feat(shaders_lab): DAG pipeline mode with node catalog

- cpp/functions/gfx/dag_types: DagStep, DagNodeDef, DagControl (header-only)
- cpp/functions/gfx/dag_catalog: 10 hardcoded nodes (4 gen, 3 op, 3 blend) ported from shader-dag-blends.jsx
- cpp/functions/gfx/dag_compile: pipeline → GLSL 330 core with fan-in via source_id
- cpp/functions/gfx/dag_uniforms: upload u_params[16] via glUniform4fv
- cpp/functions/gfx/dag_panel: ImGui pipeline editor (add/remove/reorder/controls)
- main.cpp: Code/DAG mode toggle, per-mode compile path and uniforms
- gl_loader: +glUniform4fv
- rebuild Windows .exe

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-24 21:15:21 +02:00
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---
name: dag_catalog
kind: function
lang: cpp
domain: gfx
version: "1.0.0"
purity: pure
signature: "const std::vector<DagNodeDef>& dag_catalog(); const DagNodeDef* dag_find(const std::string& name)"
description: "Catalogo global de nodos DAG para el pipeline de shaders. dag_catalog() devuelve referencia estable a los 10 nodos hardcoded (4 gen, 3 op, 3 blend) portados desde shader-dag-blends.jsx. dag_find() busca por nombre."
tags: [dag, shader, catalog, nodes, gfx, pipeline]
uses_functions: []
uses_types:
- dag_types_cpp_gfx
returns: []
returns_optional: false
error_type: ""
imports: [dag_types, string, vector]
tested: false
tests: []
test_file_path: ""
file_path: "cpp/functions/gfx/dag_catalog.cpp"
params: []
output: "dag_catalog(): referencia const estable al vector de DagNodeDef (instancia estatica, no se invalida). dag_find(name): puntero al nodo con ese nombre o nullptr si no existe."
---
## Nodos incluidos
### Generadores (4)
- **solid**: color constante RGB
- **gradient**: gradiente direccional con tono
- **plasma**: onda trigonometrica animada
- **circle**: SDF de circulo con suavizado
### Operadores (3)
- **invert**: 1 - rgb
- **gamma**: correccion gamma pow(rgb, 1/g)
- **hueShift**: rotacion de matiz via matriz YIQ
### Blends (3)
- **blend_mix**: interpolacion mix(a, b, t)
- **blend_multiply**: a.rgb * b.rgb
- **blend_screen**: 1 - (1-a)(1-b)
## 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]).