mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 01f06cce1e | |||
| 20ed804d2a | |||
| 80ce6d60d2 | |||
| c998fc26ce | |||
| 81b515197d | |||
| d703a5270c |
@ -238,7 +238,12 @@ func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, err
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return tex, nil
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}
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func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
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// LoadCubemapTextures only supports the 'TextureIsSrgba' option
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func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string, loadOptions *TextureLoadOptions) (Cubemap, error) {
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if loadOptions == nil {
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loadOptions = &TextureLoadOptions{}
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}
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var imgDecoder func(r io.Reader) (image.Image, error)
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ext := strings.ToLower(path.Ext(rightTex))
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@ -283,7 +288,12 @@ func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex st
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height := int32(nrgbaImg.Bounds().Dy())
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width := int32(nrgbaImg.Bounds().Dx())
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gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
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internalFormat := int32(gl.RGBA8)
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if loadOptions.TextureIsSrgba {
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internalFormat = gl.SRGB_ALPHA
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}
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gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X)+i, 0, internalFormat, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&nrgbaImg.Pix[0]))
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}
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// set the texture wrapping/filtering options (on the currently bound texture object)
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@ -15,6 +15,13 @@ import (
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var (
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isInited = false
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isSdlButtonLeftDown = false
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isSdlButtonMiddleDown = false
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isSdlButtonRightDown = false
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ImguiRelativeMouseModePosX float32
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ImguiRelativeMouseModePosY float32
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)
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type Window struct {
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@ -29,7 +36,9 @@ func (w *Window) handleInputs() {
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input.EventLoopStart()
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imIo := imgui.CurrentIO()
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// @TODO: Would be nice to have imgui package process its own events via a callback instead of it being part of engine code
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imguiCaptureMouse := imIo.WantCaptureMouse()
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imguiCaptureKeyboard := imIo.WantCaptureKeyboard()
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for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
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//Fire callbacks
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@ -42,14 +51,18 @@ func (w *Window) handleInputs() {
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case *sdl.MouseWheelEvent:
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input.HandleMouseWheelEvent(e)
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if !imguiCaptureMouse {
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input.HandleMouseWheelEvent(e)
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}
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xDelta, yDelta := input.GetMouseWheelMotion()
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imIo.AddMouseWheelDelta(float32(xDelta), float32(yDelta))
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imIo.AddMouseWheelDelta(float32(e.X), float32(e.Y))
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case *sdl.KeyboardEvent:
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input.HandleKeyboardEvent(e)
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if !imguiCaptureKeyboard {
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input.HandleKeyboardEvent(e)
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}
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imIo.AddKeyEvent(nmageimgui.SdlScancodeToImGuiKey(e.Keysym.Scancode), e.Type == sdl.KEYDOWN)
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// Send modifier key updates to imgui
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@ -73,12 +86,29 @@ func (w *Window) handleInputs() {
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imIo.AddInputCharactersUTF8(e.GetText())
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case *sdl.MouseButtonEvent:
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input.HandleMouseBtnEvent(e)
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if !imguiCaptureMouse {
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input.HandleMouseBtnEvent(e)
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}
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isPressed := e.State == sdl.PRESSED
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if e.Button == sdl.BUTTON_LEFT {
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isSdlButtonLeftDown = isPressed
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} else if e.Button == sdl.BUTTON_MIDDLE {
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isSdlButtonMiddleDown = isPressed
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} else if e.Button == sdl.BUTTON_RIGHT {
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isSdlButtonRightDown = isPressed
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}
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case *sdl.MouseMotionEvent:
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input.HandleMouseMotionEvent(e)
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if !imguiCaptureMouse {
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input.HandleMouseMotionEvent(e)
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}
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
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w.handleWindowResize()
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}
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@ -88,13 +118,17 @@ func (w *Window) handleInputs() {
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}
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}
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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x, y, _ := sdl.GetMouseState()
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imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
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if sdl.GetRelativeMouseMode() {
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imIo.SetMousePos(imgui.Vec2{X: ImguiRelativeMouseModePosX, Y: ImguiRelativeMouseModePosY})
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} else {
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x, y, _ := sdl.GetMouseState()
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imIo.SetMousePos(imgui.Vec2{X: float32(x), Y: float32(y)})
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}
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imIo.SetMouseButtonDown(0, input.MouseDown(sdl.BUTTON_LEFT))
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imIo.SetMouseButtonDown(1, input.MouseDown(sdl.BUTTON_RIGHT))
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imIo.SetMouseButtonDown(2, input.MouseDown(sdl.BUTTON_MIDDLE))
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// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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imIo.SetMouseButtonDown(imgui.MouseButtonLeft, isSdlButtonLeftDown)
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imIo.SetMouseButtonDown(imgui.MouseButtonRight, isSdlButtonRightDown)
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imIo.SetMouseButtonDown(imgui.MouseButtonMiddle, isSdlButtonMiddleDown)
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}
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func (w *Window) handleWindowResize() {
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@ -133,15 +167,21 @@ func initSDL() error {
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sdl.GLSetAttribute(sdl.MAJOR_VERSION, 4)
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sdl.GLSetAttribute(sdl.MINOR_VERSION, 1)
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// R(0-255) G(0-255) B(0-255)
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sdl.GLSetAttribute(sdl.GL_RED_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_GREEN_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_BLUE_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_ALPHA_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_DOUBLEBUFFER, 1)
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sdl.GLSetAttribute(sdl.GL_DEPTH_SIZE, 24)
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sdl.GLSetAttribute(sdl.GL_STENCIL_SIZE, 8)
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sdl.GLSetAttribute(sdl.GL_FRAMEBUFFER_SRGB_CAPABLE, 1)
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// Allows us to do MSAA
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sdl.GLSetAttribute(sdl.GL_MULTISAMPLEBUFFERS, 1)
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sdl.GLSetAttribute(sdl.GL_MULTISAMPLESAMPLES, 4)
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sdl.GLSetAttribute(sdl.GL_CONTEXT_PROFILE_MASK, sdl.GL_CONTEXT_PROFILE_CORE)
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return nil
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@ -152,16 +192,12 @@ func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFla
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}
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func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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return createWindow(title, -1, -1, width, height, WindowFlags_OPENGL|flags, rend)
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return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
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}
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func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
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assert.T(isInited, "engine.Init was not called!")
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if x == -1 && y == -1 {
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x = sdl.WINDOWPOS_CENTERED
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y = sdl.WINDOWPOS_CENTERED
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}
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assert.T(isInited, "engine.Init() was not called!")
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sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
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if err != nil {
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@ -198,6 +234,7 @@ func initOpenGL() error {
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gl.FrontFace(gl.CCW)
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gl.Enable(gl.BLEND)
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gl.Enable(gl.MULTISAMPLE)
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gl.Enable(gl.FRAMEBUFFER_SRGB)
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gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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@ -223,3 +260,12 @@ func SetVSync(enabled bool) {
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sdl.GLSetSwapInterval(0)
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}
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}
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func SetMSAA(isEnabled bool) {
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if isEnabled {
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gl.Enable(gl.MULTISAMPLE)
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} else {
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gl.Disable(gl.MULTISAMPLE)
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}
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}
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@ -31,8 +31,8 @@ type mouseWheelState struct {
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}
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var (
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keyMap = make(map[sdl.Keycode]*keyState)
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mouseBtnMap = make(map[int]*mouseBtnState)
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keyMap = make(map[sdl.Keycode]keyState)
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mouseBtnMap = make(map[int]mouseBtnState)
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mouseMotion = mouseMotionState{}
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mouseWheel = mouseWheelState{}
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quitRequested bool
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@ -70,29 +70,31 @@ func IsQuitClicked() bool {
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func HandleKeyboardEvent(e *sdl.KeyboardEvent) {
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ks := keyMap[e.Keysym.Sym]
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if ks == nil {
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ks = &keyState{Key: e.Keysym.Sym}
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keyMap[ks.Key] = ks
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ks, ok := keyMap[e.Keysym.Sym]
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if !ok {
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ks = keyState{Key: e.Keysym.Sym}
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}
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ks.State = int(e.State)
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ks.IsPressedThisFrame = e.State == sdl.PRESSED && e.Repeat == 0
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ks.IsReleasedThisFrame = e.State == sdl.RELEASED && e.Repeat == 0
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keyMap[ks.Key] = ks
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}
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func HandleMouseBtnEvent(e *sdl.MouseButtonEvent) {
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mb := mouseBtnMap[int(e.Button)]
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if mb == nil {
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mb = &mouseBtnState{Btn: int(e.Button)}
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mouseBtnMap[int(e.Button)] = mb
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mb, ok := mouseBtnMap[int(e.Button)]
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if !ok {
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mb = mouseBtnState{Btn: int(e.Button)}
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}
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mb.State = int(e.State)
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mb.IsDoubleClicked = e.Clicks == 2 && e.State == sdl.PRESSED
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mb.IsPressedThisFrame = e.State == sdl.PRESSED
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mb.IsReleasedThisFrame = e.State == sdl.RELEASED
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mouseBtnMap[int(e.Button)] = mb
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}
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func HandleMouseMotionEvent(e *sdl.MouseMotionEvent) {
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@ -109,12 +111,12 @@ func HandleMouseWheelEvent(e *sdl.MouseWheelEvent) {
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mouseWheel.YDelta = e.Y
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}
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//GetMousePos returns the window coordinates of the mouse
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// GetMousePos returns the window coordinates of the mouse
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func GetMousePos() (x, y int32) {
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return mouseMotion.XPos, mouseMotion.YPos
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}
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//GetMouseMotion returns how many pixels were moved last frame
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// GetMouseMotion returns how many pixels were moved last frame
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func GetMouseMotion() (xDelta, yDelta int32) {
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return mouseMotion.XDelta, mouseMotion.YDelta
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}
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@ -141,7 +143,7 @@ func GetMouseWheelMotion() (xDelta, yDelta int32) {
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return mouseWheel.XDelta, mouseWheel.YDelta
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}
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//GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
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// GetMouseWheelXNorm returns 1 if mouse wheel xDelta > 0, -1 if xDelta < 0, and 0 otherwise
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func GetMouseWheelXNorm() int32 {
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if mouseWheel.XDelta > 0 {
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@ -153,7 +155,7 @@ func GetMouseWheelXNorm() int32 {
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return 0
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}
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|
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//returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
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// returns 1 if mouse wheel yDelta > 0, -1 if yDelta < 0, and 0 otherwise
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func GetMouseWheelYNorm() int32 {
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|
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if mouseWheel.YDelta > 0 {
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@ -167,8 +169,8 @@ func GetMouseWheelYNorm() int32 {
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|
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func KeyClicked(kc sdl.Keycode) bool {
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|
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ks := keyMap[kc]
|
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if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
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return false
|
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}
|
||||
|
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@ -177,8 +179,8 @@ func KeyClicked(kc sdl.Keycode) bool {
|
||||
|
||||
func KeyReleased(kc sdl.Keycode) bool {
|
||||
|
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ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -187,8 +189,8 @@ func KeyReleased(kc sdl.Keycode) bool {
|
||||
|
||||
func KeyDown(kc sdl.Keycode) bool {
|
||||
|
||||
ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -197,8 +199,8 @@ func KeyDown(kc sdl.Keycode) bool {
|
||||
|
||||
func KeyUp(kc sdl.Keycode) bool {
|
||||
|
||||
ks := keyMap[kc]
|
||||
if ks == nil {
|
||||
ks, ok := keyMap[kc]
|
||||
if !ok {
|
||||
return true
|
||||
}
|
||||
|
||||
@ -207,8 +209,8 @@ func KeyUp(kc sdl.Keycode) bool {
|
||||
|
||||
func MouseClicked(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -217,8 +219,8 @@ func MouseClicked(mb int) bool {
|
||||
|
||||
func MouseDoubleClicked(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -226,8 +228,8 @@ func MouseDoubleClicked(mb int) bool {
|
||||
}
|
||||
|
||||
func MouseReleased(mb int) bool {
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -236,8 +238,8 @@ func MouseReleased(mb int) bool {
|
||||
|
||||
func MouseDown(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
@ -246,8 +248,8 @@ func MouseDown(mb int) bool {
|
||||
|
||||
func MouseUp(mb int) bool {
|
||||
|
||||
btn := mouseBtnMap[mb]
|
||||
if btn == nil {
|
||||
btn, ok := mouseBtnMap[mb]
|
||||
if !ok {
|
||||
return true
|
||||
}
|
||||
|
||||
|
||||
9
main.go
9
main.go
@ -141,11 +141,13 @@ func main() {
|
||||
}
|
||||
defer window.Destroy()
|
||||
|
||||
engine.SetMSAA(true)
|
||||
engine.SetVSync(false)
|
||||
engine.SetSrgbFramebuffer(true)
|
||||
|
||||
game := &OurGame{
|
||||
Win: window,
|
||||
ImGUIInfo: nmageimgui.NewImGui(),
|
||||
ImGUIInfo: nmageimgui.NewImGui("./res/shaders/imgui.glsl"),
|
||||
}
|
||||
window.EventCallbacks = append(window.EventCallbacks, game.handleWindowEvents)
|
||||
|
||||
@ -229,7 +231,7 @@ func (g *OurGame) Init() {
|
||||
}
|
||||
|
||||
//Load textures
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", nil)
|
||||
tex, err := assets.LoadTexturePNG("./res/textures/pallete-endesga-64-1x.png", &assets.TextureLoadOptions{TextureIsSrgba: true})
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
|
||||
}
|
||||
@ -238,6 +240,7 @@ func (g *OurGame) Init() {
|
||||
"./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
|
||||
"./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
|
||||
"./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
|
||||
&assets.TextureLoadOptions{TextureIsSrgba: true},
|
||||
)
|
||||
if err != nil {
|
||||
logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
|
||||
@ -271,6 +274,8 @@ func (g *OurGame) Init() {
|
||||
//Lights
|
||||
simpleMat.SetUnifVec3("lightPos1", lightPos1)
|
||||
simpleMat.SetUnifVec3("lightColor1", lightColor1)
|
||||
|
||||
sdl.SetRelativeMouseMode(true)
|
||||
}
|
||||
|
||||
func (g *OurGame) Update() {
|
||||
|
||||
@ -77,6 +77,10 @@ func (r *Registry[T]) New() (*T, Handle) {
|
||||
|
||||
func (r *Registry[T]) Get(id Handle) *T {
|
||||
|
||||
if id.IsZero() {
|
||||
return nil
|
||||
}
|
||||
|
||||
index := id.Index()
|
||||
assert.T(index < uint64(len(r.Handles)), "Failed to get entity because of invalid entity handle. Handle index is %d while registry only has %d slots. Handle: %+v", index, r.ItemCount, id)
|
||||
|
||||
|
||||
@ -16,6 +16,12 @@ const (
|
||||
// Byte 1: Generation; Byte 2: Flags; Bytes 3-8: Index
|
||||
type Handle uint64
|
||||
|
||||
// IsZero reports whether the handle is in its default 'zero' state.
|
||||
// A zero handle is an invalid handle that does NOT point to any entity
|
||||
func (h Handle) IsZero() bool {
|
||||
return h == 0
|
||||
}
|
||||
|
||||
func (h Handle) HasFlag(ef HandleFlag) bool {
|
||||
return h.Flags()&ef > 0
|
||||
}
|
||||
|
||||
47
res/shaders/imgui.glsl
Executable file
47
res/shaders/imgui.glsl
Executable file
@ -0,0 +1,47 @@
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//shader:vertex
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#version 410
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uniform mat4 ProjMtx;
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in vec2 Position;
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in vec2 UV;
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in vec4 Color;
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out vec2 Frag_UV;
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out vec4 Frag_Color;
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// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
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// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
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vec4 srgba_to_linear(vec4 srgbaColor){
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#define gamma_correction 2.2
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return vec4(
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pow(srgbaColor.r, gamma_correction),
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pow(srgbaColor.g, gamma_correction),
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pow(srgbaColor.b, gamma_correction),
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srgbaColor.a
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);
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}
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void main()
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{
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Frag_UV = UV;
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Frag_Color = srgba_to_linear(Color);
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gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
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}
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//shader:fragment
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#version 410
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uniform sampler2D Texture;
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in vec2 Frag_UV;
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in vec4 Frag_Color;
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out vec4 Out_Color;
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void main()
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{
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Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
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}
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@ -16,7 +16,8 @@ type ImguiInfo struct {
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VaoID uint32
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VboID uint32
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IndexBufID uint32
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TexID uint32
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// This is a pointer so we can send a stable pointer to C code
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TexID *uint32
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}
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func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) {
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@ -108,11 +109,11 @@ func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32)
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cmd.CallUserCallback(list)
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} else {
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gl.BindTexture(gl.TEXTURE_2D, i.TexID)
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gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
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clipRect := cmd.ClipRect()
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gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y))
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gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), gl.PtrOffset(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
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gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, int32(cmd.ElemCount()), uint32(drawType), uintptr(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
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}
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}
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}
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@ -141,13 +142,13 @@ func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *im
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f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
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pixels, width, height, _ := a.GetTextureDataAsAlpha8()
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gl.BindTexture(gl.TEXTURE_2D, i.TexID)
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gl.BindTexture(gl.TEXTURE_2D, *i.TexID)
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
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return f
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}
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const imguiShdrSrc = `
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const DefaultImguiShader = `
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//shader:vertex
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#version 410
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@ -160,10 +161,24 @@ in vec4 Color;
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out vec2 Frag_UV;
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out vec4 Frag_Color;
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// Imgui doesn't handle srgb correctly, and looks too bright and wrong in srgb buffers (see: https://github.com/ocornut/imgui/issues/578).
|
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// While not a complete fix (that would require changes in imgui itself), moving incoming srgba colors to linear in the vertex shader helps make things look better.
|
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vec4 srgba_to_linear(vec4 srgbaColor){
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#define gamma_correction 2.2
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return vec4(
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pow(srgbaColor.r, gamma_correction),
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pow(srgbaColor.g, gamma_correction),
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pow(srgbaColor.b, gamma_correction),
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srgbaColor.a
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);
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}
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void main()
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{
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Frag_UV = UV;
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Frag_Color = Color;
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Frag_Color = srgba_to_linear(Color);
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gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
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}
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@ -183,11 +198,21 @@ void main()
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}
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`
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func NewImGui() ImguiInfo {
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// NewImGui setups imgui using the passed shader.
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// If the path is empty a default nMage shader is used
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func NewImGui(shaderPath string) ImguiInfo {
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var imguiMat *materials.Material
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if shaderPath == "" {
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imguiMat = materials.NewMaterialSrc("ImGUI Mat", []byte(DefaultImguiShader))
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} else {
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imguiMat = materials.NewMaterial("ImGUI Mat", shaderPath)
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}
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imguiInfo := ImguiInfo{
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ImCtx: imgui.CreateContext(),
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Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
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Mat: imguiMat,
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TexID: new(uint32),
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}
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io := imgui.CurrentIO()
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@ -197,10 +222,10 @@ func NewImGui() ImguiInfo {
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gl.GenVertexArrays(1, &imguiInfo.VaoID)
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gl.GenBuffers(1, &imguiInfo.VboID)
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gl.GenBuffers(1, &imguiInfo.IndexBufID)
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gl.GenTextures(1, &imguiInfo.TexID)
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gl.GenTextures(1, imguiInfo.TexID)
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// Upload font to gpu
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gl.BindTexture(gl.TEXTURE_2D, imguiInfo.TexID)
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gl.BindTexture(gl.TEXTURE_2D, *imguiInfo.TexID)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0)
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@ -209,7 +234,7 @@ func NewImGui() ImguiInfo {
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
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|
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// Store our identifier
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io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
|
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io.Fonts().SetTexID(imgui.TextureID(imguiInfo.TexID))
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|
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//Shader attributes
|
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imguiInfo.Mat.Bind()
|
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|
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Reference in New Issue
Block a user