230 lines
5.1 KiB
C++
230 lines
5.1 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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#ifndef SHADERGRAPH_H
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#define SHADERGRAPH_H
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#include <Editor/EditorWindow.h>
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#include <vector>
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#include <unordered_map>
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#include <filesystem>
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#include <unordered_set>
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#include <set>
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#include <stack>
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#include <glm/glm.hpp>
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#include <open-cpp-utils/startup.h>
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#include <open-cpp-utils/directed_tree.h>
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#include <open-cpp-utils/optional.h>
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#include <imnode-graph/imnode_graph.h>
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#include "open-cpp-utils/any.h"
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#include "open-cpp-utils/object_pool.h"
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namespace ocu = open_cpp_utils;
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#define RegisterNode(Name, Type) \
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Node* Create##Type(ShaderGraph& graph, ImVec2 pos) { return new Type(graph, pos); } \
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STARTUP(_Register##Type) { ShaderGraph::Register(Name, Create##Type); }
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namespace OpenShaderDesigner
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{
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class ShaderGraph;
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using PinType = int;
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enum PinType_
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{
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PinType_UInt = 0
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, PinType_Int
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, PinType_Float
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, PinType_Vector
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, PinType_Any
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, PinType_COUNT
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};
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using PinFlags = unsigned int;
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enum PinFlags_
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{
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PinFlags_None = 0
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, PinFlags_NoCollapse = 1 << 0
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, PinFlags_AlwaysCollapse = 1 << 1
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, PinFlags_NoPadding = 1 << 2
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, PinFlags_Ambiguous = 1 << 3
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};
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struct Pin
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{
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inline const static ImColor Colors[PinType_COUNT] = {
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ImColor(0x7A, 0x9F, 0x82) // Unsigned Int
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, ImColor(0x64, 0x94, 0xAA) // Int
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, ImColor(0xA6, 0x3D, 0x40) // Float
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, ImColor(0xE9, 0xB8, 0x72) // Vector
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, ImColor(0xFF, 0xFF, 0xFF) // Any
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};
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inline const static std::string TypeNames[PinType_COUNT] = {
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"Unsigned Int"
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, "Int"
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, "Float"
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, "Vector"
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, "Any"
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};
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inline const static int TypeWidths[PinType_COUNT] = {
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1 // Unsigned Int
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, 1 // Int
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, 1 // Float
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, 3 // Vector
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, -1 // Any
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};
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using Ambiguous = ocu::any<int, unsigned int, float, glm::vec3>;
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std::string Name;
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PinType Type;
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PinFlags Flags;
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Ambiguous Value;
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ImPinPtr Ptr;
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Pin(const std::string& name, PinType type, PinFlags flags = PinFlags_None)
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: Name(name)
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, Type(type)
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, Flags(flags)
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{ }
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};
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struct Node
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{
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public:
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ShaderGraph& Graph;
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ImVec2 Position = { 0, 0 };
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struct
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{
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std::string Title;
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ImColor Color, HoveredColor, ActiveColor;
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bool Enabled;
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} Header;
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struct
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{
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std::vector<Pin> Inputs, Outputs;
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bool DynamicInputs;
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} IO;
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struct
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{
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bool Const;
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} Info;
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Node(ShaderGraph& graph, ImVec2 pos);
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~Node() = default;
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void DrawPin(int id, Pin& pin, ImPinDirection direction);
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void Draw(ImGuiID id);
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virtual bool CheckConnection(Pin*, Pin*) { return false; }
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virtual void ValidateConnections() { }
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virtual Node* Copy(ShaderGraph& graph) const = 0;
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virtual void Inspect() = 0;
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};
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class ShaderGraph
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: public EditorWindow
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{
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public:
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struct GraphState
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{
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ShaderGraph& Parent;
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ocu::object_list<Node*> Nodes;
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GraphState(ShaderGraph& parent);
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GraphState(const GraphState& other);
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~GraphState();
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GraphState& operator=(const GraphState& other);
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};
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private:
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friend Node;
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using ConstructorPtr = Node*(*)(ShaderGraph&, ImVec2);
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struct ContextMenuItem
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{
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std::string Name;
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ConstructorPtr Constructor;
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};
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using ContextMenuHierarchy = ocu::directed_tree<ContextMenuItem>;
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using ContextID = ContextMenuHierarchy::node;
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inline static ContextMenuHierarchy ContextMenu;
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public:
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ShaderGraph();
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~ShaderGraph();
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void OnOpen() override;
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void DrawWindow() override;
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void DrawContextMenu();
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void Copy();
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void Erase();
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void Paste(ImVec2 pos);
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Node* FindNode(ImPinPtr ptr);
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Pin& FindPin(ImPinPtr ptr);
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static void Register(const std::filesystem::path& path, ConstructorPtr constructor);
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// History Functionality
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void PushState();
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void PopState();
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GraphState& GetState() { return State_; }
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private:
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bool GrabFocus_;
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GraphState State_;
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std::stack<GraphState> History_;
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ImVec2 ContextMenuPosition_;
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friend class Inspector;
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};
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class Inspector
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: public EditorWindow
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{
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public:
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Inspector();
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void DrawWindow() override;
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private:
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ShaderGraph* Graph;
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friend class ShaderGraph;
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};
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}
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#endif //SHADERGRAPH_H
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