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#if defined(WITH_IMGUI)
#include "ImGuiDrawing.h"
#include "RenderQueue.h"
#include "RenderCommandPool.h"
#include "RenderResources.h"
#include "GL/GLTexture.h"
#include "GL/GLShaderProgram.h"
#include "GL/GLScissorTest.h"
#include "GL/GLBlending.h"
#include "GL/GLDepthTest.h"
#include "GL/GLCullFace.h"
#include "../Application.h"
#include "../Input/IInputManager.h"
#include <IO/FileSystem.h>
#if defined(WITH_GLFW)
# include "../Backends/ImGuiGlfwInput.h"
#elif defined(WITH_SDL)
# include "../Backends/ImGuiSdlInput.h"
#elif defined(WITH_QT5)
# include "../Backends/ImGuiQt5Input.h"
#elif defined(DEATH_TARGET_ANDROID)
# include "../Backends/Android/ImGuiAndroidInput.h"
#endif
#if defined(WITH_EMBEDDED_SHADERS)
# include "shader_strings.h"
#endif
using namespace Death::Containers::Literals;
using namespace Death::IO;
using namespace nCine::Backends;
#if defined(DEATH_TRACE_VERBOSE_GL)
# define GL_CALL(op) \
do { \
op; \
GLenum glErr_ = glGetError(); \
if (glErr_ != 0) { \
LOGE("GL error 0x{:x} returned from {}", glErr_, #op); \
} \
} while (0)
#else
# define GL_CALL(op) op
#endif
namespace nCine
{
ImGuiDrawing::ImGuiDrawing(bool withSceneGraph)
: withSceneGraph_(withSceneGraph), appInputHandler_(nullptr), lastFrameWidth_(0), lastFrameHeight_(0), lastLayerValue_(0)
{
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad;
#if defined(IMGUI_HAS_DOCK)
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
#endif
#if defined(IMGUI_HAS_VIEWPORT)
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
#endif
io.BackendRendererUserData = this;
#if defined(WITH_OPENGLES) || defined(DEATH_TARGET_EMSCRIPTEN)
io.BackendRendererName = "nCine_OpenGL_ES";
#else
io.BackendRendererName = "nCine_OpenGL";
#endif
/*#if defined(DEATH_TARGET_ANDROID)
static char iniFilename[512];
nctl::strncpy(iniFilename, fs::joinPath(fs::savePath(), "imgui.ini").data(), 512);
io.IniFilename = iniFilename;
#endif*/
#if !(defined(WITH_OPENGLES) && !GL_ES_VERSION_3_2) && !defined(DEATH_TARGET_EMSCRIPTEN)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
imguiShaderProgram_ = std::make_unique<GLShaderProgram>(GLShaderProgram::QueryPhase::Immediate);
#if !defined(WITH_EMBEDDED_SHADERS)
imguiShaderProgram_->AttachShaderFromFile(GL_VERTEX_SHADER, fs::CombinePath({ theApplication().GetDataPath(), "Shaders"_s, "imgui_vs.glsl"_s }));
imguiShaderProgram_->AttachShaderFromFile(GL_FRAGMENT_SHADER, fs::CombinePath({ theApplication().GetDataPath(), "Shaders"_s, "imgui_fs.glsl"_s }));
#else
imguiShaderProgram_->AttachShaderFromString(GL_VERTEX_SHADER, ShaderStrings::imgui_vs);
imguiShaderProgram_->AttachShaderFromString(GL_FRAGMENT_SHADER, ShaderStrings::imgui_fs);
#endif
imguiShaderProgram_->Link(GLShaderProgram::Introspection::Enabled);
FATAL_ASSERT(imguiShaderProgram_->GetStatus() != GLShaderProgram::Status::LinkingFailed);
if (!withSceneGraph) {
SetupBuffersAndShader();
}
#if defined(IMGUI_HAS_VIEWPORT)
PrepareForViewports();
#endif
// Set custom style
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 4.0f;
style.FrameRounding = 2.0f;
style.FrameBorderSize = 1.0f;
// TODO: Set custom purple colors
ImVec4* colors = style.Colors;
/*colors[ImGuiCol_FrameBg] = ImVec4(0.24f, 0.13f, 0.33f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.37f, 0.21f, 0.49f, 0.54f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.44f, 0.24f, 0.59f, 0.54f);
colors[ImGuiCol_TitleBg] = ImVec4(0.15f, 0.09f, 0.21f, 0.54f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.24f, 0.13f, 0.33f, 0.85f);
colors[ImGuiCol_CheckMark] = ImVec4(0.58f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.44f, 0.20f, 0.74f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.52f, 0.22f, 0.89f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.59f, 0.26f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.46f, 0.24f, 0.68f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.53f, 0.29f, 0.72f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.61f, 0.26f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.46f, 0.23f, 0.71f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.42f, 0.19f, 0.68f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.37f, 0.10f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.37f, 0.10f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.60f, 0.26f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.60f, 0.26f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.60f, 0.26f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.37f, 0.18f, 0.58f, 0.86f);
colors[ImGuiCol_TabHovered] = ImVec4(0.48f, 0.26f, 0.73f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.42f, 0.20f, 0.68f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.11f, 0.07f, 0.15f, 0.97f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.27f, 0.14f, 0.42f, 1.00f);
colors[ImGuiCol_DockingPreview] = ImVec4(0.41f, 0.17f, 0.68f, 0.70f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.58f, 0.26f, 0.98f, 0.35f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.58f, 0.26f, 0.98f, 1.00f);*/
/*colors[ImGuiCol_FrameBg] = ImVec4(0.13f, 0.22f, 0.33f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.21f, 0.38f, 0.49f, 0.54f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.24f, 0.45f, 0.59f, 0.54f);
colors[ImGuiCol_TitleBg] = ImVec4(0.09f, 0.17f, 0.21f, 0.54f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.09f, 0.17f, 0.21f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.22f, 0.71f, 0.89f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.23f, 0.59f, 0.88f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.16f, 0.37f, 0.54f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.08f, 0.23f, 0.35f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.60f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.17f, 0.33f, 0.46f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.08f, 0.20f, 0.32f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.51f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.49f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.68f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.66f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.10f, 0.42f, 0.62f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.12f, 0.34f, 0.43f, 0.40f);
colors[ImGuiCol_TabHovered] = ImVec4(0.26f, 0.54f, 0.73f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.15f, 0.41f, 0.58f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.07f, 0.12f, 0.15f, 0.28f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.14f, 0.34f, 0.42f, 1.00f);
colors[ImGuiCol_DockingPreview] = ImVec4(0.17f, 0.46f, 0.68f, 0.70f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.79f, 0.98f, 0.35f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.79f, 0.98f, 1.00f);*/
// Try to use system font
#if defined(DEATH_TARGET_WINDOWS)
String systemFont = fs::CombinePath({ fs::GetWindowsDirectory(), "Fonts"_s, "SegoeUI.ttf"_s });
if (fs::FileExists(systemFont)) {
// Include the most of european latin characters
static const ImWchar ranges[] = { 0x0020, 0x017E, 0 };
io.Fonts->AddFontFromFileTTF(systemFont.data(), 17.0f, nullptr, ranges);
}
#endif
// TODO: Add these lines to "ImGui::NavUpdateCancelRequest()"
/*
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) {
if (g.NavWindow->NavLastIds[0] != 0) {
g.NavWindow->NavLastIds[0] = 0;
} else {
FocusWindow(NULL);
}
}
*/
}
ImGuiDrawing::~ImGuiDrawing()
{
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) {
if (tex->RefCount == 1) {
DestroyTexture(tex);
}
}
#if defined(IMGUI_HAS_VIEWPORT)
if (vboHandle_) {
glDeleteBuffers(1, &vboHandle_);
vboHandle_ = 0;
}
if (elementsHandle_) {
glDeleteBuffers(1, &elementsHandle_);
elementsHandle_ = 0;
}
#endif
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
#if defined(IMGUI_HAS_VIEWPORT)
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
#endif
}
void ImGuiDrawing::NewFrame()
{
#if defined(WITH_GLFW)
ImGuiGlfwInput::newFrame();
#elif defined(WITH_SDL)
ImGuiSdlInput::newFrame();
#elif defined(WITH_QT5)
ImGuiQt5Input::newFrame();
#elif defined(DEATH_TARGET_ANDROID)
ImGuiAndroidInput::newFrame();
#endif
#if !defined(IMGUI_HAS_VIEWPORT)
// projectionMatrix_ must be recaltulated when the main window moves if viewports are active
ImGuiIO& io = ImGui::GetIO();
if (lastFrameWidth_ != io.DisplaySize.x || lastFrameHeight_ != io.DisplaySize.y) {
lastFrameWidth_ = io.DisplaySize.x;
lastFrameHeight_ = io.DisplaySize.y;
projectionMatrix_ = Matrix4x4f::Ortho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, 1.0f);
if (!withSceneGraph_) {
imguiShaderUniforms_->GetUniform(Material::GuiProjectionMatrixUniformName)->SetFloatVector(projectionMatrix_.Data());
imguiShaderUniforms_->GetUniform(Material::DepthUniformName)->SetFloatValue(0.0f);
imguiShaderUniforms_->CommitUniforms();
}
}
#endif
ImGui::NewFrame();
}
void ImGuiDrawing::EndFrame(RenderQueue& renderQueue)
{
ImGui::EndFrame();
ImGui::Render();
#if defined(WITH_GLFW)
ImGuiGlfwInput::endFrame();
#elif defined(WITH_SDL)
ImGuiSdlInput::endFrame();
#endif
ImGuiIO& io = ImGui::GetIO();
if (io.WantCaptureKeyboard) {
if (appInputHandler_ == nullptr) {
appInputHandler_ = IInputManager::handler();
IInputManager::setHandler(nullptr);
}
} else {
if (appInputHandler_ != nullptr) {
IInputManager::setHandler(appInputHandler_);
appInputHandler_ = nullptr;
}
}
Draw(renderQueue);
}
void ImGuiDrawing::EndFrame()
{
ImGui::EndFrame();
ImGui::Render();
Draw();
}
void ImGuiDrawing::DestroyTexture(ImTextureData* tex)
{
GLTexture* texturePtr = (GLTexture*)(intptr_t)tex->TexID;
textures_.erase(texturePtr);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
void ImGuiDrawing::UpdateTexture(ImTextureData* tex)
{
// FIXME: Consider backing up and restoring
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) {
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
#ifdef GL_UNPACK_ALIGNMENT
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#endif
}
if (tex->Status == ImTextureStatus_WantCreate) {
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels();
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint lastTexture = GLTexture::GetBoundHandle(GL_TEXTURE_2D);
std::unique_ptr<GLTexture> texture = std::make_unique<GLTexture>(GL_TEXTURE_2D);
texture->TexParameteri(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture->TexParameteri(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
texture->TexParameteri(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
texture->TexParameteri(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture->TexImage2D(0, GL_RGBA, tex->Width, tex->Height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
GLTexture* texturePtr = texture.get();
textures_.emplace(texturePtr, std::move(texture));
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)texturePtr);
tex->SetStatus(ImTextureStatus_OK);
// Restore state
GLTexture::BindHandle(GL_TEXTURE_2D, lastTexture);
} else if (tex->Status == ImTextureStatus_WantUpdates) {
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
GLint lastTexture = GLTexture::GetBoundHandle(GL_TEXTURE_2D);
GLTexture* texturePtr = (GLTexture*)(intptr_t)tex->TexID;
texturePtr->Bind();
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width);
for (ImTextureRect& r : tex->Updates) {
texturePtr->TexSubImage2D(0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y));
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#else
// GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
for (ImTextureRect& r : tex->Updates) {
const int srcPitch = r.w * tex->BytesPerPixel;
if (tempTexBuffer_.size() < r.h * srcPitch)
tempTexBuffer_.resize(r.h * srcPitch);
char* outP = tempTexBuffer_.data();
for (int y = 0; y < r.h; y++, outP += srcPitch)
memcpy(outP, tex->GetPixelsAt(r.x, r.y + y), srcPitch);
texturePtr->TexSubImage2D(0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tempTexBuffer_.data());
}
#endif
tex->SetStatus(ImTextureStatus_OK);
GLTexture::BindHandle(GL_TEXTURE_2D, lastTexture); // Restore state
} else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) {
DestroyTexture(tex);
}
}
RenderCommand* ImGuiDrawing::RetrieveCommandFromPool()
{
bool commandAdded = false;
RenderCommand* retrievedCommand = RenderResources::GetRenderCommandPool().RetrieveOrAdd(imguiShaderProgram_.get(), commandAdded);
if (commandAdded) {
SetupRenderCommand(*retrievedCommand);
}
return retrievedCommand;
}
void ImGuiDrawing::SetupRenderCommand(RenderCommand& cmd)
{
cmd.SetType(RenderCommand::Type::ImGui);
Material& material = cmd.GetMaterial();
material.SetShaderProgram(imguiShaderProgram_.get());
material.ReserveUniformsDataMemory();
material.Uniform(Material::TextureUniformName)->SetIntValue(0); // GL_TEXTURE0
imguiShaderProgram_->GetAttribute(Material::PositionAttributeName)->SetVboParameters(sizeof(ImDrawVert), reinterpret_cast<void*>(offsetof(ImDrawVert, pos)));
imguiShaderProgram_->GetAttribute(Material::TexCoordsAttributeName)->SetVboParameters(sizeof(ImDrawVert), reinterpret_cast<void*>(offsetof(ImDrawVert, uv)));
imguiShaderProgram_->GetAttribute(Material::ColorAttributeName)->SetVboParameters(sizeof(ImDrawVert), reinterpret_cast<void*>(offsetof(ImDrawVert, col)));
imguiShaderProgram_->GetAttribute(Material::ColorAttributeName)->SetType(GL_UNSIGNED_BYTE);
imguiShaderProgram_->GetAttribute(Material::ColorAttributeName)->SetNormalized(true);
material.SetBlendingEnabled(true);
material.SetBlendingFactors(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
cmd.GetGeometry().SetElementsPerVertex(sizeof(ImDrawVert) / sizeof(GLfloat));
cmd.GetGeometry().SetDrawParameters(GL_TRIANGLES, 0, 0);
}
void ImGuiDrawing::Draw(RenderQueue& renderQueue)
{
ImDrawData* drawData = ImGui::GetDrawData();
const std::uint32_t numElements = sizeof(ImDrawVert) / sizeof(GLfloat);
ImGuiIO& io = ImGui::GetIO();
const std::int32_t fbWidth = std::int32_t(drawData->DisplaySize.x * drawData->FramebufferScale.x);
const std::int32_t fbHeight = std::int32_t(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fbWidth <= 0 || fbHeight <= 0) {
return;
}
const ImVec2 clipOff = drawData->DisplayPos;
const ImVec2 clipScale = drawData->FramebufferScale;
if (drawData->Textures != nullptr) {
for (ImTextureData* tex : *drawData->Textures) {
if (tex->Status != ImTextureStatus_OK) {
UpdateTexture(tex);
}
}
}
#if defined(IMGUI_HAS_VIEWPORT)
// projectionMatrix_ must be recaltulated when the main window moves if viewports are active
projectionMatrix_ = Matrix4x4f::Ortho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, 1.0f);
projectionMatrix_.Translate(-clipOff.x, -clipOff.y, 0.0f);
#endif
std::uint32_t numCmd = 0;
for (std::int32_t n = 0; n < drawData->CmdListsCount; n++) {
const ImDrawList* imCmdList = drawData->CmdLists[n];
RenderCommand& firstCmd = *RetrieveCommandFromPool();
firstCmd.GetMaterial().Uniform(Material::GuiProjectionMatrixUniformName)->SetFloatVector(projectionMatrix_.Data());
firstCmd.GetGeometry().ShareVbo(nullptr);
GLfloat* vertices = firstCmd.GetGeometry().AcquireVertexPointer(imCmdList->VtxBuffer.Size * numElements, numElements);
memcpy(vertices, imCmdList->VtxBuffer.Data, imCmdList->VtxBuffer.Size * numElements * sizeof(GLfloat));
firstCmd.GetGeometry().ReleaseVertexPointer();
firstCmd.GetGeometry().ShareIbo(nullptr);
GLushort* indices = firstCmd.GetGeometry().AcquireIndexPointer(imCmdList->IdxBuffer.Size);
memcpy(indices, imCmdList->IdxBuffer.Data, imCmdList->IdxBuffer.Size * sizeof(GLushort));
firstCmd.GetGeometry().ReleaseIndexPointer();
if (lastLayerValue_ != theApplication().GetGuiSettings().imguiLayer) {
// It is enough to set the uniform value once as every ImGui command share the same shader
const float depth = RenderCommand::CalculateDepth(theApplication().GetGuiSettings().imguiLayer, -1.0f, 1.0f);
firstCmd.GetMaterial().Uniform(Material::DepthUniformName)->SetFloatValue(depth);
lastLayerValue_ = theApplication().GetGuiSettings().imguiLayer;
}
for (std::int32_t cmdIdx = 0; cmdIdx < imCmdList->CmdBuffer.Size; cmdIdx++) {
const ImDrawCmd* imCmd = &imCmdList->CmdBuffer[cmdIdx];
RenderCommand& currCmd = (cmdIdx == 0) ? firstCmd : *RetrieveCommandFromPool();
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clipMin((imCmd->ClipRect.x - clipOff.x) * clipScale.x, (imCmd->ClipRect.y - clipOff.y) * clipScale.y);
ImVec2 clipMax((imCmd->ClipRect.z - clipOff.x) * clipScale.x, (imCmd->ClipRect.w - clipOff.y) * clipScale.y);
if (clipMax.x <= clipMin.x || clipMax.y <= clipMin.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
currCmd.SetScissor(static_cast<GLint>(clipMin.x), static_cast<GLint>(static_cast<float>(fbHeight) - clipMax.y),
static_cast<GLsizei>(clipMax.x - clipMin.x), static_cast<GLsizei>(clipMax.y - clipMin.y));
if (cmdIdx > 0) {
currCmd.GetGeometry().ShareVbo(&firstCmd.GetGeometry());
currCmd.GetGeometry().ShareIbo(&firstCmd.GetGeometry());
}
currCmd.GetGeometry().SetIndexCount(imCmd->ElemCount);
currCmd.GetGeometry().SetFirstIndex(imCmd->IdxOffset);
currCmd.GetGeometry().SetFirstVertex(imCmd->VtxOffset);
currCmd.SetLayer(theApplication().GetGuiSettings().imguiLayer);
currCmd.SetVisitOrder(numCmd);
currCmd.GetMaterial().SetTexture(reinterpret_cast<GLTexture*>(imCmd->GetTexID()));
renderQueue.AddCommand(&currCmd);
numCmd++;
}
}
}
void ImGuiDrawing::SetupBuffersAndShader()
{
vbo_ = std::make_unique<GLBufferObject>(GL_ARRAY_BUFFER);
ibo_ = std::make_unique<GLBufferObject>(GL_ELEMENT_ARRAY_BUFFER);
imguiShaderUniforms_ = std::make_unique<GLShaderUniforms>(imguiShaderProgram_.get());
imguiShaderUniforms_->SetUniformsDataPointer(uniformsBuffer_);
imguiShaderUniforms_->GetUniform(Material::TextureUniformName)->SetIntValue(0); // GL_TEXTURE0
imguiShaderProgram_->GetAttribute(Material::PositionAttributeName)->SetVboParameters(sizeof(ImDrawVert), reinterpret_cast<void*>(offsetof(ImDrawVert, pos)));
imguiShaderProgram_->GetAttribute(Material::TexCoordsAttributeName)->SetVboParameters(sizeof(ImDrawVert), reinterpret_cast<void*>(offsetof(ImDrawVert, uv)));
imguiShaderProgram_->GetAttribute(Material::ColorAttributeName)->SetVboParameters(sizeof(ImDrawVert), reinterpret_cast<void*>(offsetof(ImDrawVert, col)));
imguiShaderProgram_->GetAttribute(Material::ColorAttributeName)->SetType(GL_UNSIGNED_BYTE);
imguiShaderProgram_->GetAttribute(Material::ColorAttributeName)->SetNormalized(true);
}
void ImGuiDrawing::Draw()
{
ImDrawData* drawData = ImGui::GetDrawData();
const std::int32_t fbWidth = std::int32_t(drawData->DisplaySize.x * drawData->FramebufferScale.x);
const std::int32_t fbHeight = std::int32_t(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fbWidth <= 0 || fbHeight <= 0) {
return;
}
const ImVec2 clipOff = drawData->DisplayPos;
const ImVec2 clipScale = drawData->FramebufferScale;
if (drawData->Textures != nullptr) {
for (ImTextureData* tex : *drawData->Textures) {
if (tex->Status != ImTextureStatus_OK) {
UpdateTexture(tex);
}
}
}
GLBlending::State blendingState = GLBlending::GetState();
GLBlending::Enable();
GLBlending::SetBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLCullFace::State cullFaceState = GLCullFace::GetState();
GLCullFace::Disable();
GLDepthTest::State depthTestState = GLDepthTest::GetState();
GLDepthTest::Disable();
for (std::int32_t n = 0; n < drawData->CmdListsCount; n++) {
const ImDrawList* imCmdList = drawData->CmdLists[n];
#if (defined(WITH_OPENGLES) && !GL_ES_VERSION_3_2) || defined(DEATH_TARGET_EMSCRIPTEN)
const ImDrawIdx* firstIndex = nullptr;
#endif
// Always define vertex format (and bind VAO) before uploading data to buffers
imguiShaderProgram_->DefineVertexFormat(vbo_.get(), ibo_.get());
vbo_->BufferData(static_cast<GLsizeiptr>(imCmdList->VtxBuffer.Size) * sizeof(ImDrawVert), static_cast<const GLvoid*>(imCmdList->VtxBuffer.Data), GL_STREAM_DRAW);
ibo_->BufferData(static_cast<GLsizeiptr>(imCmdList->IdxBuffer.Size) * sizeof(ImDrawIdx), static_cast<const GLvoid*>(imCmdList->IdxBuffer.Data), GL_STREAM_DRAW);
imguiShaderProgram_->Use();
for (std::int32_t cmdIdx = 0; cmdIdx < imCmdList->CmdBuffer.Size; cmdIdx++) {
const ImDrawCmd* imCmd = &imCmdList->CmdBuffer[cmdIdx];
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clipMin((imCmd->ClipRect.x - clipOff.x) * clipScale.x, (imCmd->ClipRect.y - clipOff.y) * clipScale.y);
ImVec2 clipMax((imCmd->ClipRect.z - clipOff.x) * clipScale.x, (imCmd->ClipRect.w - clipOff.y) * clipScale.y);
if (clipMax.x <= clipMin.x || clipMax.y <= clipMin.y) {
continue;
}
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
GLScissorTest::Enable(static_cast<GLint>(clipMin.x), static_cast<GLint>(static_cast<float>(fbHeight) - clipMax.y),
static_cast<GLsizei>(clipMax.x - clipMin.x), static_cast<GLsizei>(clipMax.y - clipMin.y));
// Bind texture, Draw
GLTexture::BindHandle(GL_TEXTURE_2D, reinterpret_cast<GLTexture*>(imCmd->GetTexID())->GetGLHandle());
#if (defined(WITH_OPENGLES) && !GL_ES_VERSION_3_2) || defined(DEATH_TARGET_EMSCRIPTEN)
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(imCmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, firstIndex);
firstIndex += imCmd->ElemCount;
#else
glDrawElementsBaseVertex(GL_TRIANGLES, static_cast<GLsizei>(imCmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
reinterpret_cast<void*>(static_cast<intptr_t>(imCmd->IdxOffset * sizeof(ImDrawIdx))), static_cast<GLint>(imCmd->VtxOffset));
#endif
}
}
GLScissorTest::Disable();
GLDepthTest::SetState(depthTestState);
GLCullFace::SetState(cullFaceState);
GLBlending::SetState(blendingState);
}
#if defined(IMGUI_HAS_VIEWPORT)
void ImGuiDrawing::PrepareForViewports()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;
ImGuiPlatformIO& platformIo = ImGui::GetPlatformIO();
platformIo.Renderer_RenderWindow = OnRenderPlatformWindow;
// Backup GL state
GLint lastTexture, lastArrayBuffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastTexture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &lastArrayBuffer);
GLint lastPixelUnpackBuffer = 0;
GLint lastVertexArray;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &lastVertexArray);
// TODO: Use nCine shaders directly instead
auto shaderHandle = imguiShaderProgram_.get()->GetGLHandle();
attribLocationTex_ = glGetUniformLocation(shaderHandle, "uTexture");
attribLocationProjMtx_ = glGetUniformLocation(shaderHandle, "uGuiProjection");
attribLocationVtxPos_ = (GLuint)glGetAttribLocation(shaderHandle, "aPosition");
attribLocationVtxUV_ = (GLuint)glGetAttribLocation(shaderHandle, "aTexCoords");
attribLocationVtxColor_ = (GLuint)glGetAttribLocation(shaderHandle, "aColor");
// Create buffers
// TODO: Use nCine GLBufferObject directly
glGenBuffers(1, &vboHandle_);
glGenBuffers(1, &elementsHandle_);
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, lastTexture);
glBindBuffer(GL_ARRAY_BUFFER, lastArrayBuffer);
glBindVertexArray(lastVertexArray);
}
void ImGuiDrawing::OnRenderPlatformWindow(ImGuiViewport* viewport, void*)
{
ImGuiDrawing* _this = static_cast<ImGuiDrawing*>(ImGui::GetIO().BackendRendererUserData);
_this->DrawPlatformWindow(viewport);
}
void ImGuiDrawing::DrawPlatformWindow(ImGuiViewport* viewport)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
ImDrawData* drawData = viewport->DrawData;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
std::int32_t fbWidth = std::int32_t(drawData->DisplaySize.x * drawData->FramebufferScale.x);
std::int32_t fbHeight = std::int32_t(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fbWidth <= 0 || fbHeight <= 0) {
return;
}
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertexArrayObject = 0;
GL_CALL(glGenVertexArrays(1, &vertexArrayObject));
SetupRenderStateForPlatformWindow(drawData, fbWidth, fbHeight, vertexArrayObject);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clipOff = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clipScale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
for (std::int32_t n = 0; n < drawData->CmdListsCount; n++) {
const ImDrawList* imCmdList = drawData->CmdLists[n];
const GLsizeiptr vtxBufferSize = GLsizeiptr(imCmdList->VtxBuffer.Size) * std::int32_t(sizeof(ImDrawVert));
const GLsizeiptr idxBufferSize = GLsizeiptr(imCmdList->IdxBuffer.Size) * std::int32_t(sizeof(ImDrawIdx));
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtxBufferSize, (const GLvoid*)imCmdList->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxBufferSize, (const GLvoid*)imCmdList->IdxBuffer.Data, GL_STREAM_DRAW));
for (std::int32_t cmd_i = 0; cmd_i < imCmdList->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd* imCmd = &imCmdList->CmdBuffer[cmd_i];
if (imCmd->UserCallback != nullptr) {
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (imCmd->UserCallback == ImDrawCallback_ResetRenderState) {
SetupRenderStateForPlatformWindow(drawData, fbWidth, fbHeight, vertexArrayObject);
} else {
imCmd->UserCallback(imCmdList, imCmd);
}
} else {
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clipMin((imCmd->ClipRect.x - clipOff.x) * clipScale.x, (imCmd->ClipRect.y - clipOff.y) * clipScale.y);
ImVec2 clipMax((imCmd->ClipRect.z - clipOff.x) * clipScale.x, (imCmd->ClipRect.w - clipOff.y) * clipScale.y);
if (clipMax.x <= clipMin.x || clipMax.y <= clipMin.y) {
continue;
}
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
GL_CALL(glScissor(static_cast<GLint>(clipMin.x), static_cast<GLint>(static_cast<float>(fbHeight) - clipMax.y),
static_cast<GLint>(clipMax.x - clipMin.x), static_cast<GLint>(clipMax.y - clipMin.y)));
auto* texture = reinterpret_cast<nCine::GLTexture*>(imCmd->GetTexID());
GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->GetGLHandle()));
GL_CALL(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(imCmd->ElemCount), sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
reinterpret_cast<void*>(static_cast<intptr_t>(imCmd->IdxOffset * sizeof(ImDrawIdx)))));
}
}
}
// Destroy the temporary VAO
GL_CALL(glDeleteVertexArrays(1, &vertexArrayObject));
}
void ImGuiDrawing::SetupRenderStateForPlatformWindow(ImDrawData* drawData, std::int32_t fbWidth, std::int32_t fbHeight, unsigned int vertexArrayObject)
{
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
GL_CALL(glViewport(0, 0, (GLsizei)fbWidth, (GLsizei)fbHeight));
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
const float ortho_projection[4][4] = {
{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R + L) / (L - R), (T + B) / (B - T), 0.0f, 1.0f },
};
// TODO: Use nCine shaders directly instead
auto shaderHandle = imguiShaderProgram_.get()->GetGLHandle();
glUseProgram(shaderHandle);
glUniform1i(attribLocationTex_, 0);
glUniformMatrix4fv(attribLocationProjMtx_, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(vertexArrayObject);
// Bind vertex/index buffers and setup attributes for ImDrawVert
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, vboHandle_));
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementsHandle_));
GL_CALL(glEnableVertexAttribArray(attribLocationVtxPos_));
GL_CALL(glEnableVertexAttribArray(attribLocationVtxUV_));
GL_CALL(glEnableVertexAttribArray(attribLocationVtxColor_));
GL_CALL(glVertexAttribPointer(attribLocationVtxPos_, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
GL_CALL(glVertexAttribPointer(attribLocationVtxUV_, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
GL_CALL(glVertexAttribPointer(attribLocationVtxColor_, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
}
#endif
}
#endif
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