Files
nmage/ui/imgui/imgui.go

441 lines
12 KiB
Go
Executable File

package nmageimgui
import (
imgui "github.com/AllenDang/cimgui-go"
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/materials"
"github.com/bloeys/nmage/timing"
"github.com/go-gl/gl/v4.1-core/gl"
"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 {
// assert.T(false, "Setting imgui ctx as current failed. Err: "+err.Error())
// }
imIO := imgui.CurrentIO()
imIO.SetDisplaySize(imgui.Vec2{X: float32(winWidth), Y: float32(winHeight)})
imIO.SetDeltaTime(timing.DT())
imgui.NewFrame()
}
func (i *ImguiInfo) Render(winWidth, winHeight float32, fbWidth, fbHeight int32) {
// if err := i.ImCtx.SetCurrent(); err != nil {
// assert.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.CurrentDrawData()
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()
i.Mat.SetUnifInt32("Texture", 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.GetVertexBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, i.VboID)
gl.BufferData(gl.ARRAY_BUFFER, vertexBufferSize, vertexBuffer, gl.STREAM_DRAW)
indexBuffer, indexBufferSize := list.GetIndexBuffer()
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.ElemCount()), uint32(drawType), gl.PtrOffset(int(cmd.IdxOffset())*indexSize), int32(cmd.VtxOffset()))
}
}
}
//Reset gl state
gl.Disable(gl.SCISSOR_TEST)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
}
func (i *ImguiInfo) AddFontTTF(fontPath string, fontSize float32, fontConfig *imgui.FontConfig, glyphRanges *imgui.GlyphRange) imgui.Font {
fontConfigToUse := imgui.NewFontConfig()
if fontConfig != nil {
fontConfigToUse = *fontConfig
}
glyphRangesToUse := imgui.NewGlyphRange()
if glyphRanges != nil {
glyphRangesToUse = *glyphRanges
}
imIO := imgui.CurrentIO()
a := imIO.Fonts()
f := a.AddFontFromFileTTFV(fontPath, fontSize, fontConfigToUse, glyphRangesToUse.Data())
pixels, width, height, _ := a.GetTextureDataAsAlpha8()
gl.BindTexture(gl.TEXTURE_2D, i.TexID)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
return f
}
const imguiShdrSrc = `
//shader:vertex
#version 410
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}
//shader:fragment
#version 410
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 Out_Color;
void main()
{
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
}
`
func NewImGui() ImguiInfo {
imguiInfo := ImguiInfo{
ImCtx: imgui.CreateContext(),
Mat: materials.NewMaterialSrc("ImGUI Mat", []byte(imguiShdrSrc)),
}
io := imgui.CurrentIO()
io.SetConfigFlags(io.ConfigFlags() | imgui.ConfigFlagsDockingEnable)
io.SetBackendFlags(io.BackendFlags() | 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)
pixels, width, height, _ := io.Fonts().GetTextureDataAsAlpha8()
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RED, int32(width), int32(height), 0, gl.RED, gl.UNSIGNED_BYTE, pixels)
// Store our identifier
io.Fonts().SetTexID(imgui.TextureID(uintptr(imguiInfo.TexID)))
//Shader attributes
imguiInfo.Mat.Bind()
imguiInfo.Mat.EnableAttribute("Position")
imguiInfo.Mat.EnableAttribute("UV")
imguiInfo.Mat.EnableAttribute("Color")
imguiInfo.Mat.UnBind()
return imguiInfo
}
func SdlScancodeToImGuiKey(scancode sdl.Scancode) imgui.Key {
switch scancode {
case sdl.SCANCODE_TAB:
return imgui.KeyTab
case sdl.SCANCODE_LEFT:
return imgui.KeyLeftArrow
case sdl.SCANCODE_RIGHT:
return imgui.KeyRightArrow
case sdl.SCANCODE_UP:
return imgui.KeyUpArrow
case sdl.SCANCODE_DOWN:
return imgui.KeyDownArrow
case sdl.SCANCODE_PAGEUP:
return imgui.KeyPageUp
case sdl.SCANCODE_PAGEDOWN:
return imgui.KeyPageDown
case sdl.SCANCODE_HOME:
return imgui.KeyHome
case sdl.SCANCODE_END:
return imgui.KeyEnd
case sdl.SCANCODE_INSERT:
return imgui.KeyInsert
case sdl.SCANCODE_DELETE:
return imgui.KeyDelete
case sdl.SCANCODE_BACKSPACE:
return imgui.KeyBackspace
case sdl.SCANCODE_SPACE:
return imgui.KeySpace
case sdl.SCANCODE_RETURN:
return imgui.KeyEnter
case sdl.SCANCODE_ESCAPE:
return imgui.KeyEscape
case sdl.SCANCODE_APOSTROPHE:
return imgui.KeyApostrophe
case sdl.SCANCODE_COMMA:
return imgui.KeyComma
case sdl.SCANCODE_MINUS:
return imgui.KeyMinus
case sdl.SCANCODE_PERIOD:
return imgui.KeyPeriod
case sdl.SCANCODE_SLASH:
return imgui.KeySlash
case sdl.SCANCODE_SEMICOLON:
return imgui.KeySemicolon
case sdl.SCANCODE_EQUALS:
return imgui.KeyEqual
case sdl.SCANCODE_LEFTBRACKET:
return imgui.KeyLeftBracket
case sdl.SCANCODE_BACKSLASH:
return imgui.KeyBackslash
case sdl.SCANCODE_RIGHTBRACKET:
return imgui.KeyRightBracket
case sdl.SCANCODE_GRAVE:
return imgui.KeyGraveAccent
case sdl.SCANCODE_CAPSLOCK:
return imgui.KeyCapsLock
case sdl.SCANCODE_SCROLLLOCK:
return imgui.KeyScrollLock
case sdl.SCANCODE_NUMLOCKCLEAR:
return imgui.KeyNumLock
case sdl.SCANCODE_PRINTSCREEN:
return imgui.KeyPrintScreen
case sdl.SCANCODE_PAUSE:
return imgui.KeyPause
case sdl.SCANCODE_KP_0:
return imgui.KeyKeypad0
case sdl.SCANCODE_KP_1:
return imgui.KeyKeypad1
case sdl.SCANCODE_KP_2:
return imgui.KeyKeypad2
case sdl.SCANCODE_KP_3:
return imgui.KeyKeypad3
case sdl.SCANCODE_KP_4:
return imgui.KeyKeypad4
case sdl.SCANCODE_KP_5:
return imgui.KeyKeypad5
case sdl.SCANCODE_KP_6:
return imgui.KeyKeypad6
case sdl.SCANCODE_KP_7:
return imgui.KeyKeypad7
case sdl.SCANCODE_KP_8:
return imgui.KeyKeypad8
case sdl.SCANCODE_KP_9:
return imgui.KeyKeypad9
case sdl.SCANCODE_KP_PERIOD:
return imgui.KeyKeypadDecimal
case sdl.SCANCODE_KP_DIVIDE:
return imgui.KeyKeypadDivide
case sdl.SCANCODE_KP_MULTIPLY:
return imgui.KeyKeypadMultiply
case sdl.SCANCODE_KP_MINUS:
return imgui.KeyKeypadSubtract
case sdl.SCANCODE_KP_PLUS:
return imgui.KeyKeypadAdd
case sdl.SCANCODE_KP_ENTER:
return imgui.KeyKeypadEnter
case sdl.SCANCODE_KP_EQUALS:
return imgui.KeyKeypadEqual
case sdl.SCANCODE_LSHIFT:
return imgui.KeyLeftShift
case sdl.SCANCODE_LCTRL:
return imgui.KeyLeftCtrl
case sdl.SCANCODE_LALT:
return imgui.KeyLeftAlt
case sdl.SCANCODE_LGUI:
return imgui.KeyLeftSuper
case sdl.SCANCODE_RSHIFT:
return imgui.KeyRightShift
case sdl.SCANCODE_RCTRL:
return imgui.KeyRightCtrl
case sdl.SCANCODE_RALT:
return imgui.KeyRightAlt
case sdl.SCANCODE_RGUI:
return imgui.KeyRightSuper
case sdl.SCANCODE_MENU:
return imgui.KeyMenu
case sdl.SCANCODE_0:
return imgui.Key0
case sdl.SCANCODE_1:
return imgui.Key1
case sdl.SCANCODE_2:
return imgui.Key2
case sdl.SCANCODE_3:
return imgui.Key3
case sdl.SCANCODE_4:
return imgui.Key4
case sdl.SCANCODE_5:
return imgui.Key5
case sdl.SCANCODE_6:
return imgui.Key6
case sdl.SCANCODE_7:
return imgui.Key7
case sdl.SCANCODE_8:
return imgui.Key8
case sdl.SCANCODE_9:
return imgui.Key9
case sdl.SCANCODE_A:
return imgui.KeyA
case sdl.SCANCODE_B:
return imgui.KeyB
case sdl.SCANCODE_C:
return imgui.KeyC
case sdl.SCANCODE_D:
return imgui.KeyD
case sdl.SCANCODE_E:
return imgui.KeyE
case sdl.SCANCODE_F:
return imgui.KeyF
case sdl.SCANCODE_G:
return imgui.KeyG
case sdl.SCANCODE_H:
return imgui.KeyH
case sdl.SCANCODE_I:
return imgui.KeyI
case sdl.SCANCODE_J:
return imgui.KeyJ
case sdl.SCANCODE_K:
return imgui.KeyK
case sdl.SCANCODE_L:
return imgui.KeyL
case sdl.SCANCODE_M:
return imgui.KeyM
case sdl.SCANCODE_N:
return imgui.KeyN
case sdl.SCANCODE_O:
return imgui.KeyO
case sdl.SCANCODE_P:
return imgui.KeyP
case sdl.SCANCODE_Q:
return imgui.KeyQ
case sdl.SCANCODE_R:
return imgui.KeyR
case sdl.SCANCODE_S:
return imgui.KeyS
case sdl.SCANCODE_T:
return imgui.KeyT
case sdl.SCANCODE_U:
return imgui.KeyU
case sdl.SCANCODE_V:
return imgui.KeyV
case sdl.SCANCODE_W:
return imgui.KeyW
case sdl.SCANCODE_X:
return imgui.KeyX
case sdl.SCANCODE_Y:
return imgui.KeyY
case sdl.SCANCODE_Z:
return imgui.KeyZ
case sdl.SCANCODE_F1:
return imgui.KeyF1
case sdl.SCANCODE_F2:
return imgui.KeyF2
case sdl.SCANCODE_F3:
return imgui.KeyF3
case sdl.SCANCODE_F4:
return imgui.KeyF4
case sdl.SCANCODE_F5:
return imgui.KeyF5
case sdl.SCANCODE_F6:
return imgui.KeyF6
case sdl.SCANCODE_F7:
return imgui.KeyF7
case sdl.SCANCODE_F8:
return imgui.KeyF8
case sdl.SCANCODE_F9:
return imgui.KeyF9
case sdl.SCANCODE_F10:
return imgui.KeyF10
case sdl.SCANCODE_F11:
return imgui.KeyF11
case sdl.SCANCODE_F12:
return imgui.KeyF12
default:
return imgui.KeyNone
}
}