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