merge: integrate remote shaders_lab.exe with local app.md cleanup
This commit is contained in:
@@ -0,0 +1,35 @@
|
||||
add_imgui_app(shaders_lab
|
||||
main.cpp
|
||||
compiler.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/gl_loader.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/gl_shader.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/gl_framebuffer.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/fullscreen_quad.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/shader_canvas.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/uniform_parser.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/uniform_panel.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_catalog.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_compile.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_uniforms.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_panel.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_editor.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_palette.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/dag_node_previews.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/shaderlab_db.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/gfx/code_to_generator.cpp
|
||||
# Primitivos UI usados por el modal Save-as-generator.
|
||||
${CMAKE_SOURCE_DIR}/functions/core/modal_dialog.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/core/text_input.cpp
|
||||
${CMAKE_SOURCE_DIR}/functions/core/button.cpp
|
||||
# fps_overlay, panel_menu, layouts_menu, app_menubar, layout_storage ya
|
||||
# viven en fn_framework.
|
||||
)
|
||||
target_include_directories(shaders_lab PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}
|
||||
)
|
||||
target_link_libraries(shaders_lab PRIVATE imgui_node_editor SQLite::SQLite3)
|
||||
|
||||
if(WIN32)
|
||||
# GUI app: sin consola al lanzar (subsystem:windows / -mwindows)
|
||||
set_target_properties(shaders_lab PROPERTIES WIN32_EXECUTABLE TRUE)
|
||||
endif()
|
||||
@@ -0,0 +1,63 @@
|
||||
#include "compiler.h"
|
||||
|
||||
#include "gfx/shader_canvas.h"
|
||||
#include "gfx/gl_shader.h"
|
||||
#include "gfx/uniform_parser.h"
|
||||
#include "gfx/uniform_panel.h"
|
||||
#include "gfx/dag_compile.h"
|
||||
#include "gfx/dag_uniforms.h"
|
||||
|
||||
#include <chrono>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
// ── Globals declarados en main.cpp (single source of truth) ─────────────────
|
||||
extern fn::gfx::ShaderCanvas g_canvas_code;
|
||||
extern fn::gfx::ShaderCanvas g_canvas_dag;
|
||||
extern std::string g_source;
|
||||
extern std::string g_code_err;
|
||||
extern int g_code_err_line;
|
||||
extern std::chrono::steady_clock::time_point g_code_last_edit;
|
||||
extern bool g_code_dirty;
|
||||
extern std::vector<fn::gfx::UniformDescriptor> g_descs;
|
||||
extern fn::gfx::UniformStore g_store;
|
||||
extern std::vector<fn::gfx::DagStep> g_pipeline;
|
||||
extern std::string g_dag_glsl;
|
||||
extern std::string g_dag_err;
|
||||
extern int g_dag_err_line;
|
||||
|
||||
namespace shaders_lab {
|
||||
|
||||
void compile_code() {
|
||||
auto r = fn::gfx::compile_fragment(g_source);
|
||||
if (r.ok) {
|
||||
g_descs = fn::gfx::parse_uniforms(g_source);
|
||||
fn::gfx::uniforms_sync(g_store, g_descs);
|
||||
fn::gfx::canvas_set_program(g_canvas_code, r.program);
|
||||
g_code_err.clear();
|
||||
g_code_err_line = -1;
|
||||
} else {
|
||||
g_code_err = r.err_msg;
|
||||
g_code_err_line = r.err_line;
|
||||
}
|
||||
}
|
||||
|
||||
void compile_dag() {
|
||||
g_dag_glsl = fn::gfx::compile_dag_to_glsl(g_pipeline);
|
||||
auto r = fn::gfx::compile_fragment(g_dag_glsl);
|
||||
if (r.ok) {
|
||||
fn::gfx::canvas_set_program(g_canvas_dag, r.program);
|
||||
g_dag_err.clear();
|
||||
g_dag_err_line = -1;
|
||||
} else {
|
||||
g_dag_err = r.err_msg;
|
||||
g_dag_err_line = r.err_line;
|
||||
}
|
||||
}
|
||||
|
||||
void mark_code_dirty() {
|
||||
g_code_last_edit = std::chrono::steady_clock::now();
|
||||
g_code_dirty = true;
|
||||
}
|
||||
|
||||
} // namespace shaders_lab
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
|
||||
// shaders_lab/compiler — extrae las rutinas impuras de compilacion del shader
|
||||
// (compile_code, compile_dag, mark_code_dirty) desde main.cpp para que el
|
||||
// archivo principal quede acotado a la composicion de paneles ImGui.
|
||||
//
|
||||
// Las globals (g_source, g_descs, g_store, g_pipeline, etc.) se declaran
|
||||
// extern y viven en main.cpp; aqui solo orquestamos compilacion.
|
||||
|
||||
namespace shaders_lab {
|
||||
|
||||
// Compila g_source -> programa OpenGL para g_canvas_code, refresca g_descs
|
||||
// y sincroniza g_store. Actualiza g_code_err / g_code_err_line.
|
||||
void compile_code();
|
||||
|
||||
// Compila g_pipeline -> g_dag_glsl -> programa OpenGL para g_canvas_dag.
|
||||
// Actualiza g_dag_err / g_dag_err_line.
|
||||
void compile_dag();
|
||||
|
||||
// Marca el shader Code como dirty y registra el timestamp del ultimo edit
|
||||
// (para debounce de 250ms en el render loop).
|
||||
void mark_code_dirty();
|
||||
|
||||
} // namespace shaders_lab
|
||||
@@ -0,0 +1,428 @@
|
||||
#include "app_base.h"
|
||||
#include "imgui.h"
|
||||
|
||||
#include "gfx/shader_canvas.h"
|
||||
#include "gfx/gl_shader.h"
|
||||
#include "gfx/uniform_parser.h"
|
||||
#include "gfx/uniform_panel.h"
|
||||
#include "gfx/dag_catalog.h"
|
||||
#include "gfx/dag_compile.h"
|
||||
#include "gfx/dag_uniforms.h"
|
||||
#include "gfx/dag_panel.h"
|
||||
#include "gfx/dag_node_editor.h"
|
||||
#include "gfx/dag_palette.h"
|
||||
#include "gfx/dag_node_previews.h"
|
||||
#include "gfx/code_to_generator.h"
|
||||
#include "gfx/shaderlab_db.h"
|
||||
#include "core/panel_menu.h"
|
||||
#include "core/layouts_menu.h"
|
||||
#include "core/layout_storage.h"
|
||||
#include "core/modal_dialog.h"
|
||||
#include "core/text_input.h"
|
||||
#include "core/button.h"
|
||||
#include "core/tokens.h"
|
||||
|
||||
#include "compiler.h"
|
||||
|
||||
#include <chrono>
|
||||
#include <cctype>
|
||||
#include <cstring>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
// Globals: linked extern desde compiler.cpp. NO `static` aqui.
|
||||
fn::gfx::ShaderCanvas g_canvas_code;
|
||||
fn::gfx::ShaderCanvas g_canvas_dag;
|
||||
|
||||
// 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";
|
||||
|
||||
std::string g_source = CODE_PLACEHOLDER;
|
||||
std::string g_code_err;
|
||||
int g_code_err_line = -1;
|
||||
std::chrono::steady_clock::time_point g_code_last_edit;
|
||||
bool g_code_dirty = true;
|
||||
std::vector<fn::gfx::UniformDescriptor> g_descs;
|
||||
fn::gfx::UniformStore g_store;
|
||||
|
||||
std::vector<fn::gfx::DagStep> g_pipeline;
|
||||
std::string g_dag_glsl;
|
||||
std::string g_dag_err;
|
||||
int g_dag_err_line = -1;
|
||||
static bool g_dag_dirty = true; // solo lo usa main.cpp
|
||||
|
||||
// ── 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;
|
||||
|
||||
// Tabla de paneles toggleables que fn::run_app pasa a app_menubar cada frame.
|
||||
// Vive en el ambito del archivo para poder referenciarse desde main().
|
||||
static constexpr fn_ui::PanelToggle k_panels[] = {
|
||||
{"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},
|
||||
};
|
||||
|
||||
// ── Layouts (named ImGui ini snapshots persisted in shaders_lab.db) ───────
|
||||
// El storage opaco encapsula la BD y el blob pendiente. Los callbacks
|
||||
// envuelven save/apply/delete/reset y se pasan a app_menubar tal cual.
|
||||
static fn_ui::LayoutStorage* g_layouts = nullptr;
|
||||
static fn_ui::LayoutCallbacks g_layout_cb;
|
||||
|
||||
// ── 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;
|
||||
|
||||
// compile_code, compile_dag, mark_code_dirty viven en compiler.cpp
|
||||
using shaders_lab::compile_code;
|
||||
using shaders_lab::compile_dag;
|
||||
using shaders_lab::mark_code_dirty;
|
||||
|
||||
static void ensure_dag_default() {
|
||||
if (g_pipeline.empty()) {
|
||||
const fn::gfx::DagNodeDef* plasma = fn::gfx::dag_find("plasma");
|
||||
if (plasma) {
|
||||
fn::gfx::DagStep s;
|
||||
s.id = "n_plasma";
|
||||
s.name = plasma->name;
|
||||
s.params = plasma->param_defaults;
|
||||
g_pipeline.push_back(s);
|
||||
}
|
||||
}
|
||||
bool has_output = false;
|
||||
for (const auto& s : g_pipeline) {
|
||||
const fn::gfx::DagNodeDef* d = fn::gfx::dag_find(s.name);
|
||||
if (d && d->kind == fn::gfx::DagKind::Output) { has_output = true; break; }
|
||||
}
|
||||
if (!has_output) {
|
||||
const fn::gfx::DagNodeDef* out = fn::gfx::dag_find("output");
|
||||
if (out) {
|
||||
fn::gfx::DagStep s;
|
||||
s.id = "n_output";
|
||||
s.name = out->name;
|
||||
s.editor_pos_x = 500.0f;
|
||||
if (!g_pipeline.empty()) s.source_ids[0] = g_pipeline.front().id;
|
||||
g_pipeline.push_back(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void draw_err(const std::string& msg, int line) {
|
||||
if (msg.empty()) return;
|
||||
ImGui::Separator();
|
||||
if (line > 0) {
|
||||
ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "line %d: %s", line, msg.c_str());
|
||||
} else {
|
||||
ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "%s", msg.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
// 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() {
|
||||
// Apply pending layout BEFORE any ImGui::Begin this frame.
|
||||
// (LoadIniSettingsFromMemory must happen before windows are submitted.)
|
||||
std::string applied = fn_ui::layout_storage_apply_pending(g_layouts);
|
||||
if (!applied.empty()) g_layout_cb.active_name = applied;
|
||||
|
||||
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_code_dirty) {
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(now - g_code_last_edit).count();
|
||||
if (elapsed > 250) {
|
||||
compile_code();
|
||||
g_code_dirty = false;
|
||||
}
|
||||
}
|
||||
if (g_dag_dirty) {
|
||||
compile_dag();
|
||||
g_dag_dirty = false;
|
||||
}
|
||||
|
||||
ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport());
|
||||
|
||||
// Menubar (View + Layouts + Settings + About) la invoca fn::run_app a
|
||||
// partir de AppConfig::panels y AppConfig::layouts_cb.
|
||||
|
||||
// --- Code window ---
|
||||
if (g_show_code) {
|
||||
if (ImGui::Begin("Code", &g_show_code)) {
|
||||
if (fn_ui::button("Save as generator...", fn_ui::ButtonVariant::Secondary)) {
|
||||
g_save_modal_open = true;
|
||||
g_save_err.clear();
|
||||
}
|
||||
|
||||
if (fn_ui::modal_dialog_begin("Save as generator", &g_save_modal_open,
|
||||
ImVec2(420, 0))) {
|
||||
ImGui::TextUnformatted("Guardar shader actual como nodo Gen del DAG.");
|
||||
ImGui::Spacing();
|
||||
fn_ui::text_input("name (snake_case)", g_save_name, sizeof(g_save_name),
|
||||
"ej: my_shader");
|
||||
fn_ui::text_input("label", g_save_label, sizeof(g_save_label));
|
||||
ImGui::InputTextMultiline("description", g_save_desc, sizeof(g_save_desc),
|
||||
ImVec2(380, 60));
|
||||
fn_ui::text_input("tags (CSV)", g_save_tags, sizeof(g_save_tags));
|
||||
|
||||
if (!g_save_err.empty()) {
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, fn_tokens::colors::error);
|
||||
ImGui::TextWrapped("%s", g_save_err.c_str());
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
if (fn_ui::button("Cancel", fn_ui::ButtonVariant::Subtle)) {
|
||||
g_save_modal_open = false;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (fn_ui::button("Save", fn_ui::ButtonVariant::Primary)) {
|
||||
g_save_err = save_current_as_generator();
|
||||
if (g_save_err.empty()) {
|
||||
g_save_modal_open = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
fn_ui::modal_dialog_end();
|
||||
|
||||
ImVec2 avail = ImGui::GetContentRegionAvail();
|
||||
float footer_h = g_code_err.empty() ? 0.0f : ImGui::GetTextLineHeightWithSpacing() + 8.0f;
|
||||
ImVec2 editor_size(avail.x, avail.y - footer_h);
|
||||
|
||||
char buf[1 << 16];
|
||||
size_t copy_len = g_source.size() < sizeof(buf) - 1 ? g_source.size() : sizeof(buf) - 1;
|
||||
memcpy(buf, g_source.c_str(), copy_len);
|
||||
buf[copy_len] = '\0';
|
||||
|
||||
if (ImGui::InputTextMultiline("##code", buf, sizeof(buf), editor_size,
|
||||
ImGuiInputTextFlags_AllowTabInput)) {
|
||||
g_source = buf;
|
||||
mark_code_dirty();
|
||||
}
|
||||
|
||||
draw_err(g_code_err, g_code_err_line);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// --- DAG Pipeline window ---
|
||||
if (g_show_dag) {
|
||||
if (ImGui::Begin("DAG Pipeline", &g_show_dag)) {
|
||||
if (fn::gfx::dag_node_editor(g_pipeline)) {
|
||||
g_dag_dirty = true;
|
||||
}
|
||||
draw_err(g_dag_err, g_dag_err_line);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// --- 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()),
|
||||
[](unsigned int program) {
|
||||
fn::gfx::uniforms_apply(g_store, g_descs, program);
|
||||
});
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// --- 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()),
|
||||
[](unsigned int program) {
|
||||
fn::gfx::dag_uniforms_apply(g_pipeline, program);
|
||||
});
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
if (g_canvas_dag.program) {
|
||||
fn::gfx::dag_previews_render(g_pipeline, g_canvas_dag.program);
|
||||
}
|
||||
|
||||
// --- Controls window (Code uniforms) ---
|
||||
if (g_show_controls) {
|
||||
if (ImGui::Begin("Controls", &g_show_controls)) {
|
||||
if (g_descs.empty()) {
|
||||
ImGui::TextDisabled("No uniforms declared in Code.");
|
||||
ImGui::TextDisabled("Use // @slider, @color, @toggle, @xy annotations.");
|
||||
} else {
|
||||
fn::gfx::uniforms_panel(g_store, g_descs);
|
||||
}
|
||||
// fps_overlay ahora se renderiza desde fn::run_app cuando el usuario
|
||||
// lo activa en Settings → Show FPS overlay.
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// --- Functions palette (drag into DAG Pipeline) ---
|
||||
if (g_show_functions) {
|
||||
if (ImGui::Begin("Functions", &g_show_functions)) {
|
||||
fn::gfx::dag_palette();
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// --- Generated GLSL window (self-contained DAG → paste-able into Code) ---
|
||||
// We bake the live params into a `const vec4 u_params[]` so the displayed
|
||||
// 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)");
|
||||
} else {
|
||||
static std::string s_baked;
|
||||
s_baked = fn::gfx::compile_dag_to_glsl_baked(g_pipeline);
|
||||
ImVec2 avail = ImGui::GetContentRegionAvail();
|
||||
ImGui::InputTextMultiline("##dag_glsl",
|
||||
const_cast<char*>(s_baked.c_str()),
|
||||
s_baked.size() + 1,
|
||||
avail,
|
||||
ImGuiInputTextFlags_ReadOnly);
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
}
|
||||
|
||||
int main() {
|
||||
fn::gfx::shaderlab_db_open("shaders_lab.db");
|
||||
load_user_generators_into_catalog();
|
||||
ensure_dag_default();
|
||||
|
||||
// Layout persistence: handle opaco que crea su propia tabla
|
||||
// imgui_layouts en shaders_lab.db (CREATE IF NOT EXISTS, no toca la
|
||||
// tabla ui_layouts heredada). Cualquier app del registry puede usar
|
||||
// este patron.
|
||||
g_layouts = fn_ui::layout_storage_open("shaders_lab.db");
|
||||
fn_ui::layout_storage_make_callbacks(g_layouts, g_layout_cb);
|
||||
|
||||
// Override de on_reset: ademas de limpiar el INI, re-mostrar todos
|
||||
// los paneles especificos de shaders_lab.
|
||||
g_layout_cb.on_reset = []() {
|
||||
g_show_code = g_show_dag = g_show_canvas_c = g_show_canvas_d =
|
||||
g_show_controls = g_show_functions = g_show_generated = true;
|
||||
ImGui::LoadIniSettingsFromMemory("", 0);
|
||||
ImGui::GetIO().WantSaveIniSettings = true;
|
||||
g_layout_cb.active_name.clear();
|
||||
};
|
||||
|
||||
fn::AppConfig cfg;
|
||||
cfg.title = "shaders_lab";
|
||||
cfg.width = 1600;
|
||||
cfg.height = 900;
|
||||
cfg.about = {.name = "shaders_lab",
|
||||
.version = "0.3.0",
|
||||
.description = "Live GLSL shader playground with DAG pipeline. layout_storage publico, compiler extraido, AppConfig estandar, multi-viewport, modal save-as via modal_dialog."};
|
||||
cfg.panels = k_panels;
|
||||
cfg.panel_count = sizeof(k_panels) / sizeof(k_panels[0]);
|
||||
cfg.layouts_cb = &g_layout_cb;
|
||||
int rc = fn::run_app(cfg, render);
|
||||
|
||||
fn::gfx::canvas_destroy(g_canvas_code);
|
||||
fn::gfx::canvas_destroy(g_canvas_dag);
|
||||
fn::gfx::dag_node_editor_destroy();
|
||||
fn::gfx::dag_previews_destroy();
|
||||
fn_ui::layout_storage_close(g_layouts);
|
||||
fn::gfx::shaderlab_db_close();
|
||||
return rc;
|
||||
}
|
||||
Executable
BIN
Binary file not shown.
Reference in New Issue
Block a user