Files
nmage/ui/imgui/imgui.go
2022-02-12 22:20:38 +04:00

203 lines
6.8 KiB
Go
Executable File

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
}