer estatico. Skipeamos aristas con indices - // fuera de rango — pueden aparecer durante una recarga parcial - // del grafo y no queremos que el GPU lea fuera del TBO. if ((size_t)graph.edge_count > r->edge_static_staging_cap) { size_t new_cap = grow_capacity(r->edge_static_staging_cap, (size_t)graph.edge_count, 8192); @@ -568,17 +730,17 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, if (e.source >= (uint32_t)graph.node_count) continue; if (e.target >= (uint32_t)graph.node_count) continue; if (!(e.flags & EF_VISIBLE)) continue; - // Saltamos aristas cuyos endpoints no estan visibles — - // el shader las pintaria igualmente (las posiciones siguen - // en el TBO) pero la aristas tendrian apariencia conectando - // "vacios" si los nodos estan ocultos por NF_VISIBLE off. if (!(graph.nodes[e.source].flags & NF_VISIBLE)) continue; if (!(graph.nodes[e.target].flags & NF_VISIBLE)) continue; uint32_t col = resolve_edge_color(e, graph.rel_types, graph.rel_type_count); if (col == 0u) col = pack_rgba8(0x88, 0x88, 0x88, 0xFF); - r->edge_static_staging[out++] = { e.source, e.target, col, 0u }; + uint8_t style = resolve_edge_style(e, graph.rel_types, + graph.rel_type_count); + uint32_t style_flags = ((uint32_t)e.flags & 0xFFu) + | ((uint32_t)style << 8); + r->edge_static_staging[out++] = { e.source, e.target, col, style_flags, 0u }; } if (out > 0) { const size_t used_bytes = out * sizeof(EdgeStatic); @@ -606,7 +768,6 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, glUniform2f(r->edge_u_translate_loc, tx, ty); glUniform1f(r->edge_u_alpha_loc, r->config.edge_alpha); - // Bind TBO al sampler u_node_pos en la texture unit 0. glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, r->node_pos_tex); glUniform1i(r->edge_u_node_pos_loc, 0); @@ -614,20 +775,18 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, glLineWidth(r->config.edge_width); glBindVertexArray(r->edge_vao); - // Una "instancia" = 1 linea (2 vertices). gl_VertexID dentro - // de la instancia es 0 o 1 → elige endpoint source o target. - glDrawArraysInstanced(GL_LINES, 0, 2, (GLsizei)r->cached_edges_drawn); + // 6 vertices por instancia: 2 linea + 4 chevron de la flecha. + glDrawArraysInstanced(GL_LINES, 0, 6, (GLsizei)r->cached_edges_drawn); glBindVertexArray(0); glBindTexture(GL_TEXTURE_BUFFER, 0); } } else if (graph.edge_count == 0) { - // Si el caller borra todas las aristas, invalidamos el cache para - // que el siguiente upload reconstruya el buffer. r->edges_uploaded = false; } // ---------------------------------------------------------------- - // Draw nodes (instanced quads, frustum-culled) + // Draw nodes (instanced quads, frustum-culled). Empaqueta shape e + // icon_id por instancia; el shader despacha el SDF y aplica overlay. // ---------------------------------------------------------------- if (graph.node_count > 0 && graph.nodes) { if ((size_t)graph.node_count > r->node_staging_cap) { @@ -641,16 +800,12 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, const GraphNode& n = graph.nodes[i]; if (!(n.flags & NF_VISIBLE)) continue; - float sz = resolve_node_size(n, graph.types, graph.type_count); + float sz = resolve_node_size(n, graph.types, graph.type_count); if (sz <= 0.0f) sz = 4.0f; float half = sz * 0.5f; - // AABB del nodo: centro ± half. Skip si fuera del viewport. if (n.x + half < vx0 || n.x - half > vx1) continue; if (n.y + half < vy0 || n.y - half > vy1) continue; - // Apariencia: 1) override del nodo, 2) EntityType, 3) fallback - // indexado por type_id (paleta de 10 — sustituye al community - // del modelo v1). uint32_t ncol; if (n.color_override != 0u) { ncol = n.color_override; @@ -659,8 +814,22 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, } else { ncol = k_fallback_palette[n.type_id % 10]; } - // 0049f anadira el dispatch de shape; por ahora todos circulos. - r->node_staging[visible++] = { n.x, n.y, sz, ncol }; + + uint8_t shape = resolve_node_shape(n, graph.types, graph.type_count); + if (shape == SHAPE_USE_TYPE) shape = SHAPE_CIRCLE; + + // icon_id solo viene del EntityType (los nodos no tienen override + // de icono en el modelo actual). 0 = sin overlay. + uint16_t icon_id = 0; + if (graph.types && n.type_id < (uint16_t)graph.type_count) { + icon_id = graph.types[n.type_id].icon_id; + } + if (icon_id > r->icon_uv_count) icon_id = 0; // fuera de tabla + + uint32_t shape_icon = ((uint32_t)shape & 0xFFu) + | ((uint32_t)icon_id << 8); + + r->node_staging[visible++] = { n.x, n.y, sz, ncol, shape_icon, 0u }; } if (visible > 0) { @@ -671,26 +840,41 @@ unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, } glUseProgram(r->node_shader); - glUniform2f(glGetUniformLocation(r->node_shader, "u_viewport"), - (float)r->width, (float)r->height); - glUniform1f(glGetUniformLocation(r->node_shader, "u_scale"), scale); - glUniform2f(glGetUniformLocation(r->node_shader, "u_translate"), tx, ty); - glUniform1f(glGetUniformLocation(r->node_shader, "u_outline_px"), r->config.node_outline); + glUniform2f(r->node_u_viewport_loc, (float)r->width, (float)r->height); + glUniform1f(r->node_u_scale_loc, scale); + glUniform2f(r->node_u_translate_loc, tx, ty); + glUniform1f(r->node_u_outline_loc, r->config.node_outline); + + float avg_px = 8.0f * scale; + glUniform1f(r->node_u_node_px_loc, avg_px); + + // Subimos siempre la tabla de UVs — son 256 vec4 = 4KB, peanuts. + glUniform4fv(r->node_u_icon_uvs_loc, k_max_icons, r->icon_uvs); + + const int has_icons = (r->icon_atlas_tex != 0 && r->icon_uv_count > 0) ? 1 : 0; + glUniform1i(r->node_u_has_icons_loc, has_icons); + if (has_icons) { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, r->icon_atlas_tex); + glUniform1i(r->node_u_icon_atlas_loc, 1); + } glBindVertexArray(r->node_vao); glBindBuffer(GL_ARRAY_BUFFER, r->node_instance_vbo); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)r->node_vbo_capacity, nullptr, GL_STREAM_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, (GLsizeiptr)used_bytes, r->node_staging); - float avg_px = 8.0f * scale; // estimacion para el AA del SDF - glUniform1f(glGetUniformLocation(r->node_shader, "u_node_px"), avg_px); - glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)visible); glBindVertexArray(0); + + if (has_icons) { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0); + } } } - // --- Restore GL state --- glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)prev_fbo); glViewport(prev_viewport[0], prev_viewport[1], prev_viewport[2], prev_viewport[3]); diff --git a/cpp/functions/viz/graph_renderer.h b/cpp/functions/viz/graph_renderer.h index 53375a75..fe663204 100644 --- a/cpp/functions/viz/graph_renderer.h +++ b/cpp/functions/viz/graph_renderer.h @@ -27,6 +27,18 @@ void graph_renderer_resize(GraphRenderer* r, int width, int height); unsigned int graph_renderer_draw(GraphRenderer* r, const GraphData& graph, float cam_x, float cam_y, float cam_zoom); +// Optional: bind an icon atlas built by graph_icons. The renderer composes +// icons over nodes whose `icon_id` (resolved from override or EntityType) +// is non-zero. Pass texture_id=0 to disable icons (default). +// +// `uv_table`: `count * 4` floats (u0, v0, u1, v1) per icon, 0-indexed +// (icon_id k uses uv_table[(k-1)*4..]). Must outlive the renderer or be +// re-set whenever changed (the renderer copies it into a uniform array). +void graph_renderer_set_icon_atlas(GraphRenderer* r, + unsigned int texture_id, + const float* uv_table, + int count); + // --------------------------------------------------------------------------- // RGBA8 packing helpers // --------------------------------------------------------------------------- diff --git a/cpp/functions/viz/graph_renderer.md b/cpp/functions/viz/graph_renderer.md index 367de392..51f251e1 100644 --- a/cpp/functions/viz/graph_renderer.md +++ b/cpp/functions/viz/graph_renderer.md @@ -3,13 +3,13 @@ name: graph_renderer kind: function lang: cpp domain: viz -version: "1.4.0" +version: "1.5.0" purity: impure signature: "GraphRenderer* graph_renderer_create(int width, int height, const GraphRendererConfig& config)" description: "Renderer GPU de grafos con instanced rendering a FBO, compatible con ImGui::Image para visualizacion de grafos grandes" -tags: [graph, renderer, opengl, gpu, instanced, fbo, visualization, frustum-cull, rgba8, vertex-pulling, tbo] +tags: [graph, renderer, opengl, gpu, instanced, fbo, visualization, frustum-cull, rgba8, vertex-pulling, tbo, sdf, icons, arrows, edge-styles] uses_functions: ["gl_loader_cpp_gfx"] -uses_types: ["GraphData_cpp_viz"] +uses_types: ["GraphData_cpp_viz", "EntityType_cpp_viz", "RelationType_cpp_viz"] returns: [] returns_optional: false error_type: "error_go_core" @@ -88,6 +88,13 @@ ndc = (screen / viewport) * 2 - 1 ## Notas +- **v1.5** (2026-04-29, issue 0049f): renderer extendido con shapes SDF, atlas de iconos, flechas direccionales y estilos de arista. API publica gana `graph_renderer_set_icon_atlas(r, tex, uv_table, count)`. Cambios internos: + 1. **6 shapes SDF en el fragment shader**: circle, square, diamond, hex (regular), triangle (equilatero), rounded_square. `pick_sdf(shape)` despacha por valor (1..6). El AA usa `fwidth(d)` para mantener calidad a cualquier zoom; el outline se compone con un `smoothstep` extra del SDF. + 2. **Icon atlas opcional**: el shader compone un overlay con el icono Tabler bakeado por `graph_icons_build`. Las UVs (4 floats por icono) viven en un `uniform vec4 u_icon_uvs[256]` — solo se sube el icon_id (16 bits) por instancia. La textura se bindea al texture unit 1. + 3. **Aristas direccionales**: cada arista pasa de 2 a 6 vertices (`glDrawArraysInstanced(GL_LINES, 0, 6, edges)`). Los 4 vertices extra dibujan un chevron (2 lineas) en la cabeza si `flags & EF_DIRECTED`; el segmento principal se acorta 5 px para que la flecha no se incruste en el target. + 4. **Edge styles**: `style_flags` (32 bits) combina `flags` (low 8) y `style` (next 8). Fragment shader descarta segun `arc_length` interpolado: dashed (mod 8 > 4) y dotted (mod 4 > 1). Las lineas del chevron son siempre solidas. + 5. **NodeInstance**: 16 → 24 bytes (anade `shape_icon` packeado + 4 bytes pad). EdgeStatic: 16 → 20 bytes (anade `style_flags`). Bandwidth de aristas sigue subiendo solo en cambios de grafo (vertex pulling intacto). + - **v1.4** (2026-04-29, issue 0049e): adapta el renderer al modelo extendido de `GraphData`. Lee `n.flags & NF_VISIBLE` para skipear nodos invisibles, resuelve color via `n.color_override` → `EntityType` → fallback indexado por `type_id`. Aristas: skip si `!(EF_VISIBLE)` o si los endpoints no son visibles, color via `RelationType`. Shapes/iconos/dashed-style siguen como circulo solido — el dispatch real llega en 0049f. - **v1.3** (2026-04-29, issue 0049d): aristas via vertex pulling. API publica intacta. - El buffer de aristas pasa a ser estatico (`source_idx, target_idx, color, flags` × E, 16 bytes/arista) y solo se reupload cuando el grafo cambia (detectado por `(edges_ptr, edge_count)` — heuristica suficiente mientras `GraphData` no tenga `revision`). Para 100k aristas: 1.6 MB iniciales vs 4.8 MB/frame del esquema anterior — el upload baja a cero en regimen estable. diff --git a/cpp/tests/CMakeLists.txt b/cpp/tests/CMakeLists.txt index e6b1724b..11b859c3 100644 --- a/cpp/tests/CMakeLists.txt +++ b/cpp/tests/CMakeLists.txt @@ -74,6 +74,24 @@ add_fn_test(test_graph_edge_static test_graph_edge_static.cpp add_fn_test(test_graph_types test_graph_types.cpp ${CMAKE_CURRENT_SOURCE_DIR}/../functions/viz/graph_types.cpp) +# --- Issue 0049f — atlas de iconos Tabler para graph_renderer --------------- +# graph_icons.cpp incluye gl_loader.h y referencia gl* — el atlas se puede +# construir sin contexto via FN_GRAPH_ICONS_SKIP_GL=1 (set por el test), pero +# las funciones GL siguen siendo simbolos a resolver en link. Linkamos contra +# OpenGL::GL (Linux) u opengl32 (Win cross) para que el linker quede contento. +add_fn_test(test_graph_icons test_graph_icons.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../functions/viz/graph_icons.cpp) +target_include_directories(test_graph_icons PRIVATE + ${CMAKE_CURRENT_SOURCE_DIR}/../vendor/imgui) +target_compile_definitions(test_graph_icons PRIVATE + FN_CPP_ROOT="${CMAKE_CURRENT_SOURCE_DIR}/..") +if(WIN32) + target_link_libraries(test_graph_icons PRIVATE opengl32) +else() + find_package(OpenGL REQUIRED) + target_link_libraries(test_graph_icons PRIVATE OpenGL::GL) +endif() + # --- Visual golden-image diff (issue 0048) --------------------------------- # El binario primitives_gallery se compila con --capture; el test compara los # PNGs generados con los goldens en cpp/tests/golden/. Si no hay goldens o el diff --git a/cpp/tests/test_graph_icons.cpp b/cpp/tests/test_graph_icons.cpp new file mode 100644 index 00000000..c524c098 --- /dev/null +++ b/cpp/tests/test_graph_icons.cpp @@ -0,0 +1,153 @@ +// Unit tests para `graph_icons` (issue 0049f). +// Cubre la parte CPU del builder — bake del atlas, layout en grid 16x16, +// regiones 1-indexed, uv_table consistente, y comportamiento ante codepoints +// inexistentes en la fuente. La subida a GPU se desactiva con la env +// `FN_GRAPH_ICONS_SKIP_GL=1` (set en el setup) para que el test corra sin +// contexto GL en CI. + +#define CATCH_CONFIG_MAIN +#include "catch_amalgamated.hpp" + +#include "viz/graph_icons.h" + +#include +#include + +namespace { + +// Tabler 3.41: codepoints que sabemos que existen en la TTF embebida en el +// repo (ver cpp/functions/core/icons_tabler.h). +const uint16_t k_known[] = { + 0xEB4Du, // TI_USER + 0xEAE5u, // TI_MAIL + 0xEAB9u, // TI_GLOBE + 0xEB09u, // TI_PHONE + 0xEA4Fu, // TI_BUILDING + 0xEA88u, // TI_DATABASE +}; +constexpr int k_known_count = sizeof(k_known) / sizeof(k_known[0]); + +bool any_alpha_in_region(const unsigned char* pixels, int W, + float u0, float v0, float u1, float v1) +{ + int x0 = (int)(u0 * W); + int y0 = (int)(v0 * W); + int x1 = (int)(u1 * W); + int y1 = (int)(v1 * W); + for (int y = y0; y < y1; ++y) { + for (int x = x0; x < x1; ++x) { + if (pixels[(y * W + x) * 4 + 3] > 0) return true; + } + } + return false; +} + +struct EnvSetup { + EnvSetup() { setenv("FN_GRAPH_ICONS_SKIP_GL", "1", /*overwrite=*/1); } +}; +EnvSetup _env_setup; + +} // namespace + +TEST_CASE("graph_icons_build con 6 codepoints conocidos", "[viz][graph_icons]") { + IconAtlas* a = graph_icons_build(k_known, k_known_count, 32); + REQUIRE(a != nullptr); + REQUIRE(graph_icons_count(a) == k_known_count); + REQUIRE(graph_icons_width(a) == 512); + REQUIRE(graph_icons_height(a) == 512); + graph_icons_destroy(a); +} + +TEST_CASE("regiones 1-indexed y orden conservado", "[viz][graph_icons]") { + IconAtlas* a = graph_icons_build(k_known, k_known_count, 32); + REQUIRE(a != nullptr); + + // icon_id = 0 -> nullptr (reservado para "sin icono") + REQUIRE(graph_icons_region(a, 0) == nullptr); + + // icon_id = i+1 -> region con codepoint en posicion i del array + for (int i = 0; i < k_known_count; ++i) { + const IconRegion* r = graph_icons_region(a, (uint16_t)(i + 1)); + REQUIRE(r != nullptr); + REQUIRE(r->id == (uint16_t)(i + 1)); + REQUIRE(r->codepoint == k_known[i]); + REQUIRE(r->u0 < r->u1); + REQUIRE(r->v0 < r->v1); + REQUIRE(r->u0 >= 0.0f); + REQUIRE(r->v1 <= 1.0f); + } + + // icon_id fuera de rango -> nullptr + REQUIRE(graph_icons_region(a, (uint16_t)(k_known_count + 1)) == nullptr); + REQUIRE(graph_icons_region(a, 9999) == nullptr); + + graph_icons_destroy(a); +} + +TEST_CASE("uv_table coincide con regions", "[viz][graph_icons]") { + IconAtlas* a = graph_icons_build(k_known, k_known_count, 32); + REQUIRE(a != nullptr); + + const float* uv = graph_icons_uv_table(a); + REQUIRE(uv != nullptr); + + for (int i = 0; i < k_known_count; ++i) { + const IconRegion* r = graph_icons_region(a, (uint16_t)(i + 1)); + REQUIRE(uv[i * 4 + 0] == r->u0); + REQUIRE(uv[i * 4 + 1] == r->v0); + REQUIRE(uv[i * 4 + 2] == r->u1); + REQUIRE(uv[i * 4 + 3] == r->v1); + } + + graph_icons_destroy(a); +} + +TEST_CASE("regiones tienen contenido (alpha != 0)", "[viz][graph_icons]") { + // El test no se puede correr si el TTF no esta accesible — en ese caso + // graph_icons_build devuelve nullptr y skipeamos. + IconAtlas* a = graph_icons_build(k_known, k_known_count, 32); + if (!a) { + WARN("tabler-icons.ttf no encontrado — test de contenido skipped. " + "Defina FN_CPP_ROOT o copie el TTF a ./assets/."); + return; + } + + const unsigned char* px = graph_icons_pixels(a); + REQUIRE(px != nullptr); + + for (int i = 0; i < k_known_count; ++i) { + const IconRegion* r = graph_icons_region(a, (uint16_t)(i + 1)); + REQUIRE(any_alpha_in_region(px, graph_icons_width(a), + r->u0, r->v0, r->u1, r->v1)); + } + + graph_icons_destroy(a); +} + +TEST_CASE("count fuera de rango devuelve nullptr", "[viz][graph_icons]") { + REQUIRE(graph_icons_build(k_known, 0, 32) == nullptr); + REQUIRE(graph_icons_build(k_known, -1, 32) == nullptr); + REQUIRE(graph_icons_build(k_known, 257, 32) == nullptr); // max 256 + REQUIRE(graph_icons_build(nullptr, k_known_count, 32) == nullptr); +} + +TEST_CASE("layout en grid 16x16", "[viz][graph_icons]") { + IconAtlas* a = graph_icons_build(k_known, k_known_count, 32); + REQUIRE(a != nullptr); + + // Cada celda es 32px = 32/512 = 0.0625 en UV. Con 1px padding, las UVs + // van de 1/512 a 31/512 dentro de la celda. + const float cell_uv = 32.0f / 512.0f; + for (int i = 0; i < k_known_count; ++i) { + const IconRegion* r = graph_icons_region(a, (uint16_t)(i + 1)); + int row = i / 16; + int col = i % 16; + // u0 esta dentro de [col*cell, (col+1)*cell] + REQUIRE(r->u0 >= col * cell_uv); + REQUIRE(r->u1 <= (col + 1) * cell_uv); + REQUIRE(r->v0 >= row * cell_uv); + REQUIRE(r->v1 <= (row + 1) * cell_uv); + } + + graph_icons_destroy(a); +} diff --git a/dev/issues/README.md b/dev/issues/README.md index 361c4b51..3970f8bd 100644 --- a/dev/issues/README.md +++ b/dev/issues/README.md @@ -60,7 +60,7 @@ | [0049c](completed/0049c-graph-renderer-tier1.md) | graph_renderer Tier 1: RGBA8, orphan, frustum cull, auto-pause | completado | alta | perf | parte de 0049 | | [0049d](completed/0049d-graph-edges-vertex-pulling.md) | Aristas via vertex pulling con TBO | completado | alta | perf | parte de 0049 | | [0049e](completed/0049e-graph-types-extended.md) | graph_types modelo extendido + EntityType/RelationType | completado | alta | feature | parte de 0049 | -| [0049f](0049f-graph-renderer-symbols.md) | Renderer extendido: shapes SDF, icon atlas, flechas, edge styles | pendiente | alta | feature | parte de 0049 | +| [0049f](completed/0049f-graph-renderer-symbols.md) | Renderer extendido: shapes SDF, icon atlas, flechas, edge styles | completado | alta | feature | parte de 0049 | | [0049g](0049g-graph-source-operations.md) | graph_sources: lector operations.db + abstraccion funcional | pendiente | alta | feature | parte de 0049 | | [0049h](0049h-graph-force-layout-gpu.md) | graph_force_layout_gpu: compute shader + spatial hash | pendiente | media-alta | feature | parte de 0049 | | [0049i](0049i-graph-layouts-static.md) | graph_layouts (radial/hierarchical/fixed) + viewport multi-select | pendiente | media | feature | parte de 0049 | diff --git a/dev/issues/0049f-graph-renderer-symbols.md b/dev/issues/completed/0049f-graph-renderer-symbols.md similarity index 100% rename from dev/issues/0049f-graph-renderer-symbols.md rename to dev/issues/completed/0049f-graph-renderer-symbols.md