5d83c11169
- 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>
1.6 KiB
1.6 KiB
name, kind, lang, domain, version, purity, signature, description, tags, uses_functions, uses_types, returns, returns_optional, error_type, imports, tested, tests, test_file_path, file_path, params, output
| name | kind | lang | domain | version | purity | signature | description | tags | uses_functions | uses_types | returns | returns_optional | error_type | imports | tested | tests | test_file_path | file_path | params | output | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dag_catalog | function | cpp | gfx | 1.0.0 | pure | const std::vector<DagNodeDef>& dag_catalog(); const DagNodeDef* dag_find(const std::string& name) | 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. |
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false |
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false | cpp/functions/gfx/dag_catalog.cpp | 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]).