NazaraEngine/src/ShaderNode/Widgets/MainWindow.cpp

283 lines
8.4 KiB
C++

#include <ShaderNode/Widgets/MainWindow.hpp>
#include <Nazara/Core/File.hpp>
#include <Nazara/Shader/GlslWriter.hpp>
#include <Nazara/Shader/ShaderAstSerializer.hpp>
#include <ShaderNode/ShaderGraph.hpp>
#include <ShaderNode/Widgets/BufferEditor.hpp>
#include <ShaderNode/Widgets/InputEditor.hpp>
#include <ShaderNode/Widgets/OutputEditor.hpp>
#include <ShaderNode/Widgets/NodeEditor.hpp>
#include <ShaderNode/Widgets/ShaderInfoDialog.hpp>
#include <ShaderNode/Widgets/StructEditor.hpp>
#include <ShaderNode/Widgets/TextureEditor.hpp>
#include <nodes/FlowView>
#include <QtCore/QFile>
#include <QtCore/QJsonDocument>
#include <QtWidgets/QDockWidget>
#include <QtWidgets/QFileDialog>
#include <QtWidgets/QMenuBar>
#include <QtWidgets/QMessageBox>
#include <QtWidgets/QTextEdit>
#include <iostream>
MainWindow::MainWindow(ShaderGraph& graph) :
m_shaderGraph(graph)
{
setWindowTitle("Nazara Shader nodes");
QtNodes::FlowScene* scene = &m_shaderGraph.GetScene();
QtNodes::FlowView* flowView = new QtNodes::FlowView(scene);
setCentralWidget(flowView);
// Input editor
InputEditor* inputEditor = new InputEditor(m_shaderGraph);
QDockWidget* inputDock = new QDockWidget(tr("Inputs"));
inputDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
inputDock->setWidget(inputEditor);
addDockWidget(Qt::LeftDockWidgetArea, inputDock);
// Output editor
OutputEditor* outputEditor = new OutputEditor(m_shaderGraph);
QDockWidget* outputDock = new QDockWidget(tr("Outputs"));
outputDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
outputDock->setWidget(outputEditor);
addDockWidget(Qt::LeftDockWidgetArea, outputDock);
// Texture editor
TextureEditor* textureEditor = new TextureEditor(m_shaderGraph);
QDockWidget* textureDock = new QDockWidget(tr("Textures"));
textureDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
textureDock->setWidget(textureEditor);
addDockWidget(Qt::LeftDockWidgetArea, textureDock);
// Node editor
m_nodeEditor = new NodeEditor;
QDockWidget* nodeEditorDock = new QDockWidget(tr("Node editor"));
nodeEditorDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
nodeEditorDock->setWidget(m_nodeEditor);
addDockWidget(Qt::RightDockWidgetArea, nodeEditorDock);
// Buffer editor
BufferEditor* bufferEditor = new BufferEditor(m_shaderGraph);
QDockWidget* bufferDock = new QDockWidget(tr("Buffers"));
bufferDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
bufferDock->setWidget(bufferEditor);
addDockWidget(Qt::RightDockWidgetArea, bufferDock);
// Struct editor
StructEditor* structEditor = new StructEditor(m_shaderGraph);
QDockWidget* structDock = new QDockWidget(tr("Structs"));
structDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
structDock->setWidget(structEditor);
addDockWidget(Qt::RightDockWidgetArea, structDock);
m_onSelectedNodeUpdate.Connect(m_shaderGraph.OnSelectedNodeUpdate, [&](ShaderGraph*, ShaderNode* node)
{
if (node)
{
m_nodeEditor->UpdateContent(node->caption(), [node](QFormLayout* layout)
{
node->BuildNodeEdition(layout);
});
}
else
m_nodeEditor->Clear();
});
BuildMenu();
}
void MainWindow::BuildMenu()
{
QMenuBar* menu = menuBar();
QMenu* file = menu->addMenu(tr("&File"));
{
QAction* loadShader = file->addAction(tr("Load..."));
QObject::connect(loadShader, &QAction::triggered, this, &MainWindow::OnLoad);
QAction* saveShader = file->addAction(tr("Save..."));
QObject::connect(saveShader, &QAction::triggered, this, &MainWindow::OnSave);
}
QMenu* shader = menu->addMenu(tr("&Shader"));
{
QAction* settings = shader->addAction(tr("Settings..."));
QObject::connect(settings, &QAction::triggered, this, &MainWindow::OnUpdateInfo);
QAction* compileShader = shader->addAction(tr("Compile..."));
QObject::connect(compileShader, &QAction::triggered, this, &MainWindow::OnCompile);
}
QMenu* generateMenu = menu->addMenu(tr("&Generate"));
{
QAction* generateGlsl = generateMenu->addAction(tr("GLSL"));
connect(generateGlsl, &QAction::triggered, [&](bool) { OnGenerateGLSL(); });
}
}
void MainWindow::OnCompile()
{
try
{
auto shader = ToShader();
QString fileName = QFileDialog::getSaveFileName(nullptr, tr("Save shader"), QString(), tr("Shader Files (*.shader)"));
if (fileName.isEmpty())
return;
if (!fileName.endsWith("shader", Qt::CaseInsensitive))
fileName += ".shader";
Nz::File file(fileName.toStdString(), Nz::OpenMode_WriteOnly);
file.Write(Nz::SerializeShader(shader));
}
catch (const std::exception& e)
{
QMessageBox::critical(this, tr("Compilation failed"), QString("Compilation failed: ") + e.what());
}
}
void MainWindow::OnGenerateGLSL()
{
try
{
Nz::GlslWriter writer;
std::string glsl = writer.Generate(ToShader());
std::cout << glsl << std::endl;
QTextEdit* output = new QTextEdit;
output->setReadOnly(true);
output->setText(QString::fromStdString(glsl));
output->setAttribute(Qt::WA_DeleteOnClose, true);
output->setWindowTitle("GLSL Output");
output->show();
}
catch (const std::exception& e)
{
QMessageBox::critical(this, tr("Generation failed"), QString("Generation failed: ") + e.what());
}
}
void MainWindow::OnLoad()
{
QString fileName = QFileDialog::getOpenFileName(this, tr("Open shader flow"), QString(), tr("Shader Flow Files (*.shaderflow)"));
if (fileName.isEmpty())
return;
QFile file(fileName);
if (!file.open(QIODevice::ReadOnly))
{
QMessageBox::critical(this, tr("Failed to open file"), QString("Failed to open shader flow file: ") + file.errorString());
return;
}
QJsonObject jsonDocument = QJsonDocument::fromJson(file.readAll()).object();
if (jsonDocument.isEmpty())
{
QMessageBox::critical(this, tr("Invalid file"), tr("Invalid shader flow file"));
return;
}
try
{
m_shaderGraph.Load(jsonDocument);
}
catch (const std::exception& e)
{
QMessageBox::critical(this, tr("Invalid file"), tr("Invalid shader flow file: ") + e.what());
return;
}
}
void MainWindow::OnSave()
{
QString fileName = QFileDialog::getSaveFileName(nullptr, tr("Open shader flow"), QString(), tr("Shader Flow Files (*.shaderflow)"));
if (fileName.isEmpty())
return;
if (!fileName.endsWith("shaderflow", Qt::CaseInsensitive))
fileName += ".shaderflow";
QFile file(fileName);
if (file.open(QIODevice::WriteOnly))
file.write(QJsonDocument(m_shaderGraph.Save()).toJson());
}
void MainWindow::OnUpdateInfo()
{
ShaderInfo info;
info.type = m_shaderGraph.GetType();
ShaderInfoDialog* dialog = new ShaderInfoDialog(std::move(info), this);
dialog->setAttribute(Qt::WA_DeleteOnClose, true);
connect(dialog, &QDialog::accepted, [this, dialog]
{
ShaderInfo shaderInfo = dialog->GetShaderInfo();
m_shaderGraph.UpdateType(shaderInfo.type);
});
dialog->open();
}
Nz::ShaderAst MainWindow::ToShader()
{
Nz::ShaderNodes::StatementPtr shaderAst = m_shaderGraph.ToAst();
Nz::ShaderAst shader(ShaderGraph::ToShaderStageType(m_shaderGraph.GetType())); //< FIXME
for (const auto& input : m_shaderGraph.GetInputs())
shader.AddInput(input.name, m_shaderGraph.ToShaderExpressionType(input.type), input.locationIndex);
for (const auto& output : m_shaderGraph.GetOutputs())
shader.AddOutput(output.name, m_shaderGraph.ToShaderExpressionType(output.type), output.locationIndex);
for (const auto& buffer : m_shaderGraph.GetBuffers())
{
const auto& structInfo = m_shaderGraph.GetStruct(buffer.structIndex);
shader.AddUniform(buffer.name, structInfo.name, buffer.bindingIndex, Nz::ShaderNodes::MemoryLayout::Std140);
}
for (const auto& uniform : m_shaderGraph.GetTextures())
shader.AddUniform(uniform.name, m_shaderGraph.ToShaderExpressionType(uniform.type), uniform.bindingIndex, {});
for (const auto& s : m_shaderGraph.GetStructs())
{
std::vector<Nz::ShaderAst::StructMember> members;
for (const auto& sMember : s.members)
{
auto& member = members.emplace_back();
member.name = sMember.name;
std::visit([&](auto&& arg)
{
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, PrimitiveType>)
member.type = m_shaderGraph.ToShaderExpressionType(arg);
else if constexpr (std::is_same_v<T, std::size_t>)
member.type = m_shaderGraph.GetStruct(arg).name;
else
static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
}, sMember.type);
}
shader.AddStruct(s.name, std::move(members));
}
shader.AddFunction("main", shaderAst);
return shader;
}