OpenShaderDesigner/Source/Graph/ShaderGraph.cpp
Maddie Slockbower 3c3fdbcae8 - External Libraries
- Base Engine Functionality
- Node Renderer
2024-07-15 20:42:24 -04:00

1003 lines
29 KiB
C++

//
// Created by Maddie on 7/1/2024.
//
#include <filesystem>
#include <stack>
#include <Core/Engine.h>
#include <Core/Console.h>
#include <glm/common.hpp>
#include <Graph/ShaderGraph.h>
#include <imgui-docking/imgui_internal.h>
using namespace OpenShaderDesigner;
ImColor operator*(const ImColor& c, float f)
{
return ImVec4(c.Value.x * f, c.Value.y * f, c.Value.z * f, c.Value.w);
}
float ShaderGraph::CalculateWidth(Node& node)
{
const float GridSize = Style.FontSize + Style.Grid.Lines.Padding;
const float HeaderHeight = Style.FontSize;
const float HeaderWidth = ImGui::CalcTextSize(node.Header.Title.c_str()).x;
float InputWidth = 0.0f, OutputWidth = 0.0f;
// Longest Input Pin
for(const Pin& pin : node.IO.Inputs)
{
InputWidth = glm::max(InputWidth, HeaderHeight + ImGui::CalcTextSize(pin.Name.c_str()).x);
}
// Longest Output Pin
for(const Pin& pin : node.IO.Outputs)
{
OutputWidth = glm::max(OutputWidth, HeaderHeight + ImGui::CalcTextSize(pin.Name.c_str()).x);
}
float Width = glm::max(InputWidth, HeaderWidth) + OutputWidth + 1 * HeaderHeight;
Width += GridSize - std::fmod(1.0f + Style.Grid.Lines.Padding + Width, GridSize);
return Width;
}
float ShaderGraph::CalculateHeight(Node& node)
{
const float HeaderHeight = Style.FontSize;
const float PinHeight = HeaderHeight * static_cast<float>(1 + glm::max(node.IO.Inputs.size(), node.IO.Outputs.size()));
return glm::max(HeaderHeight + PinHeight, 2 * HeaderHeight);
}
Node::Node(
ShaderGraph& graph, ImVec2 pos
, const std::string& title, ImColor color
, const std::vector<Pin>& inputs, bool dyn_inputs
, const std::vector<Pin>& outputs, bool constant)
: Position(pos)
, Header
{
.Title = title
, .Color = color
, .Enabled = true
}
, IO
{
.Inputs = inputs
, .Outputs = outputs
, .DynamicInputs = dyn_inputs
}
, Info
{
.Size = ImVec2(graph.CalculateWidth(*this), graph.CalculateHeight(*this))
, .Const = constant
}
{ }
ShaderGraph::ShaderGraph()
: EditorWindow("\uED46 Shader Graph", 0)
, Style
{
.Grid
{
.BackgroundColor = ImColor(0x11, 0x11, 0x11)
, .Lines
{
.Thin
{
.Color = ImColor(0x44, 0x44, 0x44)
, .Thickness = 1.0
}
, .Thick
{
.Color = ImColor(0x88, 0x88, 0x88)
, .Thickness = 2.0
}
, .Padding = 2.0f
}
}
, .Nodes
{
.Rounding = 5.0f
, .Border = { ImColor(0x33, 0x33, 0x33), 2.0f }
, .SelectedBorder = { ImColor(0xEF, 0xAE, 0x4B), 4.0f }
, .Content = ImColor(0x88, 0x88, 0x88)
, .Title = ImColor(0xCC, 0xCC, 0xCC)
, .Pins
{
.Padding = 2.0f
, .BorderThickness = 3.0f
, .Background = ImColor(0x22, 0x22, 0x22)
, .Text = ImColor(0x22, 0x22, 0x22)
, .Connections
{
.Color = ImColor(0x00, 0x00, 0x00)
, .Thickness = 2.0f
}
}
}
, .Selection
{
.Background = ImColor(0xC9, 0x8E, 0x36, 0x44)
, .Border
{
.Color = ImColor(0xEF, 0xAE, 0x4B, 0xBB)
, .Thickness = 2.0f
}
}
, .FontSize = 20.0f
}
, Settings
{
.Input
{
.Scroll
{
.Rate = 0.2f
, .Smoothing = 8.0f
}
}
}
, Mouse({ 0, 0 }, { 0, 0 })
, Camera({ 0, 0 }, 1)
, Focused(false)
{
}
ShaderGraph::~ShaderGraph()
{
}
void ShaderGraph::OnOpen()
{
Mouse.Location = ImGui::GetMousePos();
Camera.Scroll = Camera.Zoom = 1.0f;
}
void ShaderGraph::DrawWindow()
{
HandleInput();
DrawContextMenu();
DrawGrid();
NodeId uid = 0;
for(Node* node : Nodes)
{
if(node == nullptr) { ++uid; continue; }
DrawNode(*node, uid++);
}
DrawConnections();
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
const bool Ctrl = ImGui::IsKeyDown(ImGuiKey_ModCtrl);
const bool Shift = ImGui::IsKeyDown(ImGuiKey_ModShift);
const ImVec2 Drag = ImGui::GetMouseDragDelta();
if((Drag.x != 0 || Drag.y != 0) && !Mouse.FocusedNode() && !Mouse.NewConnection() && Focused)
{
const ImVec2 A = ImGui::GetMousePos();
const ImVec2 B = A - Drag;
const ImVec2 Min = ImMin(A, B);
const ImVec2 Max = ImMax(A, B);
DrawList.AddRectFilled(Min, Max, Style.Selection.Background);
DrawList.AddRect(Min, Max, Style.Selection.Border.Color, Style.Selection.Border.Thickness);
}
DrawList.PopClipRect();
if(ImGui::IsMouseReleased(ImGuiMouseButton_Left) && Focused)
{
if(Drag.x == 0 && Drag.y == 0 && !Mouse.NodeHovered && !(Ctrl || Shift))
{
Selected.clear();
}
Mouse.Locks.clear();
Mouse.FocusedNode.Reset();
Mouse.DragSelect.clear();
Mouse.LocksDragged = false;
}
}
void ShaderGraph::HandleInput()
{
// Window Info
const ImVec2 CanvasMin = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMin();
const ImVec2 CanvasMax = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMax();
const ImVec2 CanvasSize = CanvasMax - CanvasMin;
const ImVec2 CanvasCenter = CanvasMin + CanvasSize * 0.5f;
Focused = ImGui::IsWindowFocused();
// Calculate Mouse Delta
Mouse.ClickedSomething = false;
Mouse.Location = (Mouse.ScreenLocation - CanvasCenter + Camera.Location) * Camera.Zoom;
Mouse.Delta = ImGui::GetMousePos() - Mouse.ScreenLocation;
Mouse.ScreenLocation = ImGui::GetMousePos();
Mouse.Scroll = ImGui::GetIO().MouseWheel;
Mouse.NodeHovered = false;
// Dragging the Grid
if(ImGui::IsMouseDragging(ImGuiMouseButton_Middle) && Focused)
{
Camera.Location -= Mouse.Delta;
}
// Zooming
if(Focused)
{
Camera.Scroll -= Mouse.Scroll * Settings.Input.Scroll.Rate;
Camera.Scroll = glm::clamp(Camera.Scroll, 1.0f, 4.0f);
}
// Smooth out zoom
const float ZoomPrev = Camera.Zoom;
Camera.Zoom = glm::mix(Camera.Zoom, Camera.Scroll, Engine::Delta * Settings.Input.Scroll.Smoothing);
Camera.Location *= (1.0f - (Camera.Zoom - ZoomPrev) / Camera.Zoom);
// Delete nodes
if(ImGui::IsKeyPressed(ImGuiKey_Delete))
{
EraseSelection();
}
if(ImGui::IsKeyPressed(ImGuiKey_C) && ImGui::IsKeyDown(ImGuiKey_ModCtrl))
{
Copy();
}
if(ImGui::IsKeyPressed(ImGuiKey_X) && ImGui::IsKeyDown(ImGuiKey_ModCtrl))
{
Copy();
EraseSelection();
}
if(ImGui::IsKeyPressed(ImGuiKey_V) && ImGui::IsKeyDown(ImGuiKey_ModCtrl))
{
Paste(Mouse.Location);
}
}
void ShaderGraph::DrawGrid()
{
// Vars ============================================================================================================
// ImGui Vars
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
// Style Vars
const ImColor BackgroundColor = Style.Grid.BackgroundColor;
const ImColor ThinLineColor = Style.Grid.Lines.Thin.Color;
const float ThinLineSpacing = (Style.FontSize + Style.Grid.Lines.Padding);
const float ThinLineThickness = Style.Grid.Lines.Thin.Thickness;
const ImColor ThickLineColor = Style.Grid.Lines.Thick.Color;
const float ThickLineSpacing = 5.0f * (Style.FontSize + Style.Grid.Lines.Padding);
const float ThickLineThickness = Style.Grid.Lines.Thick.Thickness;
// Window Info
const ImVec2 CanvasMin = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMin();
const ImVec2 CanvasMax = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMax();
const ImVec2 CanvasSize = CanvasMax - CanvasMin;
// Grid Vars
ImVec2 TopLeftReal = Camera.Location - CanvasSize * 0.5f;
ImVec2 ThinGridStart = CanvasMin - ImVec2(glm::mod(TopLeftReal.x, ThinLineSpacing / Camera.Zoom), glm::mod(TopLeftReal.y, ThinLineSpacing / Camera.Zoom));
ImVec2 ThickGridStart = CanvasMin - ImVec2(glm::mod(TopLeftReal.x, ThickLineSpacing / Camera.Zoom), glm::mod(TopLeftReal.y, ThickLineSpacing / Camera.Zoom));
// Drawing =========================================================================================================
DrawList.PushClipRect(CanvasMin, CanvasMax, false);
// Background
DrawList.AddRectFilled(CanvasMin, CanvasMax, BackgroundColor);
// Thin Grid
for(float x = ThinGridStart.x; x <= ThinGridStart.x + (CanvasSize.x + ThinLineSpacing) * Camera.Zoom; x += ThinLineSpacing / Camera.Zoom)
{
DrawList.AddLine({ x, CanvasMin.y }, { x, CanvasMax.y}, ThinLineColor, ThinLineThickness);
}
for(float y = ThinGridStart.y; y <= ThinGridStart.y + (CanvasSize.y + ThinLineSpacing) * Camera.Zoom; y += ThinLineSpacing / Camera.Zoom)
{
DrawList.AddLine({ CanvasMin.x, y }, { CanvasMax.x, y }, ThinLineColor, ThinLineThickness);
}
// Thick Grid
for(float x = ThickGridStart.x; x <= ThickGridStart.x + (CanvasSize.x + ThickLineSpacing) * Camera.Zoom; x += ThickLineSpacing / Camera.Zoom)
{
DrawList.AddLine({ x, CanvasMin.y }, { x, CanvasMax.y}, ThickLineColor, ThickLineThickness);
}
for(float y = ThickGridStart.y; y <= ThickGridStart.y + (CanvasSize.y + ThickLineSpacing) * Camera.Zoom; y += ThickLineSpacing / Camera.Zoom)
{
DrawList.AddLine({ CanvasMin.x, y }, { CanvasMax.x, y }, ThickLineColor, ThickLineThickness);
}
}
void ShaderGraph::DrawNode(Node& node, NodeId id)
{
// Vars ============================================================================================================
// Window Info
const ImVec2 CanvasMin = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMin();
const ImVec2 CanvasMax = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMax();
const ImVec2 CanvasSize = CanvasMax - CanvasMin;
const ImVec2 CanvasCenter = CanvasMin + CanvasSize * 0.5f;
// ImGui Vars
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
// Draw Vars
const ImVec2 Padding = { Style.Grid.Lines.Padding, Style.Grid.Lines.Padding };
const float HeaderHeight = Style.FontSize / Camera.Zoom;
const ImVec2 Size = node.Info.Size / Camera.Zoom;
const ImVec2 Position = CanvasCenter - Camera.Location + node.Position / Camera.Zoom + Padding;
const bool NodeHovered = ImGui::IsMouseHoveringRect(Position, Position + Size);
const bool HeaderHovered = ImGui::IsMouseHoveringRect(Position, Position + ImVec2(Size.x, HeaderHeight));
const bool HasLock = Mouse.FocusedNode();
const ImColor HeaderColor = node.Header.Color * (HeaderHovered || HasLock ? 1.2f : 1.0f) * (HasLock ? 0.8f : 1.0f);
const ImVec2 InputLoc = Position + ImVec2(Style.Nodes.Pins.Padding / Camera.Zoom, HeaderHeight);
const ImVec2 OutputLoc = Position + ImVec2(Size.x - HeaderHeight - Style.Nodes.Pins.Padding / Camera.Zoom, HeaderHeight);
const float GridSize = (Style.FontSize + Style.Grid.Lines.Padding);
const bool Ctrl = ImGui::IsKeyDown(ImGuiKey_ModCtrl);
const bool Shift = ImGui::IsKeyDown(ImGuiKey_ModShift);
// Input ===========================================================================================================
Mouse.NodeHovered = Mouse.NodeHovered ? true : NodeHovered;
// Clicking nodes
if(ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
Mouse.ClickedSomething = NodeHovered ? true : Mouse.ClickedSomething;
if(HeaderHovered)
{
if(!Mouse.FocusedNode() && !(Ctrl || Shift))
{
Mouse.FocusedNode = id;
Mouse.LocksDragged = false;
for(NodeId selected : Selected)
{
Mouse.Locks.emplace(selected, Mouse.Location - Nodes[selected]->Position);
}
}
}
}
// Drag selection
if(ImGui::IsMouseDragging(ImGuiMouseButton_Left) && !Mouse.NewConnection() && Focused)
{
// Reset When Dragging a New Node
if(Mouse.FocusedNode() && Mouse.FocusedNode == id && !Selected.contains(id))
{
if(!(Ctrl || Shift))
{
Selected.clear();
Mouse.Locks.clear();
}
Selected.insert(id);
}
// Begin selection
if(Mouse.FocusedNode() && Selected.contains(id) && !(Ctrl || Shift))
{
Mouse.LocksDragged = true;
for(NodeId selected : Selected)
{
Mouse.Locks.emplace(selected, Mouse.Location - Nodes[selected]->Position);
}
}
// Make sure we aren't dragging nodes
if(Mouse.LocksDragged == false)
{
// Calculate selection bounds
ImVec2 Drag = ImGui::GetMouseDragDelta() * Camera.Zoom;
ImVec2 A0 = Mouse.Location - Drag;
ImVec2 A1 = Mouse.Location;
ImVec2 B0 = node.Position;
ImVec2 B1 = node.Position + node.Info.Size;
bool Intersect = AABB(A0, A1, B0, B1);
// Clear selection for new selection
if(Mouse.DragSelect.empty() && !Shift && !Ctrl && !Mouse.FocusedNode())
{
Selected.clear();
}
// Select nodes
if(Intersect && !Mouse.DragSelect.contains(id))
{
if(!Ctrl)
{
if(!Selected.contains(id))
{
Selected.insert(id);
Mouse.DragSelect.insert(id);
}
}
else
{
if(Selected.contains(id)) Selected.erase(id);
else Selected.insert(id);
Mouse.DragSelect.insert(id);
}
}
// Unselect nodes
if(!Intersect && Mouse.DragSelect.contains(id))
{
Mouse.DragSelect.erase(id);
if(!Ctrl)
{
Selected.erase(id);
}
else
{
if(Selected.contains(id)) Selected.erase(id);
else Selected.insert(id);
}
}
}
}
if(ImGui::IsMouseReleased(ImGuiMouseButton_Left) && HeaderHovered)
{
if(Selected.contains(id))
{
if(Ctrl) Selected.erase(id);
else if(!Shift && !Mouse.LocksDragged)
{
Selected.clear();
Selected.insert(id);
}
}
else
{
if(!(Ctrl || Shift))
Selected.clear();
Selected.insert(id);
}
}
if(Mouse.Locks.contains(id))
{
node.Position = Mouse.Location - Mouse.Locks[id];
node.Position = ImFloor(node.Position / GridSize + ImVec2(0.5f, 0.5f)) * GridSize;
}
// Content =========================================================================================================
DrawList.AddRectFilled(Position, Position + Size, Style.Nodes.Content, Style.Nodes.Rounding / Camera.Zoom + 1);
// Header ==========================================================================================================
if(node.Header.Enabled)
{
DrawList.PushClipRect(Position, Position + ImVec2(Size.x, HeaderHeight), true);
DrawList.AddRectFilled(Position, Position + Size, HeaderColor, Style.Nodes.Rounding / Camera.Zoom + 1);
DrawList.AddText(NULL, Style.FontSize / Camera.Zoom, Position + ImVec2(Style.Nodes.Rounding / Camera.Zoom, 0) + Padding / 2.0f, Style.Nodes.Title, node.Header.Title.c_str());
DrawList.PopClipRect();
DrawList.AddLine(InputLoc, Position + ImVec2(Size.x, HeaderHeight), Style.Nodes.Border.Color, Style.Nodes.Border.Thickness / Camera.Zoom);
}
// Border ==========================================================================================================
if(Selected.contains(id)) DrawList.AddRect(Position, Position + Size, Style.Nodes.SelectedBorder.Color, Style.Nodes.Rounding / Camera.Zoom, 0, Style.Nodes.SelectedBorder.Thickness / Camera.Zoom);
else DrawList.AddRect(Position, Position + Size, Style.Nodes.Border.Color, Style.Nodes.Rounding / Camera.Zoom, 0, Style.Nodes.Border.Thickness / Camera.Zoom);
// Pins ============================================================================================================
int i = 0;
for(Pin& pin : node.IO.Inputs)
{
DrawPin(id, pin, i, InputLoc + ImVec2(0, HeaderHeight) * (i + 0.5f), true);
++i;
}
int j = 0;
for(Pin& pin : node.IO.Outputs)
{
DrawPin(id, pin, j, OutputLoc + ImVec2(0, HeaderHeight) * (j + 0.5f), false);
++j;
}
}
void ShaderGraph::DrawPin(NodeId node_id, Pin& pin, PinId pin_id, ImVec2 location, bool input)
{
// Vars ============================================================================================================
// ImGui Vars
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
// Draw Vars
const float HeaderHeight = Style.FontSize / Camera.Zoom;
const float PinRadius = (Style.FontSize - Style.Nodes.Pins.Padding - 2.0f * Style.Nodes.Pins.BorderThickness) * 0.5f / Camera.Zoom;
const ImVec2 Offset = ImVec2(HeaderHeight, HeaderHeight) * 0.5f;
const bool Hovered = ImGui::IsMouseHoveringRect(location, location + ImVec2(HeaderHeight, HeaderHeight) / Camera.Zoom);
// Pin =============================================================================================================
// Input
if(ImGui::IsMouseClicked(ImGuiMouseButton_Left) && Hovered && !Mouse.NewConnection() && !ImGui::IsKeyDown(ImGuiKey_ModAlt))
{
StartConnection({ node_id, pin_id, input });
}
// Circle
PinPtr ptr = { node_id, pin_id, input };
auto it = Connections.find(ptr);
if(Mouse.NewConnection() && *Mouse.NewConnection == ptr) DrawList.AddCircleFilled(location + Offset, PinRadius, Pin::Colors[pin.Type]);
else if(!input && it != Connections.end()) DrawList.AddCircleFilled(location + Offset, PinRadius, Pin::Colors[pin.Type] * (Hovered ? 0.8f : 1.0f));
else if(it != Connections.end()) DrawList.AddCircleFilled(location + Offset, PinRadius, Pin::Colors[Nodes[it->second.Node]->IO.Outputs[it->second.Pin].Type] * (Hovered ? 0.8f : 1.0f));
else if(Hovered) DrawList.AddCircleFilled(location + Offset, PinRadius, Pin::Colors[pin.Type]);
else DrawList.AddCircleFilled(location + Offset, PinRadius, Style.Nodes.Pins.Background);
DrawList.AddCircle(location + Offset, PinRadius, Pin::Colors[pin.Type], 0, Style.Nodes.Pins.BorderThickness / Camera.Zoom);
// Text
const ImVec2 TextOffset = location + ImVec2((input ? HeaderHeight : -ImGui::CalcTextSize(pin.Name.c_str()).x / Camera.Zoom), 0);
DrawList.AddText(NULL, Style.FontSize / Camera.Zoom, TextOffset, Style.Nodes.Pins.Text, pin.Name.c_str());
// Input ===========================================================================================================
if(ImGui::IsMouseReleased(ImGuiMouseButton_Left))
{
if(Hovered)
{
if(Mouse.NewConnection()) CreateConnection({ node_id, pin_id, input }, Mouse.NewConnection);
else if(ImGui::IsKeyDown(ImGuiKey_ModAlt)) EraseConnections({ node_id, pin_id, input });
}
}
}
void ShaderGraph::DrawContextMenu()
{
const float GridSize = (Style.FontSize + Style.Grid.Lines.Padding);
if(ImGui::IsMouseClicked(ImGuiMouseButton_Right))
{
ContextMenuPosition = Mouse.Location;
}
if(ImGui::BeginPopupContextWindow())
{
if(ImGui::MenuItem("Copy", "Ctrl+C", false, !Selected.empty())) Copy();
if(ImGui::MenuItem("Cut", "Ctrl+X", false, !Selected.empty()))
{
Copy();
EraseSelection();
}
if(ImGui::MenuItem("Paste", "Ctrl+V", false, !Clipboard.Nodes.empty())) Paste(ContextMenuPosition);
ImGui::Separator();
// Create Nodes
ImVec2 position = ContextMenuPosition;
position = ImFloor(position / GridSize) * GridSize;
std::stack<ContextID> context; context.push(0);
struct Visitor
{
bool operator()(ContextMenuItem& item, ContextID id)
{
const auto depth = Graph.ContextMenu.Depth(id);
if(depth > Context.size()) return false;
while(depth < Context.size())
{
Context.pop();
ImGui::EndMenu();
}
if(Context.top() != Graph.ContextMenu.Parent(id)) return false;
std::string name = std::format("{}##{}", item.Name, id);
if(item.Constructor)
{
if(ImGui::MenuItem(item.Name.c_str()))
{
Graph.AddNode(item.Constructor(Graph, Location));
}
}
else
{
if(ImGui::BeginMenu(item.Name.c_str()))
{
Context.push(id);
}
else
{
return false;
}
}
return false;
}
ShaderGraph& Graph;
const ImVec2 Location;
std::stack<ContextID>& Context;
} MenuVisitor
{
.Graph = *this
, .Location = position
, .Context = context
};
ContextMenu.Traverse<Visitor, ContextMenuHierarchy::PreOrder>(MenuVisitor);
context.pop();
while(context.empty() == false)
{
ImGui::EndMenu();
context.pop();
}
ImGui::EndPopup();
}
}
void ShaderGraph::DrawConnections()
{
// Vars ============================================================================================================
// ImGui Vars
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
const float HeaderHeight = Style.FontSize / Camera.Zoom;
const float PinRadius = (Style.FontSize - Style.Nodes.Pins.Padding - 2.0f * Style.Nodes.Pins.BorderThickness) * 0.5f / Camera.Zoom;
const ImVec2 Padding = { Style.Grid.Lines.Padding, Style.Grid.Lines.Padding };
const ImVec2 CanvasMin = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMin();
const ImVec2 CanvasMax = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMax();
const ImVec2 CanvasSize = CanvasMax - CanvasMin;
const ImVec2 CanvasCenter = CanvasMin + CanvasSize * 0.5f;
const ImVec2 Offset = ImVec2(HeaderHeight, HeaderHeight) * 0.5f;
// Connections =============================================================================================================
for(const Connection& connection : Connections)
{
DrawConnection(connection.first, connection.second);
}
if(Mouse.NewConnection())
{
const Node& Node = *Nodes[Mouse.NewConnection->Node];
const Pin& Pin = Mouse.NewConnection->Input ? Node.IO.Inputs[Mouse.NewConnection->Pin] : Node.IO.Outputs[Mouse.NewConnection->Pin];
const ImVec2 Size = Node.Info.Size / Camera.Zoom;
const ImVec2 Position = CanvasCenter - Camera.Location + Node.Position / Camera.Zoom + Padding;
const ImVec2 InputLoc = Position + ImVec2(Style.Nodes.Pins.Padding / Camera.Zoom, HeaderHeight);
const ImVec2 OutputLoc = Position + ImVec2(Size.x - HeaderHeight - Style.Nodes.Pins.Padding / Camera.Zoom, HeaderHeight);
const ImVec2 Root = (Mouse.NewConnection->Input ? InputLoc : OutputLoc) + ImVec2(0, HeaderHeight) * (Mouse.NewConnection->Pin + 0.5f);
const ImVec2 A = Root + Offset + ImVec2(Mouse.NewConnection->Input ? -PinRadius : PinRadius, 0);
const ImVec2 D = ImGui::GetMousePos();
const float Off = BezierOffset(A, D);
const ImVec2 B = ImVec2(A.x + (Mouse.NewConnection->Input ? -Off : Off), A.y);
const ImVec2 C = ImVec2(D.x + (Mouse.NewConnection->Input ? Off : -Off), D.y);
DrawList.AddBezierCubic(
A, B, C, D
, Pin::Colors[Pin.Type], Style.Nodes.Pins.Connections.Thickness / Camera.Zoom
);
}
// Input ===========================================================================================================
if(ImGui::IsMouseReleased(ImGuiMouseButton_Left))
{
StopConnection();
}
}
void ShaderGraph::DrawConnection(const PinPtr& a, const PinPtr& b)
{
// Vars ============================================================================================================
// ImGui Vars
ImDrawList& DrawList = *ImGui::GetWindowDrawList();
// Draw Vars
const float HeaderHeight = Style.FontSize / Camera.Zoom;
const float PinRadius = (Style.FontSize - Style.Nodes.Pins.Padding - 2.0f * Style.Nodes.Pins.BorderThickness) * 0.5f / Camera.Zoom;
const ImVec2 Padding = { Style.Grid.Lines.Padding, Style.Grid.Lines.Padding };
const ImVec2 CanvasMin = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMin();
const ImVec2 CanvasMax = ImGui::GetWindowPos() + ImGui::GetWindowContentRegionMax();
const ImVec2 CanvasCenter = (CanvasMin + CanvasMax) * 0.5f;
const ImVec2 Offset = ImVec2(HeaderHeight, HeaderHeight) * 0.5f;
const ImVec2 Radius = ImVec2(PinRadius, 0);
const PinPtr& In = a.Input ? a : b;
const PinPtr& Out = a.Input ? b : a;
const Node& OutNode = *Nodes[Out.Node];
const ImVec2 OutSize = OutNode.Info.Size / Camera.Zoom;
const ImVec2 OutPosition = CanvasCenter - Camera.Location + OutNode.Position / Camera.Zoom + Padding;
const ImVec2 OutputLoc = OutPosition + ImVec2(OutSize.x - HeaderHeight - Style.Nodes.Pins.Padding / Camera.Zoom, HeaderHeight);
const Node& InNode = *Nodes[In.Node];
const ImVec2 InPosition = CanvasCenter - Camera.Location + InNode.Position / Camera.Zoom + Padding;
const ImVec2 InputLoc = InPosition + ImVec2(Style.Nodes.Pins.Padding / Camera.Zoom, HeaderHeight);
const ImVec2 A = OutputLoc + ImVec2(0, HeaderHeight) * (static_cast<float>(Out.Pin) + 0.5f) + Offset + Radius;
const ImVec2 D = InputLoc + ImVec2(0, HeaderHeight) * (static_cast<float>(In.Pin) + 0.5f) + Offset - Radius;
const float Off = BezierOffset(A, D);
const ImVec2 B = ImVec2(A.x + Off, A.y);
const ImVec2 C = ImVec2(D.x - Off, D.y);
const Pin& OutPin = OutNode.IO.Outputs[Out.Pin];
// Draw =============================================================================================================
DrawList.AddBezierCubic(
A, B, C, D
, Pin::Colors[OutPin.Type], Style.Nodes.Pins.Connections.Thickness / Camera.Zoom
);
}
void ShaderGraph::StartConnection(const PinPtr& ptr)
{
Mouse.NewConnection = ptr;
}
void ShaderGraph::StopConnection()
{
Mouse.NewConnection.Reset();
}
void ShaderGraph::CreateConnection(const PinPtr& a, const PinPtr& b)
{
// Check if connection is valid
if(a.Input == b.Input) return;
if(a.Node == b.Node) return;
const PinPtr& In = a.Input ? a : b;
const Node& InNode = *Nodes[In.Node];
const Pin& InPin = InNode.IO.Inputs[In.Pin];
const PinPtr& Out = a.Input ? b : a;
const Node& OutNode = *Nodes[Out.Node];
const Pin& OutPin = OutNode.IO.Outputs[Out.Pin];
// Make sure valid typing
if(InPin.Type != OutPin.Type && InPin.Type != Pin::ANY && OutPin.Type != Pin::ANY) return;
// Break Input Connection
if(a.Input) EraseConnections(a);
if(b.Input) EraseConnections(b);
// Add New Connections
Connections.emplace(a, b);
Connections.emplace(b, a);
}
void ShaderGraph::EraseConnection(const PinPtr& a, const PinPtr& b)
{
auto range = Connections.equal_range(a);
for(auto it = range.first; it != range.second; ++it)
{
if(it->second == b)
{
Connections.erase(it);
break;
}
}
range = Connections.equal_range(b);
for(auto it = range.first; it != range.second; ++it)
{
if(it->second == a)
{
Connections.erase(it);
break;
}
}
}
void ShaderGraph::EraseConnections(const PinPtr& a)
{
auto it = Connections.find(a);
while(it != Connections.end())
{
auto range = Connections.equal_range(it->second);
for(auto match = range.first; match != range.second; ++match)
{
if(match->second == a)
{
Connections.erase(match);
break;
}
}
Connections.erase(it);
it = Connections.find(a);
}
}
NodeId ShaderGraph::AddNode(Node* node)
{
if(Erased.empty())
{
Nodes.push_back(node);
return Nodes.size() - 1;
}
NodeId id = *Erased.begin();
Nodes[id] = node;
Erased.erase(id);
return id;
}
void ShaderGraph::RemoveNode(NodeId id)
{
Node* node = Nodes[id];
PinId i = 0;
for(const auto& pin : node->IO.Inputs) EraseConnections({ id, i++, true });
i = 0;
for(const auto& pin : node->IO.Outputs) EraseConnections({ id, i++, false });
Erased.insert(id);
delete node;
Nodes[id] = nullptr;
}
void ShaderGraph::ClearClipboard()
{
for(auto node : Clipboard.Nodes) delete node;
Clipboard.Nodes.clear();
Clipboard.Connections.clear();
}
void ShaderGraph::Copy()
{
// Helper for connections
std::unordered_map<NodeId, NodeId> clipboardTransform;
ImVec2 min = Nodes[*Selected.begin()]->Position;
// Reset Clipboard
ClearClipboard();
Clipboard.Nodes.reserve(Selected.size());
// Copy nodes
for(auto id : Selected)
{
Node* node = Nodes[id];
clipboardTransform[id] = Clipboard.Nodes.size();
Clipboard.Nodes.push_back(node->Copy(*this));
min = ImMin(node->Position, min);
}
// Offset nodes
for(auto node : Clipboard.Nodes)
{
node->Position -= min;
}
// Copy connections
for(const Connection& connection : Connections)
{
if(!(Selected.contains(connection.first.Node) && Selected.contains(connection.second.Node))) continue;
Connection copy = {
{ clipboardTransform[connection.first.Node], connection.first.Pin, connection.first.Input }
, { clipboardTransform[connection.second.Node], connection.second.Pin, connection.second.Input }
};
Clipboard.Connections.insert(copy);
}
}
void ShaderGraph::Paste(const ImVec2& location)
{
// Helper for connections
const float GridSize = (Style.FontSize + Style.Grid.Lines.Padding);
std::unordered_map<NodeId, NodeId> clipboardTransform;
ImVec2 root = ImFloor(location / GridSize + ImVec2(0.5f, 0.5f)) * GridSize;
NodeId id = 0;
for(Node* node : Clipboard.Nodes)
{
node->Position += root;
clipboardTransform[id++] = AddNode(node->Copy(*this));
}
for(const Connection& connection : Clipboard.Connections)
{
CreateConnection(
{ clipboardTransform[connection.first.Node], connection.first.Pin, connection.first.Input }
, { clipboardTransform[connection.second.Node], connection.second.Pin, connection.second.Input }
);
}
}
void ShaderGraph::EraseSelection()
{
for(auto node : Selected)
{
RemoveNode(node);
}
Selected.clear();
}
float ShaderGraph::BezierOffset(const ImVec2& out, const ImVec2& in)
{
const float HeaderHeight = Style.FontSize / Camera.Zoom;
const float diff_x = out.x - in.x;
const float diff_y = out.y - in.y;
return abs(diff_x) * (abs(diff_y) / abs(diff_x)) * (1 + glm::max(diff_x, 0.0f) / (HeaderHeight + abs(diff_y)));
}
bool ShaderGraph::AABB(const ImVec2& a0, const ImVec2& a1, const ImVec2& b0, const ImVec2& b1)
{
bool X = glm::max(a0.x, a1.x) >= glm::min(b0.x, b1.x)
&& glm::max(b0.x, b1.x) >= glm::min(a0.x, a1.x);
bool Y = glm::max(a0.y, a1.y) >= glm::min(b0.y, b1.y)
&& glm::max(b0.y, b1.y) >= glm::min(a0.y, a1.y);
return X && Y;
}
void ShaderGraph::Register(const std::filesystem::path& path, ConstructorPtr constructor)
{
const std::string name = path.filename().string();
std::stack<std::string> decomp;
std::filesystem::path current = path.parent_path();
while(current.empty() == false)
{
decomp.push(current.filename().string());
current = current.parent_path();
}
ContextID node = 0;
while(decomp.empty() == false)
{
ContextID child = ContextMenu.FirstChild(node);
while(child)
{
if(ContextMenu[child].Name == decomp.top())
{
node = child;
decomp.pop();
break;
}
child = ContextMenu.NextSibling(child);
}
if(node == 0 || node != child)
{
node = ContextMenu.Insert({ decomp.top(), nullptr }, node);
decomp.pop();
}
}
ContextMenu.Insert({ name, constructor }, node);
}