151 lines
4.2 KiB
C++

// =====================================================================================================================
// Copyright 2024 Medusa Slockbower
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// =====================================================================================================================
#include <queue>
#include <Graph/Nodes/Shaders.h>
#include "Editor/EditorSystem.h"
using namespace OpenShaderDesigner;
using namespace OpenShaderDesigner::Nodes::Shaders;
RegisterAsset("Shaders/Function", Function, ".sf");
// =====================================================================================================================
// Shaders
// =====================================================================================================================
// Function ------------------------------------------------------------------------------------------------------------
Function::Function(const FileManager::Path& path, ShaderGraph& graph)
: Node(graph, { 0, 0 })
, ShaderAsset(path, graph)
{
Info.Const = true;
Header.Title = HeaderMarker + "Function";
Header.Color = HeaderColor;
Header.HoveredColor = HeaderHoveredColor;
Header.ActiveColor = HeaderActiveColor;
IO.Inputs.emplace_back("Out", PinType_Vector, PinFlags_NoCollapse | PinFlags_NoPadding | PinFlags_Ambiguous);
GetState().AddNode(this);
MakeDirty();
}
Node* Function::Copy(ShaderGraph &graph) const
{
return nullptr; // Non Copyable
}
void Function::Inspect()
{
}
void Function::Compile()
{
// Get Static Objects
ShaderGraph& Graph = *EditorSystem::Get<ShaderGraph>();
GraphState& State = GetState();
// Generate node priorities
ocu::map<NodeId, int> Priority;
ocu::set<int> Skip;
int p = 0;
std::deque VisitQueue { IO.Inputs[0].Ptr };
while(not VisitQueue.empty())
{
ImPinPtr pin = VisitQueue.front(); VisitQueue.pop_front();
NodeId node = ImNodeGraph::GetUserID(pin.Node).Int;
if(Priority.contains(node))
Skip.insert(Priority[node]);
Priority[node] = p++;
for(Pin& pin : State.Nodes[node]->IO.Inputs)
{
const ImVector<ImGuiID>& connections = ImNodeGraph::GetConnections(pin.Ptr);
if(connections.empty()) continue;
ImPinConnection connection = ImNodeGraph::GetConnection(connections[0]);
if(connection.A == pin.Ptr)
VisitQueue.push_back(connection.B);
else
VisitQueue.push_back(connection.A);
}
}
ocu::dynarray<NodeId> Order(p, 0);
for(auto it = Priority.begin(); it != Priority.end(); ++it)
{
Order[it->value] = it->key;
}
// Write out the code
std::stringstream Out;
Out << std::format("{} {}()",
Pin::TypeKeywords[IO.Inputs[0].Type] // Return Type
, GetFile().path().stem().string()
) << std::endl;
Out << "{" << std::endl;
for(int i = 0; i < p; ++i)
{
if(Skip.contains(i)) continue;
Out << State.Nodes[Order[p - i - 1]]->GetCode() << std::endl;
}
Out << "}" << std::endl;
Code = Out.str();
}
void Function::Open()
{
EditorSystem::Get<ShaderGraph>()->OpenShader(this);
}
FileManager::Asset* Function::Create(const FileManager::Path &path)
{
return new Function(path, *EditorSystem::Get<ShaderGraph>());
}
FileManager::Asset* Function::Load(const FileManager::Path &path)
{
return nullptr;
}
FileManager::Asset* Function::Import(const FileManager::Path &src, const FileManager::Path &dst)
{
return nullptr;
}
std::string Function::GetCode() const
{
return std::format("return {};", Graph.GetValue(IO.Inputs[0].Ptr));
}