Preliminary implementation of Shader editor

Connect TextEditor with ImageFilter from current Clone Source.  GLSL Compilation seems to work....
This commit is contained in:
Bruno Herbelin
2022-04-21 00:18:37 +02:00
parent c71791b649
commit 56b17116e3
8 changed files with 356 additions and 166 deletions

View File

@@ -28,13 +28,12 @@
#include "Visitor.h"
#include "FrameBuffer.h"
#include "Decorations.h"
#include "ImageFilter.h"
#include "CloneSource.h"
CloneSource::CloneSource(Source *origin, uint64_t id) : Source(id), origin_(origin), cloningsurface_(nullptr),
garbage_image_(nullptr), timer_reset_(false), delay_(0.0), paused_(false), filter_(nullptr)
garbage_image_(nullptr), timer_reset_(false), delay_(0.0), paused_(false), filter_render_(nullptr)
{
// initial name copies the origin name: diplucates are namanged in session
name_ = origin->name();
@@ -65,8 +64,8 @@ CloneSource::~CloneSource()
images_.pop();
}
if (filter_)
delete filter_;
if (filter_render_)
delete filter_render_;
if (cloningsurface_)
delete cloningsurface_;
@@ -88,13 +87,14 @@ void CloneSource::init()
// ask to reset elapsed-timer
timer_reset_ = true;
// create filter
filter_ = new ImageFilter( res, true );
filter_->setInputTexture( images_.front()->texture() );
// create filter for this resolution (with alpha channel)
filter_render_ = new ImageFilterRenderer( res );
// set initial texture surface
texturesurface_->setTextureIndex( filter_->getOutputTexture() );
// texturesurface_->setTextureIndex( images_.front()->texture() );
// provide initial texture to filter
filter_render_->setInputTexture( images_.front()->texture() );
// set texture surface to draw the result of the filter
texturesurface_->setTextureIndex( filter_render_->getOutputTexture() );
// create render Frame buffer matching size of images
FrameBuffer *renderbuffer = new FrameBuffer( res, true );
@@ -119,8 +119,8 @@ void CloneSource::render()
init();
else {
// render filtered image
filter_->draw();
texturesurface_->setTextureIndex( filter_->getOutputTexture() );
filter_render_->draw();
texturesurface_->setTextureIndex( filter_render_->getOutputTexture() );
// render textured surface into frame buffer
renderbuffer_->begin();
@@ -206,12 +206,12 @@ void CloneSource::update(float dt)
// make sure the queue is not empty (in case of failure above)
if ( !images_.empty() ) {
// blit rendered framebuffer in the newest image (back)
// blit origin framebuffer in the newest image (back)
origin_->frame()->blit( images_.back() );
// update the source surface to be rendered with the oldest image (front)
// update the surface to be rendered with the oldest image (front)
// texturesurface_->setTextureIndex( images_.front()->texture() );
filter_->setInputTexture( images_.front()->texture() );
filter_render_->setInputTexture( images_.front()->texture() );
}
}
@@ -228,6 +228,17 @@ void CloneSource::setDelay(double second)
delay_ = CLAMP(second, 0.0, 2.0);
}
void CloneSource::setFilter(const ImageFilter &filter)
{
filter_render_->setFilter(filter);
}
ImageFilter CloneSource::filter() const
{
return filter_render_->filter();
}
void CloneSource::play (bool on)
{
// if a different state is asked

View File

@@ -4,6 +4,9 @@
#include <queue>
#include "Source.h"
#include "ImageFilter.h"
class ImageFilterRenderer;
class CloneSource : public Source
{
@@ -31,7 +34,10 @@ public:
// Clone properties
void setDelay(double second);
double delay() const { return delay_; }
inline double delay() const { return delay_; }
void setFilter(const ImageFilter &filter);
ImageFilter filter() const;
glm::ivec2 icon() const override;
std::string info() const override;
@@ -59,7 +65,7 @@ protected:
bool paused_;
// filter
class ImageFilter *filter_;
ImageFilterRenderer *filter_render_;
// connecting line
class DotLine *connection_;

View File

@@ -16,12 +16,14 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <ctime>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "defines.h"
#include "Shader.h"
#include "Visitor.h"
#include "FrameBuffer.h"
#include "Primitives.h"
@@ -29,93 +31,76 @@
#include "ImageFilter.h"
std::string fragmentDeclaration = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"in vec2 vertexUV;\n"
"vec3 iChannelResolution[2];\n"
"uniform mat4 iTransform;\n"
"uniform vec4 color;\n"
"uniform float stipple;\n";
std::string ShaderToyHeaderHelp = "vec3 iResolution; // viewport resolution (in pixels)\n"
"float iTime; // shader playback time (in seconds)\n"
"float iTimeDelta; // render time (in seconds)\n"
"int iFrame; // shader playback frame\n"
"vec3 iChannelResolution[2]; // input channel resolution (in pixels)\n"
"vec4 iDate; // (year, month, day, time in seconds)\n"
"sampler2D iChannel0; // input channel (texture).\n"
"sampler2D iChannel1; // input channel (mask).\n"
"vec4 iDate; // (year, month, day, time in seconds)\n";
std::string filterHeader = "uniform vec3 iResolution; // viewport resolution (in pixels)\n"
"uniform sampler2D iChannel0; // input channel (texture)\n"
"uniform sampler2D iChannel1; // input channel (mask)\n"
"uniform float iTime; // shader playback time (in seconds)\n"
"uniform float iTimeDelta; // render time (in seconds)\n"
"uniform int iFrame; // shader playback frame\n"
"uniform vec4 iDate; // (year, month, day, time in seconds)\n" ;
std::string fragmentHeader = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"in vec2 vertexUV;\n"
"vec3 iChannelResolution[2];\n"
"uniform mat4 iTransform;\n"
"uniform vec4 color;\n"
"uniform float stipple;\n"
"uniform vec3 iResolution;\n"
"uniform sampler2D iChannel0;\n"
"uniform sampler2D iChannel1;\n"
"uniform float iTime;\n"
"uniform float iTimeDelta;\n"
"uniform int iFrame;\n"
"uniform vec4 iDate;\n";
std::string filterDefaultCode = "void mainImage( out vec4 fragColor, in vec2 fragCoord )\n"
"{\n"
" vec2 uv = fragCoord.xy / iResolution.xy;\n"
" fragColor = texture(iChannel0, uv);\n"
"}\n";
// Filter code starts at line 16 :
std::string filterDefault = "void mainImage( out vec4 fragColor, in vec2 fragCoord )\n"
"{\n"
" vec2 uv = fragCoord.xy / iResolution.xy;\n"
" fragColor = texture(iChannel0, uv);\n"
"}\n";
std::string fragmentMainCode = "\nvoid main() {\n"
" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
"}\n";
std::string fragmentFooter = "\nvoid main() {\n"
" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
" mainImage( FragColor, texcoord.xy * iChannelResolution[0].xy );\n"
"}\n";
std::string filterBloomCode = "float Threshold = 0.1;"
"float Intensity = 1.0;"
"float BlurSize = 6.0;"
"vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)"
"{"
" vec2 TexelSize = MipBias/iChannelResolution[0].xy;"
" vec4 Color = texture(Tex, Coord, MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,-TexelSize.y), MipBias);"
" return Color/9.0;"
"}"
"void mainImage( out vec4 fragColor, in vec2 fragCoord )"
"{"
" vec2 uv = (fragCoord.xy/iResolution.xy);"
" vec4 Color = texture(iChannel0, uv);"
" vec4 Highlight = clamp(BlurColor(uv, iChannel0, BlurSize)-Threshold,0.0,1.0)*1.0/(1.0-Threshold);"
" fragColor = 1.0-(1.0-Color)*(1.0-Highlight*Intensity);"
"}";
class ImageFilteringShader : public Shader
{
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string code_;
std::string montecarloCode = "#version 330 core\n"
"#define ITER 32\n"
"#define SIZE 100.0\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"in vec2 vertexUV;\n"
"uniform mat4 iTransform;\n"
"uniform vec4 color;\n"
"uniform sampler2D iChannel0;\n"
"uniform sampler2D iChannel1;\n"
"uniform float size;\n"
"uniform float factor;\n"
"void srand(vec2 a, out float r) {r=sin(dot(a,vec2(1233.224,1743.335)));}\n"
"float rand(inout float r) { r=fract(3712.65*r+0.61432); return (r-0.5)*2.0;}\n"
"void main() {"
"vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
"float p = (SIZE * size + 1.0)/textureSize(iChannel0, 0).y * factor;"
"vec4 c=vec4(0.0);"
"float r;"
"srand(vec2(texcoord), r);"
"vec2 rv;"
"for(int i=0;i<ITER;i++) {"
"rv.x=rand(r);"
"rv.y=rand(r);"
"c+=texture(iChannel0,vec2(texcoord)+rv*p)/float(ITER);"
"}"
"FragColor = c;\n"
"}";
// list of uniform vars in GLSL
// with associated pair (current_value, default_values) in range [0.f 1.f]
std::map<std::string, glm::vec2> uniforms_;
std::map< std::string, float > montecarloParam = { { "factor", 0.9 }, {"size", 0.1} };
// for iTime & iFrame
GTimer *timer_;
double iTime_;
int iFrame_;
public:
ImageFilteringShader();
~ImageFilteringShader();
void use() override;
void reset() override;
void accept(Visitor& v) override;
void copy(ImageFilteringShader const& S);
// set fragment shader code and uniforms (with default values)
void setFilterCode(const std::string &code, std::map<std::string, float> parameters);
};
ImageFilteringShader::ImageFilteringShader(): Shader()
@@ -123,6 +108,8 @@ ImageFilteringShader::ImageFilteringShader(): Shader()
program_ = &custom_shading_;
custom_shading_.setShaders("shaders/image.vs", "shaders/image.fs");
timer_ = g_timer_new ();
Shader::reset();
}
@@ -135,15 +122,31 @@ void ImageFilteringShader::use()
{
Shader::use();
//
// Shadertoy uniforms
//
// Calculate iTime and iTimeDelta
double elapsed = g_timer_elapsed (timer_, NULL);
program_->setUniform("iTimeDelta", float(elapsed - iTime_) );
iTime_ = elapsed;
if (iTime_ > FLT_MAX) {
g_timer_start(timer_);
iTime_ = 0.f;
}
program_->setUniform("iTime", float(iTime_) );
// calculate iFrame
program_->setUniform("iFrame", ++iFrame_);
if (iFrame_ > INT_MAX -2)
iFrame_ = 0;
// calculate iDate
std::time_t now = std::time(0);
std::tm *local = std::localtime(&now);
glm::vec4 iDate(local->tm_year, local->tm_mon, local->tm_mday, local->tm_hour*3600.0+local->tm_min*60.0+local->tm_sec);
program_->setUniform("iDate", iDate);
program_->setUniform("iTime", 0.f );
program_->setUniform("iTimeDelta", 0.f );
static int f = 0;
program_->setUniform("iFrame", ++f);
program_->setUniform("iDate", glm::vec4(0.f, 0.f, 0.f, 0.f) );
//
// loop over all uniforms
//
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// set uniform to current value
program_->setUniform( u->first, u->second.x );
@@ -153,17 +156,22 @@ void ImageFilteringShader::reset()
{
Shader::reset();
// reset times
g_timer_start(timer_);
iFrame_ = 0;
// loop over all uniforms
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// reset current value to detault value
u->second.x = u->second.y;
}
void ImageFilteringShader::setFragmentCode(const std::string &code, std::map<std::string, float> parameters)
void ImageFilteringShader::setFilterCode(const std::string &code, std::map<std::string, float> parameters)
{
// change the shading code for fragment
code_ = code;
code_ = fragmentHeader + code + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", code_);
// g_print("Filter code:\n%s", code_.c_str());
// set the list of uniforms
uniforms_.clear();
@@ -192,23 +200,102 @@ void ImageFilteringShader::accept(Visitor& v)
}
ImageFilter::ImageFilter(glm::vec3 resolution, bool useAlpha)
std::string filterBloomCode = "float Threshold = 0.2;"
"float Intensity = 1.0;"
"float BlurSize = 4.0;"
"vec4 BlurColor (in vec2 Coord, in sampler2D Tex, in float MipBias)"
"{"
" vec2 TexelSize = MipBias/iChannelResolution[0].xy;"
" vec4 Color = texture(Tex, Coord, MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,0.0), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(0.0,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(TexelSize.x,-TexelSize.y), MipBias);"
" Color += texture(Tex, Coord + vec2(-TexelSize.x,-TexelSize.y), MipBias);"
" return Color/9.0;"
"}"
"void mainImage( out vec4 fragColor, in vec2 fragCoord )"
"{"
" vec2 uv = (fragCoord.xy/iResolution.xy);"
" vec4 Color = texture(iChannel0, uv);"
" vec4 Highlight = clamp(BlurColor(uv, iChannel0, BlurSize)-Threshold,0.0,1.0)*1.0/(1.0-Threshold);"
" fragColor = 1.0-(1.0-Color)*(1.0-Highlight*Intensity);"
"}";
std::string montecarloCode = "#define ITER 32\n"
"#define SIZE 100\n"
"void srand(vec2 a, out float r) {r=sin(dot(a,vec2(1233.224,1743.335)));}\n"
"float rand(inout float r) { r=fract(3712.65*r+0.61432); return (r-0.5)*2.0;}\n"
"void mainImage( out vec4 fragColor, in vec2 fragCoord ) {\n"
"vec2 texcoord = fragCoord.xy / iResolution.xy;\n"
"float p = (SIZE * 0.6 + 1.0)/textureSize(iChannel0, 0).y * 0.98;"
"vec4 c=vec4(0.0);"
"float r;"
"srand(vec2(texcoord), r);"
"vec2 rv;"
"for(int i=0;i<ITER;i++) {"
"rv.x=rand(r);"
"rv.y=rand(r);"
"c+=texture(iChannel0,texcoord+rv*p)/float(ITER);"
"}"
"fragColor = c;\n"
"}";
std::map< std::string, float > montecarloParam = { { "factor", 0.9 }, {"size", 0.1} };
ImageFilter::ImageFilter() : code_(filterDefault)
{
}
ImageFilter::ImageFilter(const ImageFilter &other) : code_(other.code_)
{
}
ImageFilter& ImageFilter::operator = (const ImageFilter& other)
{
if (this != &other) {
this->code_ = other.code_;
}
return *this;
}
bool ImageFilter::operator != (const ImageFilter& other) const
{
if (this != &other) {
if (this->code_ != other.code_)
return true;
}
return false;
}
// set the code of the filter
void setCode(const std::string &code);
ImageFilterRenderer::ImageFilterRenderer(glm::vec3 resolution): enabled_(true)
{
shader_ = new ImageFilteringShader;
surface_ = new Surface(shader_);
buffer_ = new FrameBuffer( resolution, useAlpha );
std::string codefilter = fragmentDeclaration + filterHeader + filterDefaultCode + fragmentMainCode;
// std::string codefilter = fragmentDeclaration + filterHeader + filterBloomCode + fragmentMainCode;
g_print("Filter code:\n%s", codefilter.c_str());
buffer_ = new FrameBuffer( resolution, true );
std::map< std::string, float > paramfilter;
shader_->setFragmentCode(codefilter, paramfilter);
shader_->setFilterCode( filter_.code(), paramfilter);
}
ImageFilter::~ImageFilter()
ImageFilterRenderer::~ImageFilterRenderer()
{
if (buffer_)
delete buffer_;
@@ -217,22 +304,40 @@ ImageFilter::~ImageFilter()
delete surface_;
}
void ImageFilter::setInputTexture(uint t)
void ImageFilterRenderer::setInputTexture(uint t)
{
surface_->setTextureIndex( t );
}
uint ImageFilter::getOutputTexture() const
uint ImageFilterRenderer::getOutputTexture() const
{
return buffer_->texture();
if (enabled_)
return buffer_->texture();
else
return surface_->textureIndex();
}
void ImageFilter::draw()
void ImageFilterRenderer::draw()
{
// render filtered surface into frame buffer
buffer_->begin();
surface_->draw(glm::identity<glm::mat4>(), buffer_->projection());
buffer_->end();
if (enabled_)
{
// render filtered surface into frame buffer
buffer_->begin();
surface_->draw(glm::identity<glm::mat4>(), buffer_->projection());
buffer_->end();
}
}
void ImageFilterRenderer::setFilter(const ImageFilter &f)
{
if (f != filter_) {
// set to a different filter : apply change to shader
std::map< std::string, float > paramfilter;
shader_->setFilterCode( f.code(), paramfilter );
}
// keep new filter
filter_ = f;
}

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@@ -2,67 +2,68 @@
#define IMAGEFILTER_H
#include <map>
#include <string>
#include <glm/glm.hpp>
class Surface;
class FrameBuffer;
#include "Shader.h"
class ImageFilteringShader : public Shader
{
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string code_;
// list of uniform vars in GLSL
// with associated pair (current_value, default_values) in range [0.f 1.f]
std::map<std::string, glm::vec2> uniforms_;
public:
ImageFilteringShader();
~ImageFilteringShader();
void use() override;
void reset() override;
void accept(Visitor& v) override;
void copy(ImageFilteringShader const& S);
// set fragment shader code and uniforms (with default values)
void setFragmentCode(const std::string &code, std::map<std::string, float> parameters);
};
class ImageFilteringShader;
class ImageFilter
{
std::string code_;
public:
ImageFilter();
ImageFilter(const ImageFilter &other);
ImageFilter& operator = (const ImageFilter& other);
bool operator !=(const ImageFilter& other) const;
// set the code of the filter
inline void setCode(const std::string &code) { code_ = code; }
// get the code of the filter
inline std::string code() const { return code_; }
};
class ImageFilterRenderer
{
Surface *surface_;
FrameBuffer *buffer_;
ImageFilteringShader *shader_;
uint type_;
bool enabled_;
ImageFilter filter_;
public:
// instanciate an image filter at given resolution, with alpha channel
ImageFilter(glm::vec3 resolution, bool useAlpha = false);
~ImageFilter();
ImageFilterRenderer(glm::vec3 resolution);
~ImageFilterRenderer();
inline void setEnabled (bool on) { enabled_ = on; }
inline bool enabled () const { return enabled_; }
// set the texture to draw into the framebuffer
void setInputTexture(uint t);
// typedef enum {
// } ;
void setFilter(uint filter);
// draw the input texture with filter on the framebuffer
void draw();
// get the texture id of the rendered framebuffer
uint getOutputTexture() const;
// set the code of the filter
void setFilter(const ImageFilter &f);
// get the code of the filter
inline ImageFilter filter() const { return filter_; }
};

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@@ -77,7 +77,7 @@ bool MultiFileSequence::valid() const
return !( location.empty() || codec.empty() || width < 1 || height < 1 || max == min);
}
inline MultiFileSequence& MultiFileSequence::operator = (const MultiFileSequence& b)
MultiFileSequence& MultiFileSequence::operator = (const MultiFileSequence& b)
{
if (this != &b) {
this->width = b.width;

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@@ -39,6 +39,10 @@
#include "Shader.h"
#ifndef NDEBUG
#define SHADER_DEBUG
#endif
// Globals
ShadingProgram *ShadingProgram::currentProgram_ = nullptr;
ShadingProgram simpleShadingProgram("shaders/simple.vs", "shaders/simple.fs");
@@ -123,9 +127,10 @@ bool ShadingProgram::compile()
else {
// LINK PROGRAM
// create new GL Program only if not already done
if (id_ == 0)
id_ = glCreateProgram();
// create new GL Program
if (id_ != 0)
glDeleteProgram(id_);
id_ = glCreateProgram();
// attach shaders and link
glAttachShader(id_, vertex_id_);
@@ -144,6 +149,9 @@ bool ShadingProgram::compile()
glUseProgram(id_);
glUniform1i(glGetUniformLocation(id_, "iChannel0"), 0);
glUniform1i(glGetUniformLocation(id_, "iChannel1"), 1);
#ifdef SHADER_DEBUG
g_printerr("New GLSL Program %d \n", id_);
#endif
}
// done (no more need for shaders)
@@ -183,6 +191,9 @@ void ShadingProgram::enduse()
void ShadingProgram::reset()
{
if (id_ != 0) {
#ifdef SHADER_DEBUG
g_printerr("Delete GLSL Program %d \n", id_);
#endif
glDeleteProgram(id_);
id_ = 0;
}

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@@ -25,6 +25,7 @@
#include <array>
#include <map>
#include <iomanip>
#include <iostream>
#include <fstream>
#include <sstream>
@@ -88,6 +89,7 @@ using namespace std;
#include "SrtReceiverSource.h"
#include "StreamSource.h"
#include "PickingVisitor.h"
#include "ImageFilter.h"
#include "ImageShader.h"
#include "ImageProcessingShader.h"
#include "Metronome.h"
@@ -5189,7 +5191,7 @@ void InputMappingInterface::Render()
/// SHADER EDITOR
///
///
ShaderEditor::ShaderEditor() : WorkspaceWindow("Shader")
ShaderEditor::ShaderEditor() : WorkspaceWindow("Shader"), current_(nullptr), current_changed_(true)
{
auto lang = TextEditor::LanguageDefinition::GLSL();
@@ -5223,6 +5225,7 @@ ShaderEditor::ShaderEditor() : WorkspaceWindow("Shader")
// init editor
_editor.SetLanguageDefinition(lang);
_editor.SetHandleKeyboardInputs(true);
_editor.SetText("");
}
void ShaderEditor::setVisible(bool on)
@@ -5305,10 +5308,60 @@ void ShaderEditor::Render()
ImGui::EndMenu();
}
if (ImGui::MenuItem( " Compile ")) {
if (current_ != nullptr)
filters_[current_].setCode(_editor.GetText());
current_->setFilter( filters_[current_] );
}
ImGui::EndMenuBar();
}
// garbage collection of code_
for (auto it = filters_.begin(); it != filters_.end(); ) {
// keep only if the source exists in the session
if ( Mixer::manager().session()->find( it->first ) != Mixer::manager().session()->end() )
++it;
else
it = filters_.erase(it);
}
// get current clone source
CloneSource *c = nullptr;
Source *s = Mixer::manager().currentSource();
if (s != nullptr) {
// there is a current source
c = dynamic_cast<CloneSource *>(s);
if ( c != nullptr ) {
// the current source is a clone
if ( filters_.find(c) == filters_.end() )
// the current clone was not registered
filters_[c] = c->filter();
}
}
// change editor text only if current changed
if ( current_ != c) {
// switch to another clone
if ( c != nullptr ) {
_editor.SetText(filters_[c].code());
_editor.SetReadOnly(false);
}
// cancel edit clone
else {
// get the editor text and remove trailing '\n'
std::string code = _editor.GetText();
code.back() = '\0';
// remember this code as buffered for the filter of this source
filters_[current_].setCode( code );
// cancel editor
_editor.SetText("");
_editor.SetReadOnly(true);
}
// current changed
current_ = c;
}
// render the editor
ImGuiToolkit::PushFont(ImGuiToolkit::FONT_MONO);
_editor.Render("Shader Editor");

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@@ -99,6 +99,7 @@
#include "InfoVisitor.h"
#include "DialogToolkit.h"
#include "SessionParser.h"
#include "ImageFilter.h"
struct ImVec2;
@@ -389,7 +390,9 @@ public:
class ShaderEditor : public WorkspaceWindow
{
std::string current_text_edited_;
CloneSource *current_;
bool current_changed_;
std::map<CloneSource *, ImageFilter> filters_;
public:
ShaderEditor();