package nmageimgui import ( "github.com/bloeys/gglm/gglm" "github.com/bloeys/nmage/asserts" "github.com/bloeys/nmage/materials" "github.com/bloeys/nmage/timing" "github.com/go-gl/gl/v4.1-core/gl" "github.com/inkyblackness/imgui-go/v4" "github.com/veandco/go-sdl2/sdl" ) type ImguiInfo struct { ImCtx *imgui.Context Mat *materials.Material vaoID uint32 vboID uint32 indexBufID uint32 texID uint32 } func (i *ImguiInfo) FrameStart(winWidth, winHeight float32) { if err := i.ImCtx.SetCurrent(); err != nil { asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error()) } imIO := imgui.CurrentIO() imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)}) // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) frequency := sdl.GetPerformanceFrequency() currentTime := sdl.GetPerformanceCounter() if timing.ElapsedTime() > 0 { imIO.SetDeltaTime(float32(currentTime-timing.ElapsedTime()) / float32(frequency)) } else { imIO.SetDeltaTime(1.0 / 60.0) } imgui.NewFrame() } func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) { if err := i.ImCtx.SetCurrent(); err != nil { asserts.T(false, "Setting imgui ctx as current failed. Err: "+err.Error()) } imgui.Render() // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) if fbWidth <= 0 || fbHeight <= 0 { return } drawData := imgui.RenderedDrawData() drawData.ScaleClipRects(imgui.Vec2{ X: float32(fbWidth) / float32(winWidth), Y: float32(fbHeight) / float32(winHeight), }) // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill gl.Enable(gl.BLEND) gl.BlendEquation(gl.FUNC_ADD) gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) gl.Disable(gl.CULL_FACE) gl.Disable(gl.DEPTH_TEST) gl.Enable(gl.SCISSOR_TEST) gl.PolygonMode(gl.FRONT_AND_BACK, gl.FILL) // 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). // DisplayMin is typically (0,0) for single viewport apps. i.Mat.Bind() gl.Uniform1i(gl.GetUniformLocation(i.Mat.ShaderProg.ID, gl.Str("Texture\x00")), 0) //PERF: only update the ortho matrix on window resize orthoMat := gglm.Ortho(0, float32(winWidth), 0, float32(winHeight), 0, 20) i.Mat.SetUnifMat4("ProjMtx", &orthoMat.Mat4) gl.BindSampler(0, 0) // Rely on combined texture/sampler state. // Recreate the VAO every time // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and // we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) gl.BindVertexArray(i.vaoID) gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID) vertexSize, vertexOffsetPos, vertexOffsetUv, vertexOffsetCol := imgui.VertexBufferLayout() i.Mat.EnableAttribute("Position") i.Mat.EnableAttribute("UV") i.Mat.EnableAttribute("Color") gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Position")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetPos)) gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("UV")), 2, gl.FLOAT, false, int32(vertexSize), uintptr(vertexOffsetUv)) gl.VertexAttribPointerWithOffset(uint32(i.Mat.GetAttribLoc("Color")), 4, gl.UNSIGNED_BYTE, true, int32(vertexSize), uintptr(vertexOffsetCol)) indexSize := imgui.IndexBufferLayout() drawType := gl.UNSIGNED_SHORT if indexSize == 4 { drawType = gl.UNSIGNED_INT } // Draw for _, list := range drawData.CommandLists() { vertexBuffer, vertexBufferSize := list.VertexBuffer() gl.BindBuffer(gl.ARRAY_BUFFER, i.vboID) gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW) indexBuffer, indexBufferSize := list.IndexBuffer() gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, i.indexBufID) gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, indexBufferSize, indexBuffer, gl.STREAM_DRAW) for _, cmd := range list.Commands() { if cmd.HasUserCallback() { cmd.CallUserCallback(list) } else { gl.BindTexture(gl.TEXTURE_2D, i.texID) clipRect := cmd.ClipRect() gl.Scissor(int32(clipRect.X), int32(fbHeight)-int32(clipRect.W), int32(clipRect.Z-clipRect.X), int32(clipRect.W-clipRect.Y)) gl.DrawElementsBaseVertex(gl.TRIANGLES, int32(cmd.ElementCount()), uint32(drawType), gl.PtrOffset(cmd.IndexOffset()*indexSize), int32(cmd.VertexOffset())) } } } //Reset gl state gl.Disable(gl.BLEND) gl.Disable(gl.SCISSOR_TEST) gl.Enable(gl.CULL_FACE) gl.Enable(gl.DEPTH_TEST) } func NewImGUI() ImguiInfo { imguiInfo := ImguiInfo{ ImCtx: imgui.CreateContext(nil), Mat: materials.NewMaterial("ImGUI Mat", "./res/shaders/imgui"), } imIO := imgui.CurrentIO() imIO.SetBackendFlags(imIO.GetBackendFlags() | imgui.BackendFlagsRendererHasVtxOffset) gl.GenVertexArrays(1, &imguiInfo.vaoID) gl.GenBuffers(1, &imguiInfo.vboID) gl.GenBuffers(1, &imguiInfo.indexBufID) gl.GenTextures(1, &imguiInfo.texID) // Upload font to gpu gl.BindTexture(gl.TEXTURE_2D, imguiInfo.texID) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) gl.PixelStorei(gl.UNPACK_ROW_LENGTH, 0) image := imIO.Fonts().TextureDataAlpha8() gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(image.Width), int32(image.Height), 0, gl.RED, gl.UNSIGNED_BYTE, image.Pixels) // Store our identifier imIO.Fonts().SetTextureID(imgui.TextureID(imguiInfo.texID)) //Shader attributes imguiInfo.Mat.Bind() imguiInfo.Mat.EnableAttribute("Position") imguiInfo.Mat.EnableAttribute("UV") imguiInfo.Mat.EnableAttribute("Color") imguiInfo.Mat.UnBind() //Init imgui input mapping keys := map[int]int{ imgui.KeyTab: sdl.SCANCODE_TAB, imgui.KeyLeftArrow: sdl.SCANCODE_LEFT, imgui.KeyRightArrow: sdl.SCANCODE_RIGHT, imgui.KeyUpArrow: sdl.SCANCODE_UP, imgui.KeyDownArrow: sdl.SCANCODE_DOWN, imgui.KeyPageUp: sdl.SCANCODE_PAGEUP, imgui.KeyPageDown: sdl.SCANCODE_PAGEDOWN, imgui.KeyHome: sdl.SCANCODE_HOME, imgui.KeyEnd: sdl.SCANCODE_END, imgui.KeyInsert: sdl.SCANCODE_INSERT, imgui.KeyDelete: sdl.SCANCODE_DELETE, imgui.KeyBackspace: sdl.SCANCODE_BACKSPACE, imgui.KeySpace: sdl.SCANCODE_BACKSPACE, imgui.KeyEnter: sdl.SCANCODE_RETURN, imgui.KeyEscape: sdl.SCANCODE_ESCAPE, imgui.KeyA: sdl.SCANCODE_A, imgui.KeyC: sdl.SCANCODE_C, imgui.KeyV: sdl.SCANCODE_V, imgui.KeyX: sdl.SCANCODE_X, imgui.KeyY: sdl.SCANCODE_Y, imgui.KeyZ: sdl.SCANCODE_Z, } // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. for imguiKey, nativeKey := range keys { imIO.KeyMap(imguiKey, nativeKey) } return imguiInfo }