mirror of
https://github.com/brunoherbelin/vimix.git
synced 2025-12-13 11:19:58 +01:00
BugFix Shadertoy ImageFilter
This commit is contained in:
@@ -1717,7 +1717,7 @@ void HelperToolbox::Render()
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ImGui::Text ("Render a session (*.mix) as a source.");
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ImGui::NextColumn();
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ImGui::Separator();
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ImGui::Text(ICON_FA_SORT_NUMERIC_DOWN); ImGui::NextColumn();
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ImGui::Text(ICON_FA_IMAGES); ImGui::NextColumn();
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ImGuiToolkit::PushFont(ImGuiToolkit::FONT_BOLD); ImGui::Text("Sequence");ImGui::PopFont();
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ImGui::NextColumn();
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ImGuiToolkit::Icon(ICON_SOURCE_SEQUENCE); ImGui::SameLine(0, IMGUI_SAME_LINE);ImGui::Text("Sequence"); ImGui::NextColumn();
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@@ -5487,8 +5487,7 @@ void InputMappingInterface::Render()
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/// SHADER EDITOR
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///
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///
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ShaderEditor::ShaderEditor() : WorkspaceWindow("Shader"), current_(nullptr),
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current_changed_(true), show_shader_inputs_(false)
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ShaderEditor::ShaderEditor() : WorkspaceWindow("Shader"), current_(nullptr), show_shader_inputs_(false)
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{
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auto lang = TextEditor::LanguageDefinition::GLSL();
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@@ -5535,6 +5534,7 @@ ShaderEditor::ShaderEditor() : WorkspaceWindow("Shader"), current_(nullptr),
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_editor.SetHandleKeyboardInputs(true);
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_editor.SetShowWhitespaces(false);
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_editor.SetText("");
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_editor.SetReadOnly(true);
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// status
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status_ = "-";
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@@ -5562,13 +5562,25 @@ bool ShaderEditor::Visible() const
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);
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}
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void ShaderEditor::setVisible(CloneSource *cs)
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void ShaderEditor::BuildShader()
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{
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if ( cs != nullptr ) {
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FrameBufferFilter *f = cs->filter();
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// if the filter is an Image Filter
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if (f && f->type() == FrameBufferFilter::FILTER_IMAGE )
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setVisible(true);
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// if the UI has a current clone, and ref to code for current clone is valid
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if (current_ != nullptr && filters_.find(current_) != filters_.end()) {
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// set the code of the current filter
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filters_[current_].setCode( { _editor.GetText(), "" } );
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// filter changed, cannot be named as before
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filters_[current_].setName("Custom");
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// change the filter of the current image filter
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// => this triggers compilation of shader
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compilation_ = new std::promise<std::string>();
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current_->setProgram( filters_[current_], compilation_ );
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compilation_return_ = compilation_->get_future();
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// inform status
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status_ = "Building...";
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}
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}
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@@ -5583,9 +5595,6 @@ void ShaderEditor::Render()
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return;
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}
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bool ro = _editor.IsReadOnly();
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bool ws = _editor.IsShowingWhitespaces();
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// menu (no title bar)
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if (ImGui::BeginMenuBar())
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{
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@@ -5594,6 +5603,7 @@ void ShaderEditor::Render()
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Settings::application.widget.shader_editor = false;
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if (ImGui::BeginMenu(IMGUI_TITLE_SHADEREDITOR))
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{
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// reload code from GPU
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if (ImGui::MenuItem( ICON_FA_SYNC " Reload", nullptr, nullptr, current_ != nullptr)) {
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// force reload
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if ( current_ != nullptr )
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@@ -5607,35 +5617,30 @@ void ShaderEditor::Render()
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for (auto p = FilteringProgram::presets.begin(); p != FilteringProgram::presets.end(); ++p){
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if (current_ != nullptr && ImGui::MenuItem( p->name().c_str() )) {
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ImageFilter *i = dynamic_cast<ImageFilter *>( current_->filter() );
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// if we can access the code of inside the image filter
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if (i) {
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// change the filter of the current image filter
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// => this triggers compilation of shader
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compilation_ = new std::promise<std::string>();
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i->setProgram( *p, compilation_ );
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compilation_return_ = compilation_->get_future();
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// inform status
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status_ = "Building...";
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// force reload
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if ( current_ != nullptr )
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filters_.erase(current_);
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current_ = nullptr;
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}
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// change the filter of the current image filter
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// => this triggers compilation of shader
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compilation_ = new std::promise<std::string>();
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current_->setProgram( *p, compilation_ );
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compilation_return_ = compilation_->get_future();
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// inform status
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status_ = "Building...";
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// force reload
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if ( current_ != nullptr )
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filters_.erase(current_);
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current_ = nullptr;
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}
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}
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ImGui::EndMenu();
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}
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if (ImGui::MenuItem( ICON_FA_EXTERNAL_LINK_ALT " Browse shadertoy.com")) {
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// Open browser to shadertoy website
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if (ImGui::MenuItem( ICON_FA_EXTERNAL_LINK_ALT " Browse shadertoy.com"))
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SystemToolkit::open("https://www.shadertoy.com/");
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}
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// Enable/Disable editor options
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ImGui::Separator();
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ImGui::MenuItem( ICON_FA_UNDERLINE " Show Shader Inputs", nullptr, &show_shader_inputs_);
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bool ws = _editor.IsShowingWhitespaces();
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if (ImGui::MenuItem( ICON_FA_LONG_ARROW_ALT_RIGHT " Show whitespace", nullptr, &ws))
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_editor.SetShowWhitespaces(ws);
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@@ -5656,6 +5661,7 @@ void ShaderEditor::Render()
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}
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// Edit menu
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bool ro = _editor.IsReadOnly();
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if (ImGui::BeginMenu( "Edit", current_ != nullptr ) ) {
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if (ImGui::MenuItem( MENU_UNDO, SHORTCUT_UNDO, nullptr, !ro && _editor.CanUndo()))
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@@ -5677,103 +5683,59 @@ void ShaderEditor::Render()
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}
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// Build action menu
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if (ImGui::MenuItem( ICON_FA_HAMMER " Build", nullptr, nullptr, current_ != nullptr )) {
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// the UI has ref to code for this clone
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if (current_ != nullptr && filters_.find(current_) != filters_.end()) {
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ImageFilter *i = dynamic_cast<ImageFilter *>( current_->filter() );
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// if we can access the code of inside the image filter
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if (i) {
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// set the code of the current filter
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filters_[current_].setCode( { _editor.GetText(), "" } );
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// filter changed, cannot be named as before
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filters_[current_].setName("Custom");
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// change the filter of the current image filter
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// => this triggers compilation of shader
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compilation_ = new std::promise<std::string>();
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i->setProgram( filters_[current_], compilation_ );
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compilation_return_ = compilation_->get_future();
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// inform status
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status_ = "Building...";
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}
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}
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}
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if (ImGui::MenuItem( ICON_FA_HAMMER " Build", CTRL_MOD "B", nullptr, current_ != nullptr ))
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BuildShader();
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ImGui::EndMenuBar();
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}
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// garbage collection of code_
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for (auto it = filters_.begin(); it != filters_.end(); ) {
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// keep only if the source exists in the session
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if ( Mixer::manager().session()->find( it->first ) != Mixer::manager().session()->end() )
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++it;
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else
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it = filters_.erase(it);
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// garbage collection
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if ( Mixer::manager().session()->numSources() < 1 )
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{
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filters_.clear();
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current_ = nullptr;
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}
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// if compiling, cannot change source nor do anything else
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static std::chrono::milliseconds timeout = std::chrono::milliseconds(4);
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if (compilation_ != nullptr )
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if (compilation_ != nullptr && compilation_return_.wait_for(timeout) == std::future_status::ready )
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{
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// wait for compilation to return
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if (compilation_return_.wait_for(timeout) == std::future_status::ready )
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{
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// get message returned from compilation
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std::string s = compilation_return_.get();
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// get message returned from compilation
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status_ = compilation_return_.get();
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// find reported line numbers "0:nn" and replace with "line N"
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status_ = "";
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std::regex e("0\\:[[:digit:]]+");
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std::smatch m;
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while (std::regex_search(s, m, e)) {
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status_ += m.prefix().str();
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int l = 0;
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std::string num = m.str().substr(2, m.length()-2);
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if ( BaseToolkit::is_a_number(num, &l)){
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status_ += "line ";
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status_ += std::to_string(l - FilteringProgram::getFilterHeaderNumlines());
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status_ += " ";
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}
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s = m.suffix().str();
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}
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status_ += s;
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// end compilation promise
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delete compilation_;
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compilation_ = nullptr;
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}
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// end compilation promise
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delete compilation_;
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compilation_ = nullptr;
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}
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// not compiling
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else {
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ImageFilter *i = nullptr;
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// get current clone source
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CloneSource *c = nullptr;
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Source *s = Mixer::manager().currentSource();
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// if there is a current source
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if (s != nullptr) {
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c = dynamic_cast<CloneSource *>(s);
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CloneSource *c = dynamic_cast<CloneSource *>(s);
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// if the current source is a clone
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if ( c != nullptr ) {
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FrameBufferFilter *f = c->filter();
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// if the filter seems to be an Image Filter
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if (f && f->type() == FrameBufferFilter::FILTER_IMAGE ) {
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ImageFilter *i = dynamic_cast<ImageFilter *>(f);
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if (f != nullptr && f->type() == FrameBufferFilter::FILTER_IMAGE ) {
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i = dynamic_cast<ImageFilter *>(f);
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// if we can access the code of the filter
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if (i) {
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if (i != nullptr) {
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// if the current clone was not already registered
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if ( filters_.find(c) == filters_.end() )
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if ( filters_.find(i) == filters_.end() )
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// remember code for this clone
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filters_[c] = i->program();
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filters_[i] = i->program();
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}
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else {
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filters_.erase(i);
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i = nullptr;
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}
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}
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else {
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else
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status_ = "-";
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c = nullptr;
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}
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}
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else
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status_ = "-";
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@@ -5782,27 +5744,31 @@ void ShaderEditor::Render()
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status_ = "-";
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// change editor text only if current changed
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if ( current_ != c) {
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// switch to another clone
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if ( c != nullptr ) {
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_editor.SetText( filters_[c].code().first );
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if ( current_ != i)
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{
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// get the editor text and remove trailing '\n'
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std::string code = _editor.GetText();
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code = code.substr(0, code.size() -1);
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// remember this code as buffered for the filter of this source
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filters_[current_].setCode( { code, "" } );
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// if switch to another shader code
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if ( i != nullptr ) {
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// change editor
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_editor.SetText( filters_[i].code().first );
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_editor.SetReadOnly(false);
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status_ = "Ready.";
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}
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// cancel edit clone
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else {
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// get the editor text and remove trailing '\n'
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std::string code = _editor.GetText();
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code = code.substr(0, code.size() -1);
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// remember this code as buffered for the filter of this source
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filters_[current_].setCode( { code, "" } );
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// cancel editor
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_editor.SetText("");
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_editor.SetReadOnly(true);
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status_ = "-";
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}
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// current changed
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current_ = c;
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current_ = i;
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}
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}
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@@ -5833,6 +5799,14 @@ void ShaderEditor::Render()
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else
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ImGui::Spacing();
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// special case for 'CTRL + B' keyboard shortcut
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// the TextEditor captures keyboard focus from the main imgui context
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// so UserInterface::handleKeyboard cannot capture this event:
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// reading key press before render bypasses this problem
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const ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigMacOSXBehaviors ? io.KeySuper : io.KeyCtrl && ImGui::IsKeyPressed(GLFW_KEY_B))
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BuildShader();
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// render main editor
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_editor.Render("Shader Editor");
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