e115c2e3fd
- 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>
52 lines
1.9 KiB
Markdown
52 lines
1.9 KiB
Markdown
---
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name: dag_compile
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kind: function
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lang: cpp
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domain: gfx
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version: "1.0.0"
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purity: pure
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signature: "std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline)"
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description: "Compila un pipeline DAG a GLSL 330 core listo para pasarle a gl_shader::compile_fragment. Emite uniform vec4 u_params[16], una funcion node_<i> por paso y void main() que encadena los outputs. Blends usan source_id para fan-in estable ante reorders."
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tags: [dag, shader, glsl, compiler, gfx, pipeline]
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uses_functions:
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- dag_catalog_cpp_gfx
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uses_types:
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- dag_types_cpp_gfx
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returns: []
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returns_optional: false
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error_type: ""
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imports: [dag_compile, dag_catalog, dag_types, string, vector, sstream, algorithm]
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tested: false
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tests: []
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test_file_path: ""
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file_path: "cpp/functions/gfx/dag_compile.cpp"
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params:
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- name: pipeline
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desc: "Vector de DagStep. Cada paso tiene un nombre de nodo del catalogo, params array<float,4> y source_id para blends."
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output: "String GLSL que se pega tras el preamble de gl_shader (que ya declara #version 330 core, fragColor, u_time, u_resolution, u_mouse). Incluye uniform vec4 u_params[16], funciones node_<i> y void main()."
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---
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## Estructura del GLSL emitido
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```glsl
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uniform vec4 u_params[16];
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vec4 node_0(vec4 c, vec2 uv) { ... }
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vec4 node_1(vec4 a, vec4 b, vec2 uv) { ... } // blend
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution;
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vec4 c = vec4(0.04, 0.04, 0.06, 1.0);
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vec4 out_0 = node_0(vec4(0.0, 0.0, 0.0, 1.0), uv);
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vec4 out_1 = node_1(out_0, out_0, uv);
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fragColor = out_1;
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}
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```
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## Notas
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- El preamble de gl_shader::compile_fragment ya declara los 3 uniforms basicos. compile_dag_to_glsl NO los redeclara.
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- Si el pipeline esta vacio, emite void main() que pinta gris oscuro (0.04, 0.04, 0.06).
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- MAX_NODES = 16. Pipelines mas largos se truncan silenciosamente.
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- source_id fallback: si el id no se encuentra o apunta a un indice >= idx, usa max(0, idx-2).
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