A little toolkit for single-quad fragment shader demos
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#pragma once
#include <string>
#include <vector>
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui.h>
#include <imgui_internal.h>
#include "../geom.h"
class GuiNode {
public:
GuiNode(std::string name, Rect bbox, uint n_slots_in, uint n_slots_out)
: name(name), bbox(bbox), n_slots_in(n_slots_in), n_slots_out(n_slots_out)
{}
enum SlotDirection {
IN,
OUT,
};
ImVec2 slot_location(SlotDirection direction, uint i) const {
uint n_slots;
switch (direction) {
case IN:
n_slots = n_slots_in; break;
case OUT:
n_slots = n_slots_out; break;
}
auto x_stride = bbox.size.y/(n_slots+1);
ImVec2 base;
switch(direction) {
case IN:
base = bbox.pos; break;
case OUT:
base = bbox.pos + ImVec2(bbox.size.x, 0); break;
}
return base + ImVec2(0, (i + 1) * x_stride);
}
uint n_slots_in;
uint n_slots_out;
std::string name;
Rect bbox;
};
class GuiEdge {
public:
GuiEdge(GuiNode *lhs, GuiNode *rhs, uint fromSlot, uint toSlot)
: lhs(lhs), rhs(rhs), fromSlot(fromSlot), toSlot(toSlot) {}
GuiNode *lhs;
GuiNode *rhs;
uint fromSlot;
uint toSlot;
};
class NodeEditor {
public:
NodeEditor() {
nodeList.emplace_back("hi", Rect(10, 10, 60, 60), 3, 1);
nodeList.emplace_back("hi2", Rect(80, 10, 60, 60), 1, 1);
edgeList.emplace_back(&nodeList[0], &nodeList[1], 0, 0);
}
void draw_window(const char *title, bool *opened) {
ImGui::SetNextWindowSize(ImVec2(700,600), ImGuiSetCond_FirstUseEver);
if (ImGui::Begin(title, opened)) {
// -- Create child canvas
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(1,1));
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0));
ImGui::PushStyleColor(ImGuiCol_ChildWindowBg, ImColor(60,60,70,200));
ImGui::BeginChild("nodes_region", ImVec2(0, 0), true, ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoMove);
// -- Prepare to draw
// Get the draw list for this canvas
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->ChannelsSplit(2);
// this gets the offset to the upper-right corner of the child canvas.
// Note: here, cursor means "draw cursor", not "mouse pointing cursor".
ImVec2 canvas_pos = ImGui::GetCursorScreenPos();
ImVec2 canvas_size = ImGui::GetWindowSize();
ImVec2 offset = canvas_pos - scrolling; // TODO: add scrolling
// -- Draw the grid
draw_list->ChannelsSetCurrent(0);
if (show_grid) {
ImVec2 local_offset = ImGui::GetCursorPos() - scrolling;
float spacing = 32.0f; ImU32 color = IM_COL32(200, 200, 200, 40);
for (float x = fmodf(local_offset.x, spacing); x < canvas_size.x; x += spacing)
draw_list->AddLine(ImVec2(x, 0.0f)+canvas_pos,
ImVec2(x, canvas_size.y)+canvas_pos, color);
for (float y = fmodf(local_offset.y, spacing); y < canvas_size.y; y += spacing)
draw_list->AddLine(ImVec2(0.0f, y)+canvas_pos,
ImVec2(canvas_size.x, y)+canvas_pos, color);
}
draw_list->ChannelsSetCurrent(0);
for (const auto &edge : edgeList) {
auto head = offset + edge.lhs->slot_location(GuiNode::OUT, edge.fromSlot);
auto tail = offset + edge.rhs->slot_location(GuiNode::IN, edge.fromSlot);
draw_list->AddBezierCurve(head, head+ImVec2(50, 0),
tail+ImVec2(-50, 0), tail,
ImColor(200, 200, 200), 3.0f);
}
Rect viewportRect = Rect(scrolling, canvas_size);
for (const auto &node : nodeList) {
bool visible = viewportRect.intersects(node.bbox);
if (visible) {
// -- Draw the node boxes
draw_list->ChannelsSetCurrent(0); // Switch to the background layer
ImVec2 upper_left = offset + node.bbox.pos;
ImVec2 lower_right = upper_left + node.bbox.size;
draw_list->AddRectFilled(upper_left, lower_right, ImColor(60, 60, 60), 4.0f);
draw_list->AddRect(upper_left, lower_right, ImColor(100, 100, 100), 4.0f);
// for (int i=0; i<N; i++) {
// auto position = node.bbox.pos;
// position.y += (i+1) * (node.bbox.size.y)/(N+1);
// draw_list->AddCircleFilled(offset + position, 4.0f, ImColor(150, 150, 150, 150));
// }
}
}
// -- merge channels back together
draw_list->ChannelsMerge();
// -- scrolling!
// [ pointer over neditor ] [ not interacting ctrls ] [ middle mouse dragging ]
if (ImGui::IsWindowHovered() && !ImGui::IsAnyItemActive() && ImGui::IsMouseDragging(2, 0.0f))
scrolling = scrolling - ImGui::GetIO().MouseDelta;
// -- clean up
ImGui::EndChild(); // end :nodes_region
ImGui::PopStyleColor(); // pop ChildWindowBg
ImGui::PopStyleVar(2); // pop FramePadding, WindowPadding
}
ImGui::End();
}
private:
std::vector<GuiNode> nodeList;
std::vector<GuiEdge> edgeList;
ImVec2 scrolling = ImVec2(0.0f, 0.0f);
bool show_grid = true;
};