setup init
parent
8f02d4cc8a
commit
ff7fcd60af
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@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 3.0)
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cmake_minimum_required(VERSION 3.5)
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project(BLT_GRAPHICS VERSION 0.0.1)
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option(ENABLE_ADDRSAN "Enable the address sanitizer" OFF)
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@ -26,12 +26,13 @@ include_directories(include/)
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file(GLOB_RECURSE source_files src/*.cpp)
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add_executable(BLT_GRAPHICS ${source_files})
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add_library(BLT_GRAPHICS ${source_files})
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target_link_libraries(BLT_GRAPHICS PUBLIC glfw)
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target_link_libraries(BLT_GRAPHICS PUBLIC BLT)
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target_link_libraries(BLT_GRAPHICS PUBLIC OpenGL)
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target_link_libraries(BLT_GRAPHICS PUBLIC assimp)
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target_include_directories(BLT_GRAPHICS PUBLIC include/)
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target_compile_options(BLT_GRAPHICS PRIVATE -Wall -Wextra -Wpedantic)
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if (${ENABLE_ADDRSAN} MATCHES ON)
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@ -0,0 +1,118 @@
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//
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// Copyright (c) 2019 Rokas Kupstys.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include <imgui.h>
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namespace ImNodes
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{
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enum StyleColor
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{
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ColCanvasLines,
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ColNodeBg,
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ColNodeActiveBg,
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ColNodeBorder,
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ColConnection,
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ColConnectionActive,
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ColSelectBg,
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ColSelectBorder,
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ColMax
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};
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struct _CanvasStateImpl;
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struct IMGUI_API CanvasState
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{
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/// Current zoom of canvas.
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float Zoom = 1.0;
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/// Current scroll offset of canvas.
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ImVec2 Offset;
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/// Colors used to style elements of this canvas.
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ImColor Colors[StyleColor::ColMax];
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/// Style parameters
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struct CanvasStyle
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{
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/// Thickness of curves that connect slots together.
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float CurveThickness = 5.0f;
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/// Indent connection into slot widget a little. Useful when slot content covers connection end with some kind
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/// of icon (like a circle) and then no seam between icon and connection end is visible.
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float ConnectionIndent = 1.0f;
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float GridSpacing = 64.0f;
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float CurveStrength = 100.0f;
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float NodeRounding = 5.0f;
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ImVec2 NodeSpacing{4.0f, 4.0f};
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} Style;
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/// Implementation detail.
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_CanvasStateImpl* _Impl = nullptr;
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CanvasState() noexcept;
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~CanvasState();
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};
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/// Create a node graph canvas in current window.
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IMGUI_API void BeginCanvas(CanvasState* canvas);
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/// Terminate a node graph canvas that was created by calling BeginCanvas().
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IMGUI_API void EndCanvas();
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/// Begin rendering of node in a graph. Render node content when returns `true`.
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IMGUI_API bool BeginNode(void* node_id, ImVec2* pos, bool* selected);
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/// Terminates current node. Should be called regardless of BeginNode() returns value.
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IMGUI_API void EndNode();
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/// Returns `true` if the current node is hovered. Call between `BeginNode()` and `EndNode()`.
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IMGUI_API bool IsNodeHovered();
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/// Specified node will be positioned at the mouse cursor on next frame. Call when new node is created.
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IMGUI_API void AutoPositionNode(void* node_id);
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/// Returns `true` when new connection is made. Connection information is returned into `connection` parameter. Must be
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/// called at id scope created by BeginNode().
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IMGUI_API bool GetNewConnection(void** input_node, const char** input_slot_title, void** output_node, const char** output_slot_title);
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/// Get information of connection that is being made and has only one end connected. Returns true when pending connection exists, false otherwise.
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IMGUI_API bool GetPendingConnection(void** node_id, const char** slot_title, int* slot_kind);
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/// Render a connection. Returns `true` when connection is present, `false` if it is deleted.
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IMGUI_API bool Connection(void* input_node, const char* input_slot, void* output_node, const char* output_slot);
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/// Returns active canvas state when called between BeginCanvas() and EndCanvas(). Returns nullptr otherwise. This function is not thread-safe.
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IMGUI_API CanvasState* GetCurrentCanvas();
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/// Convert kind id to input type.
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inline int InputSlotKind(int kind) { return kind > 0 ? -kind : kind; }
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/// Convert kind id to output type.
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inline int OutputSlotKind(int kind) { return kind < 0 ? -kind : kind; }
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/// Returns `true` if `kind` is from input slot.
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inline bool IsInputSlotKind(int kind) { return kind < 0; }
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/// Returns `true` if `kind` is from output slot.
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inline bool IsOutputSlotKind(int kind) { return kind > 0; }
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/// Begins slot region. Kind is unique value indicating slot type. Negative values mean input slots, positive - output slots.
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IMGUI_API bool BeginSlot(const char* title, int kind);
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/// Begins slot region. Kind is unique value whose sign is ignored.
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inline bool BeginInputSlot(const char* title, int kind) { return BeginSlot(title, InputSlotKind(kind)); }
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/// Begins slot region. Kind is unique value whose sign is ignored.
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inline bool BeginOutputSlot(const char* title, int kind) { return BeginSlot(title, OutputSlotKind(kind)); }
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/// Rends rendering of slot. Call only if Begin*Slot() returned `true`.
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IMGUI_API void EndSlot();
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/// Returns `true` if curve connected to current slot is hovered. Call between `Begin*Slot()` and `EndSlot()`. In-progress
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/// connection is considered hovered as well.
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IMGUI_API bool IsSlotCurveHovered();
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/// Returns `true` when new slot is being created and current slot can be connected. Call between `Begin*Slot()` and `EndSlot()`.
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IMGUI_API bool IsConnectingCompatibleSlot();
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} // namespace ImNodes
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@ -0,0 +1,130 @@
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//
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// Copyright (c) 2019 Rokas Kupstys.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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//
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#pragma once
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#include "ImNodes.h"
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//
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// Appearance can be styled mid-frame by ImNodes::Ez::PushStyleVar()/ImNodes::Ez::PopStyleVar().
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//
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// Defined outside the ImNodes namespace similar to enums in ImGui.
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//
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enum ImNodesStyleVar
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{
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ImNodesStyleVar_GridSpacing, // float
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ImNodesStyleVar_CurveThickness, // float
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ImNodesStyleVar_CurveStrength, // float
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ImNodesStyleVar_SlotRadius, // float
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ImNodesStyleVar_NodeRounding, // float
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ImNodesStyleVar_NodeSpacing, // ImVec2
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ImNodesStyleVar_ItemSpacing, // ImVec2
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ImNodesStyleVar_COUNT,
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};
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enum ImNodesStyleCol
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{
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ImNodesStyleCol_GridLines,
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ImNodesStyleCol_NodeBodyBg,
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ImNodesStyleCol_NodeBodyBgHovered,
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ImNodesStyleCol_NodeBodyBgActive,
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ImNodesStyleCol_NodeBorder,
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ImNodesStyleCol_Connection,
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ImNodesStyleCol_ConnectionActive,
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ImNodesStyleCol_SelectBg,
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ImNodesStyleCol_SelectBorder,
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ImNodesStyleCol_NodeTitleBarBg,
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ImNodesStyleCol_NodeTitleBarBgHovered,
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ImNodesStyleCol_NodeTitleBarBgActive,
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ImNodesStyleCol_COUNT,
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};
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namespace ImNodes
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{
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/// This namespace includes functions for easily creating nodes. They implement a somewhat nice node layout. If you need
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/// a quick solution - use easy nodes. If you want to customize node look - use lower level node functions from ImNodes.h
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namespace Ez
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{
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struct SlotInfo
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{
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/// Slot title, will be displayed on the node.
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const char* title;
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/// Slot kind, will be used for matching connections to slots of same kind.
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int kind;
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};
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// Style which holds the extended variables and colors not already stored in ImNodes::CanvasState.
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struct StyleVars
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{
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float SlotRadius = 5.0f;
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ImVec2 ItemSpacing{8.0f, 4.0f};
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struct
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{
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ImVec4 NodeBodyBg{0.12f, 0.12f, 0.12f, 1.0f};
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ImVec4 NodeBodyBgHovered{0.16f, 0.16f, 0.16f, 1.0f};
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ImVec4 NodeBodyBgActive{0.25f, 0.25f, 0.25f, 1.0f};
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ImVec4 NodeBorder{0.4f, 0.4f, 0.4f, 1.0f};
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ImVec4 NodeTitleBarBg{0.22f, 0.22f, 0.22f, 1.0f};
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ImVec4 NodeTitleBarBgHovered{0.32f, 0.32f, 0.32f, 1.0f};
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ImVec4 NodeTitleBarBgActive{0.5f, 0.5f, 0.5f, 1.0f};
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} Colors;
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};
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struct Context;
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IMGUI_API Context* CreateContext();
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IMGUI_API void FreeContext(Context *ctx);
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IMGUI_API void SetContext(Context *ctx);
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IMGUI_API ImNodes::CanvasState& GetState();
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IMGUI_API void BeginCanvas();
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IMGUI_API void EndCanvas();
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/// Begin rendering of node in a graph. Render node content when returns `true`.
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IMGUI_API bool BeginNode(void* node_id, const char* title, ImVec2* pos, bool* selected);
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/// Terminates current node. Should be called regardless of BeginNode() returns value.
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IMGUI_API void EndNode();
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/// Renders input slot region. Kind is unique value whose sign is ignored.
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/// This function must always be called after BeginNode() and before OutputSlots().
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/// When no input slots are rendered call InputSlots(nullptr, 0);
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IMGUI_API void InputSlots(const SlotInfo* slots, int snum);
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/// Renders output slot region. Kind is unique value whose sign is ignored. This function must always be called after InputSlots() and function call is required (not optional).
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/// This function must always be called after InputSlots() and before EndNode().
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/// When no input slots are rendered call OutputSlots(nullptr, 0);
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IMGUI_API void OutputSlots(const SlotInfo* slots, int snum);
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bool Connection(void* input_node, const char* input_slot, void* output_node, const char* output_slot);
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IMGUI_API void PushStyleVar(ImNodesStyleVar idx, float val);
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IMGUI_API void PushStyleVar(ImNodesStyleVar idx, const ImVec2 &val);
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IMGUI_API void PopStyleVar(int count = 1);
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IMGUI_API void PushStyleColor(ImNodesStyleCol idx, ImU32 col);
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IMGUI_API void PushStyleColor(ImNodesStyleCol idx, const ImVec4& col);
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IMGUI_API void PopStyleColor(int count);
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}
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}
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File diff suppressed because it is too large
Load Diff
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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
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// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
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//-----------------------------------------------------------------------------
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// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
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// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
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//-----------------------------------------------------------------------------
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// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
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// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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//-----------------------------------------------------------------------------
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#pragma once
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//---- Define assertion handler. Defaults to calling assert().
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// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
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//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
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//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
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//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
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// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
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// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
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//---- Disable all of Dear ImGui or don't implement standard windows/tools.
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// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
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//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
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//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
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//---- Don't implement some functions to reduce linkage requirements.
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
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//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
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//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
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//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
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//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
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//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
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//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
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//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
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//#define IMGUI_USE_WCHAR32
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
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//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
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//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
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//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
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//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
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//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
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//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
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// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
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//#define IMGUI_USE_STB_SPRINTF
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//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
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// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
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// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
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//#define IMGUI_ENABLE_FREETYPE
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//---- Use stb_truetype to build and rasterize the font atlas (default)
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// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
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//#define IMGUI_ENABLE_STB_TRUETYPE
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//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
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// This will be inlined as part of ImVec2 and ImVec4 class declarations.
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/*
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#define IM_VEC2_CLASS_EXTRA \
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constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
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operator MyVec2() const { return MyVec2(x,y); }
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#define IM_VEC4_CLASS_EXTRA \
|
||||
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
//---- ...Or use Dear ImGui's own very basic math operators.
|
||||
//#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, const MyMatrix44& v);
|
||||
}
|
||||
*/
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,47 @@
|
|||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
struct GLFWwindow;
|
||||
struct GLFWmonitor;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
|
||||
|
||||
// GLFW callbacks install
|
||||
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
|
||||
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GFLW callbacks options:
|
||||
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
||||
|
||||
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
|
|
@ -0,0 +1,60 @@
|
|||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
// - This is done automatically on iOS, Android and Emscripten targets.
|
||||
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Specific OpenGL ES versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
|
||||
// Try to detect GLES on matching platforms
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#else
|
||||
// Otherwise imgui_impl_opengl3_loader.h will be used.
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -0,0 +1,809 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// About imgui_impl_opengl3_loader.h:
|
||||
//
|
||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
|
||||
// which proved to be endless problems for users.
|
||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
|
||||
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
|
||||
//
|
||||
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
|
||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
|
||||
//
|
||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
|
||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
|
||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
|
||||
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
|
||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
|
||||
//
|
||||
// Regenerate with:
|
||||
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
//
|
||||
// More info:
|
||||
// https://github.com/dearimgui/gl3w_stripped
|
||||
// https://github.com/ocornut/imgui/issues/4445
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/*
|
||||
* This file was generated with gl3w_gen.py, part of imgl3w
|
||||
* (hosted at https://github.com/dearimgui/gl3w_stripped)
|
||||
*
|
||||
* This is free and unencumbered software released into the public domain.
|
||||
*
|
||||
* Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
* distribute this software, either in source code form or as a compiled
|
||||
* binary, for any purpose, commercial or non-commercial, and by any
|
||||
* means.
|
||||
*
|
||||
* In jurisdictions that recognize copyright laws, the author or authors
|
||||
* of this software dedicate any and all copyright interest in the
|
||||
* software to the public domain. We make this dedication for the benefit
|
||||
* of the public at large and to the detriment of our heirs and
|
||||
* successors. We intend this dedication to be an overt act of
|
||||
* relinquishment in perpetuity of all present and future rights to this
|
||||
* software under copyright law.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
* OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#ifndef __gl3w_h_
|
||||
#define __gl3w_h_
|
||||
|
||||
// Adapted from KHR/khrplatform.h to avoid including entire file.
|
||||
#ifndef __khrplatform_h_
|
||||
typedef float khronos_float_t;
|
||||
typedef signed char khronos_int8_t;
|
||||
typedef unsigned char khronos_uint8_t;
|
||||
typedef signed short int khronos_int16_t;
|
||||
typedef unsigned short int khronos_uint16_t;
|
||||
#ifdef _WIN64
|
||||
typedef signed long long int khronos_intptr_t;
|
||||
typedef signed long long int khronos_ssize_t;
|
||||
#else
|
||||
typedef signed long int khronos_intptr_t;
|
||||
typedef signed long int khronos_ssize_t;
|
||||
#endif
|
||||
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
typedef signed __int64 khronos_int64_t;
|
||||
typedef unsigned __int64 khronos_uint64_t;
|
||||
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
|
||||
#include <stdint.h>
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#else
|
||||
typedef signed long long khronos_int64_t;
|
||||
typedef unsigned long long khronos_uint64_t;
|
||||
#endif
|
||||
#endif // __khrplatform_h_
|
||||
|
||||
#ifndef __gl_glcorearb_h_
|
||||
#define __gl_glcorearb_h_ 1
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
/*
|
||||
** Copyright 2013-2020 The Khronos Group Inc.
|
||||
** SPDX-License-Identifier: MIT
|
||||
**
|
||||
** This header is generated from the Khronos OpenGL / OpenGL ES XML
|
||||
** API Registry. The current version of the Registry, generator scripts
|
||||
** used to make the header, and the header can be found at
|
||||
** https://github.com/KhronosGroup/OpenGL-Registry
|
||||
*/
|
||||
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN 1
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#endif
|
||||
#ifndef APIENTRY
|
||||
#define APIENTRY
|
||||
#endif
|
||||
#ifndef APIENTRYP
|
||||
#define APIENTRYP APIENTRY *
|
||||
#endif
|
||||
#ifndef GLAPI
|
||||
#define GLAPI extern
|
||||
#endif
|
||||
/* glcorearb.h is for use with OpenGL core profile implementations.
|
||||
** It should should be placed in the same directory as gl.h and
|
||||
** included as <GL/glcorearb.h>.
|
||||
**
|
||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** can be supported by the core profile. It does not, and never will
|
||||
** include functionality removed from the core profile, such as
|
||||
** fixed-function vertex and fragment processing.
|
||||
**
|
||||
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
|
||||
** <GL/glext.h> in the same source file.
|
||||
*/
|
||||
/* Generated C header for:
|
||||
* API: gl
|
||||
* Profile: core
|
||||
* Versions considered: .*
|
||||
* Versions emitted: .*
|
||||
* Default extensions included: glcore
|
||||
* Additional extensions included: _nomatch_^
|
||||
* Extensions removed: _nomatch_^
|
||||
*/
|
||||
#ifndef GL_VERSION_1_0
|
||||
typedef void GLvoid;
|
||||
typedef unsigned int GLenum;
|
||||
|
||||
typedef khronos_float_t GLfloat;
|
||||
typedef int GLint;
|
||||
typedef int GLsizei;
|
||||
typedef unsigned int GLbitfield;
|
||||
typedef double GLdouble;
|
||||
typedef unsigned int GLuint;
|
||||
typedef unsigned char GLboolean;
|
||||
typedef khronos_uint8_t GLubyte;
|
||||
#define GL_COLOR_BUFFER_BIT 0x00004000
|
||||
#define GL_FALSE 0
|
||||
#define GL_TRUE 1
|
||||
#define GL_TRIANGLES 0x0004
|
||||
#define GL_ONE 1
|
||||
#define GL_SRC_ALPHA 0x0302
|
||||
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
|
||||
#define GL_FRONT 0x0404
|
||||
#define GL_BACK 0x0405
|
||||
#define GL_FRONT_AND_BACK 0x0408
|
||||
#define GL_POLYGON_MODE 0x0B40
|
||||
#define GL_CULL_FACE 0x0B44
|
||||
#define GL_DEPTH_TEST 0x0B71
|
||||
#define GL_STENCIL_TEST 0x0B90
|
||||
#define GL_VIEWPORT 0x0BA2
|
||||
#define GL_BLEND 0x0BE2
|
||||
#define GL_SCISSOR_BOX 0x0C10
|
||||
#define GL_SCISSOR_TEST 0x0C11
|
||||
#define GL_UNPACK_ROW_LENGTH 0x0CF2
|
||||
#define GL_PACK_ALIGNMENT 0x0D05
|
||||
#define GL_TEXTURE_2D 0x0DE1
|
||||
#define GL_UNSIGNED_BYTE 0x1401
|
||||
#define GL_UNSIGNED_SHORT 0x1403
|
||||
#define GL_UNSIGNED_INT 0x1405
|
||||
#define GL_FLOAT 0x1406
|
||||
#define GL_RGBA 0x1908
|
||||
#define GL_FILL 0x1B02
|
||||
#define GL_VENDOR 0x1F00
|
||||
#define GL_RENDERER 0x1F01
|
||||
#define GL_VERSION 0x1F02
|
||||
#define GL_EXTENSIONS 0x1F03
|
||||
#define GL_LINEAR 0x2601
|
||||
#define GL_TEXTURE_MAG_FILTER 0x2800
|
||||
#define GL_TEXTURE_MIN_FILTER 0x2801
|
||||
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
|
||||
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
|
||||
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
|
||||
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
|
||||
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
|
||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
|
||||
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
|
||||
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
|
||||
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||
GLAPI void APIENTRY glClear (GLbitfield mask);
|
||||
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
GLAPI void APIENTRY glDisable (GLenum cap);
|
||||
GLAPI void APIENTRY glEnable (GLenum cap);
|
||||
GLAPI void APIENTRY glFlush (void);
|
||||
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
GLAPI GLenum APIENTRY glGetError (void);
|
||||
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
|
||||
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
|
||||
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
|
||||
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_0 */
|
||||
#ifndef GL_VERSION_1_1
|
||||
typedef khronos_float_t GLclampf;
|
||||
typedef double GLclampd;
|
||||
#define GL_TEXTURE_BINDING_2D 0x8069
|
||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
|
||||
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
|
||||
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
|
||||
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
|
||||
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_1 */
|
||||
#ifndef GL_VERSION_1_3
|
||||
#define GL_TEXTURE0 0x84C0
|
||||
#define GL_ACTIVE_TEXTURE 0x84E0
|
||||
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glActiveTexture (GLenum texture);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_3 */
|
||||
#ifndef GL_VERSION_1_4
|
||||
#define GL_BLEND_DST_RGB 0x80C8
|
||||
#define GL_BLEND_SRC_RGB 0x80C9
|
||||
#define GL_BLEND_DST_ALPHA 0x80CA
|
||||
#define GL_BLEND_SRC_ALPHA 0x80CB
|
||||
#define GL_FUNC_ADD 0x8006
|
||||
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
GLAPI void APIENTRY glBlendEquation (GLenum mode);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_4 */
|
||||
#ifndef GL_VERSION_1_5
|
||||
typedef khronos_ssize_t GLsizeiptr;
|
||||
typedef khronos_intptr_t GLintptr;
|
||||
#define GL_ARRAY_BUFFER 0x8892
|
||||
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
|
||||
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
|
||||
#define GL_STREAM_DRAW 0x88E0
|
||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
|
||||
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
|
||||
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
|
||||
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_5 */
|
||||
#ifndef GL_VERSION_2_0
|
||||
typedef char GLchar;
|
||||
typedef khronos_int16_t GLshort;
|
||||
typedef khronos_int8_t GLbyte;
|
||||
typedef khronos_uint16_t GLushort;
|
||||
#define GL_BLEND_EQUATION_RGB 0x8009
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
||||
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
||||
#define GL_FRAGMENT_SHADER 0x8B30
|
||||
#define GL_VERTEX_SHADER 0x8B31
|
||||
#define GL_COMPILE_STATUS 0x8B81
|
||||
#define GL_LINK_STATUS 0x8B82
|
||||
#define GL_INFO_LOG_LENGTH 0x8B84
|
||||
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||
#define GL_UPPER_LEFT 0x8CA2
|
||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
|
||||
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
|
||||
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
|
||||
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
|
||||
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
|
||||
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
|
||||
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
|
||||
GLAPI void APIENTRY glCompileShader (GLuint shader);
|
||||
GLAPI GLuint APIENTRY glCreateProgram (void);
|
||||
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
|
||||
GLAPI void APIENTRY glDeleteProgram (GLuint program);
|
||||
GLAPI void APIENTRY glDeleteShader (GLuint shader);
|
||||
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
|
||||
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
|
||||
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
|
||||
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
|
||||
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
|
||||
GLAPI void APIENTRY glLinkProgram (GLuint program);
|
||||
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
GLAPI void APIENTRY glUseProgram (GLuint program);
|
||||
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
|
||||
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
#endif
|
||||
#endif /* GL_VERSION_2_0 */
|
||||
#ifndef GL_VERSION_3_0
|
||||
typedef khronos_uint16_t GLhalf;
|
||||
#define GL_MAJOR_VERSION 0x821B
|
||||
#define GL_MINOR_VERSION 0x821C
|
||||
#define GL_NUM_EXTENSIONS 0x821D
|
||||
#define GL_FRAMEBUFFER_SRGB 0x8DB9
|
||||
#define GL_VERTEX_ARRAY_BINDING 0x85B5
|
||||
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
|
||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
|
||||
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
||||
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
|
||||
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
|
||||
GLAPI void APIENTRY glBindVertexArray (GLuint array);
|
||||
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
|
||||
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
|
||||
#endif
|
||||
#endif /* GL_VERSION_3_0 */
|
||||
#ifndef GL_VERSION_3_1
|
||||
#define GL_VERSION_3_1 1
|
||||
#define GL_PRIMITIVE_RESTART 0x8F9D
|
||||
#endif /* GL_VERSION_3_1 */
|
||||
#ifndef GL_VERSION_3_2
|
||||
#define GL_VERSION_3_2 1
|
||||
typedef struct __GLsync *GLsync;
|
||||
typedef khronos_uint64_t GLuint64;
|
||||
typedef khronos_int64_t GLint64;
|
||||
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
|
||||
#define GL_CONTEXT_PROFILE_MASK 0x9126
|
||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||
#endif
|
||||
#endif /* GL_VERSION_3_2 */
|
||||
#ifndef GL_VERSION_3_3
|
||||
#define GL_VERSION_3_3 1
|
||||
#define GL_SAMPLER_BINDING 0x8919
|
||||
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
|
||||
#endif
|
||||
#endif /* GL_VERSION_3_3 */
|
||||
#ifndef GL_VERSION_4_1
|
||||
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
|
||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
|
||||
#endif /* GL_VERSION_4_1 */
|
||||
#ifndef GL_VERSION_4_3
|
||||
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||
#endif /* GL_VERSION_4_3 */
|
||||
#ifndef GL_VERSION_4_5
|
||||
#define GL_CLIP_ORIGIN 0x935C
|
||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
|
||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
|
||||
#endif /* GL_VERSION_4_5 */
|
||||
#ifndef GL_ARB_bindless_texture
|
||||
typedef khronos_uint64_t GLuint64EXT;
|
||||
#endif /* GL_ARB_bindless_texture */
|
||||
#ifndef GL_ARB_cl_event
|
||||
struct _cl_context;
|
||||
struct _cl_event;
|
||||
#endif /* GL_ARB_cl_event */
|
||||
#ifndef GL_ARB_clip_control
|
||||
#define GL_ARB_clip_control 1
|
||||
#endif /* GL_ARB_clip_control */
|
||||
#ifndef GL_ARB_debug_output
|
||||
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||
#endif /* GL_ARB_debug_output */
|
||||
#ifndef GL_EXT_EGL_image_storage
|
||||
typedef void *GLeglImageOES;
|
||||
#endif /* GL_EXT_EGL_image_storage */
|
||||
#ifndef GL_EXT_direct_state_access
|
||||
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
|
||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
|
||||
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
|
||||
#endif /* GL_EXT_direct_state_access */
|
||||
#ifndef GL_NV_draw_vulkan_image
|
||||
typedef void (APIENTRY *GLVULKANPROCNV)(void);
|
||||
#endif /* GL_NV_draw_vulkan_image */
|
||||
#ifndef GL_NV_gpu_shader5
|
||||
typedef khronos_int64_t GLint64EXT;
|
||||
#endif /* GL_NV_gpu_shader5 */
|
||||
#ifndef GL_NV_vertex_buffer_unified_memory
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
|
||||
#endif /* GL_NV_vertex_buffer_unified_memory */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef GL3W_API
|
||||
#define GL3W_API
|
||||
#endif
|
||||
|
||||
#ifndef __gl_h_
|
||||
#define __gl_h_
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#define GL3W_OK 0
|
||||
#define GL3W_ERROR_INIT -1
|
||||
#define GL3W_ERROR_LIBRARY_OPEN -2
|
||||
#define GL3W_ERROR_OPENGL_VERSION -3
|
||||
|
||||
typedef void (*GL3WglProc)(void);
|
||||
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
|
||||
|
||||
/* gl3w api */
|
||||
GL3W_API int imgl3wInit(void);
|
||||
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
|
||||
GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union GL3WProcs {
|
||||
GL3WglProc ptr[59];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
PFNGLATTACHSHADERPROC AttachShader;
|
||||
PFNGLBINDBUFFERPROC BindBuffer;
|
||||
PFNGLBINDSAMPLERPROC BindSampler;
|
||||
PFNGLBINDTEXTUREPROC BindTexture;
|
||||
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
|
||||
PFNGLBLENDEQUATIONPROC BlendEquation;
|
||||
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
|
||||
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
|
||||
PFNGLBUFFERDATAPROC BufferData;
|
||||
PFNGLBUFFERSUBDATAPROC BufferSubData;
|
||||
PFNGLCLEARPROC Clear;
|
||||
PFNGLCLEARCOLORPROC ClearColor;
|
||||
PFNGLCOMPILESHADERPROC CompileShader;
|
||||
PFNGLCREATEPROGRAMPROC CreateProgram;
|
||||
PFNGLCREATESHADERPROC CreateShader;
|
||||
PFNGLDELETEBUFFERSPROC DeleteBuffers;
|
||||
PFNGLDELETEPROGRAMPROC DeleteProgram;
|
||||
PFNGLDELETESHADERPROC DeleteShader;
|
||||
PFNGLDELETETEXTURESPROC DeleteTextures;
|
||||
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
|
||||
PFNGLDETACHSHADERPROC DetachShader;
|
||||
PFNGLDISABLEPROC Disable;
|
||||
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
|
||||
PFNGLDRAWELEMENTSPROC DrawElements;
|
||||
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
|
||||
PFNGLENABLEPROC Enable;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
|
||||
PFNGLFLUSHPROC Flush;
|
||||
PFNGLGENBUFFERSPROC GenBuffers;
|
||||
PFNGLGENTEXTURESPROC GenTextures;
|
||||
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||
PFNGLGETERRORPROC GetError;
|
||||
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
|
||||
PFNGLGETSHADERIVPROC GetShaderiv;
|
||||
PFNGLGETSTRINGPROC GetString;
|
||||
PFNGLGETSTRINGIPROC GetStringi;
|
||||
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
|
||||
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
|
||||
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
|
||||
PFNGLISENABLEDPROC IsEnabled;
|
||||
PFNGLISPROGRAMPROC IsProgram;
|
||||
PFNGLLINKPROGRAMPROC LinkProgram;
|
||||
PFNGLPIXELSTOREIPROC PixelStorei;
|
||||
PFNGLPOLYGONMODEPROC PolygonMode;
|
||||
PFNGLREADPIXELSPROC ReadPixels;
|
||||
PFNGLSCISSORPROC Scissor;
|
||||
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||
PFNGLUNIFORM1IPROC Uniform1i;
|
||||
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||
PFNGLUSEPROGRAMPROC UseProgram;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
|
||||
PFNGLVIEWPORTPROC Viewport;
|
||||
} gl;
|
||||
};
|
||||
|
||||
GL3W_API extern union GL3WProcs imgl3wProcs;
|
||||
|
||||
/* OpenGL functions */
|
||||
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||
#define glAttachShader imgl3wProcs.gl.AttachShader
|
||||
#define glBindBuffer imgl3wProcs.gl.BindBuffer
|
||||
#define glBindSampler imgl3wProcs.gl.BindSampler
|
||||
#define glBindTexture imgl3wProcs.gl.BindTexture
|
||||
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
|
||||
#define glBlendEquation imgl3wProcs.gl.BlendEquation
|
||||
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
|
||||
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
|
||||
#define glBufferData imgl3wProcs.gl.BufferData
|
||||
#define glBufferSubData imgl3wProcs.gl.BufferSubData
|
||||
#define glClear imgl3wProcs.gl.Clear
|
||||
#define glClearColor imgl3wProcs.gl.ClearColor
|
||||
#define glCompileShader imgl3wProcs.gl.CompileShader
|
||||
#define glCreateProgram imgl3wProcs.gl.CreateProgram
|
||||
#define glCreateShader imgl3wProcs.gl.CreateShader
|
||||
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
|
||||
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
|
||||
#define glDeleteShader imgl3wProcs.gl.DeleteShader
|
||||
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
|
||||
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
|
||||
#define glDetachShader imgl3wProcs.gl.DetachShader
|
||||
#define glDisable imgl3wProcs.gl.Disable
|
||||
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
|
||||
#define glDrawElements imgl3wProcs.gl.DrawElements
|
||||
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
|
||||
#define glEnable imgl3wProcs.gl.Enable
|
||||
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
|
||||
#define glFlush imgl3wProcs.gl.Flush
|
||||
#define glGenBuffers imgl3wProcs.gl.GenBuffers
|
||||
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||
#define glGetError imgl3wProcs.gl.GetError
|
||||
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
|
||||
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
|
||||
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
|
||||
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
|
||||
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
|
||||
#define glGetString imgl3wProcs.gl.GetString
|
||||
#define glGetStringi imgl3wProcs.gl.GetStringi
|
||||
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
|
||||
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
|
||||
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
|
||||
#define glIsEnabled imgl3wProcs.gl.IsEnabled
|
||||
#define glIsProgram imgl3wProcs.gl.IsProgram
|
||||
#define glLinkProgram imgl3wProcs.gl.LinkProgram
|
||||
#define glPixelStorei imgl3wProcs.gl.PixelStorei
|
||||
#define glPolygonMode imgl3wProcs.gl.PolygonMode
|
||||
#define glReadPixels imgl3wProcs.gl.ReadPixels
|
||||
#define glScissor imgl3wProcs.gl.Scissor
|
||||
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||
#define glTexParameteri imgl3wProcs.gl.TexParameteri
|
||||
#define glUniform1i imgl3wProcs.gl.Uniform1i
|
||||
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
|
||||
#define glUseProgram imgl3wProcs.gl.UseProgram
|
||||
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
|
||||
#define glViewport imgl3wProcs.gl.Viewport
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef IMGL3W_IMPL
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
|
||||
#if defined(_WIN32)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN 1
|
||||
#endif
|
||||
#include <windows.h>
|
||||
|
||||
static HMODULE libgl;
|
||||
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
|
||||
static GL3WglGetProcAddr wgl_get_proc_address;
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = LoadLibraryA("opengl32.dll");
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void) { FreeLibrary(libgl); }
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
res = (GL3WglProc)wgl_get_proc_address(proc);
|
||||
if (!res)
|
||||
res = (GL3WglProc)GetProcAddress(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#elif defined(__APPLE__)
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void *libgl;
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void) { dlclose(libgl); }
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void *libgl;
|
||||
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void) { dlclose(libgl); }
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
res = glx_get_proc_address((const GLubyte *)proc);
|
||||
if (!res)
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
|
||||
static struct { int major, minor; } version;
|
||||
|
||||
static int parse_version(void)
|
||||
{
|
||||
if (!glGetIntegerv)
|
||||
return GL3W_ERROR_INIT;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
|
||||
if (version.major == 0 && version.minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
|
||||
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
|
||||
}
|
||||
if (version.major < 2)
|
||||
return GL3W_ERROR_OPENGL_VERSION;
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc);
|
||||
|
||||
int imgl3wInit(void)
|
||||
{
|
||||
int res = open_libgl();
|
||||
if (res)
|
||||
return res;
|
||||
atexit(close_libgl);
|
||||
return imgl3wInit2(get_proc);
|
||||
}
|
||||
|
||||
int imgl3wInit2(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
load_procs(proc);
|
||||
return parse_version();
|
||||
}
|
||||
|
||||
int imgl3wIsSupported(int major, int minor)
|
||||
{
|
||||
if (major < 2)
|
||||
return 0;
|
||||
if (version.major == major)
|
||||
return version.minor >= minor;
|
||||
return version.major >= major;
|
||||
}
|
||||
|
||||
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
|
||||
|
||||
static const char *proc_names[] = {
|
||||
"glActiveTexture",
|
||||
"glAttachShader",
|
||||
"glBindBuffer",
|
||||
"glBindSampler",
|
||||
"glBindTexture",
|
||||
"glBindVertexArray",
|
||||
"glBlendEquation",
|
||||
"glBlendEquationSeparate",
|
||||
"glBlendFuncSeparate",
|
||||
"glBufferData",
|
||||
"glBufferSubData",
|
||||
"glClear",
|
||||
"glClearColor",
|
||||
"glCompileShader",
|
||||
"glCreateProgram",
|
||||
"glCreateShader",
|
||||
"glDeleteBuffers",
|
||||
"glDeleteProgram",
|
||||
"glDeleteShader",
|
||||
"glDeleteTextures",
|
||||
"glDeleteVertexArrays",
|
||||
"glDetachShader",
|
||||
"glDisable",
|
||||
"glDisableVertexAttribArray",
|
||||
"glDrawElements",
|
||||
"glDrawElementsBaseVertex",
|
||||
"glEnable",
|
||||
"glEnableVertexAttribArray",
|
||||
"glFlush",
|
||||
"glGenBuffers",
|
||||
"glGenTextures",
|
||||
"glGenVertexArrays",
|
||||
"glGetAttribLocation",
|
||||
"glGetError",
|
||||
"glGetIntegerv",
|
||||
"glGetProgramInfoLog",
|
||||
"glGetProgramiv",
|
||||
"glGetShaderInfoLog",
|
||||
"glGetShaderiv",
|
||||
"glGetString",
|
||||
"glGetStringi",
|
||||
"glGetUniformLocation",
|
||||
"glGetVertexAttribPointerv",
|
||||
"glGetVertexAttribiv",
|
||||
"glIsEnabled",
|
||||
"glIsProgram",
|
||||
"glLinkProgram",
|
||||
"glPixelStorei",
|
||||
"glPolygonMode",
|
||||
"glReadPixels",
|
||||
"glScissor",
|
||||
"glShaderSource",
|
||||
"glTexImage2D",
|
||||
"glTexParameteri",
|
||||
"glUniform1i",
|
||||
"glUniformMatrix4fv",
|
||||
"glUseProgram",
|
||||
"glVertexAttribPointer",
|
||||
"glViewport",
|
||||
};
|
||||
|
||||
GL3W_API union GL3WProcs imgl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
size_t i;
|
||||
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
|
||||
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif
|
|
@ -0,0 +1,212 @@
|
|||
#pragma once
|
||||
|
||||
/*
|
||||
Color definitions in ImGui are a good starting point,
|
||||
but do not cover all the intricacies of Spectrum's possible colors
|
||||
in controls and widgets.
|
||||
|
||||
One big difference is that ImGui communicates widget activity
|
||||
(hover, pressed) with their background, while spectrum uses a mix
|
||||
of background and border, with border being the most common choice.
|
||||
|
||||
Because of this, we reference extra colors in spectrum from
|
||||
imgui.cpp and imgui_widgets.cpp directly, and to make that work,
|
||||
we need to have them defined at here at compile time.
|
||||
*/
|
||||
|
||||
/// Pick one, or have one defined already.
|
||||
#if !defined(SPECTRUM_USE_LIGHT_THEME) && !defined(SPECTRUM_USE_DARK_THEME)
|
||||
//#define SPECTRUM_USE_LIGHT_THEME
|
||||
#define SPECTRUM_USE_DARK_THEME
|
||||
#endif
|
||||
|
||||
namespace ImGui {
|
||||
namespace Spectrum {
|
||||
// a list of changes introduced to change the look of the widgets.
|
||||
// Collected here as const rather than being magic numbers spread
|
||||
// around imgui.cpp and imgui_widgets.cpp.
|
||||
const float CHECKBOX_BORDER_SIZE = 2.0f;
|
||||
const float CHECKBOX_ROUNDING = 2.0f;
|
||||
|
||||
// Load SourceSansProRegular and sets it as a default font.
|
||||
// You may want to call ImGui::GetIO().Fonts->Clear() before this
|
||||
void LoadFont(float size = 16.0f);
|
||||
|
||||
// Sets the ImGui style to Spectrum
|
||||
void StyleColorsSpectrum();
|
||||
|
||||
namespace { // Unnamed namespace, since we only use this here.
|
||||
unsigned int Color(unsigned int c) {
|
||||
// add alpha.
|
||||
// also swap red and blue channel for some reason.
|
||||
// todo: figure out why, and fix it.
|
||||
const short a = 0xFF;
|
||||
const short r = (c >> 16) & 0xFF;
|
||||
const short g = (c >> 8) & 0xFF;
|
||||
const short b = (c >> 0) & 0xFF;
|
||||
return(a << 24)
|
||||
| (r << 0)
|
||||
| (g << 8)
|
||||
| (b << 16);
|
||||
}
|
||||
}
|
||||
// all colors are from http://spectrum.corp.adobe.com/color.html
|
||||
|
||||
inline unsigned int color_alpha(unsigned int alpha, unsigned int c) {
|
||||
return ((alpha & 0xFF) << 24) | (c & 0x00FFFFFF);
|
||||
}
|
||||
|
||||
namespace Static { // static colors
|
||||
const unsigned int NONE = 0x00000000; // transparent
|
||||
const unsigned int WHITE = Color(0xFFFFFF);
|
||||
const unsigned int BLACK = Color(0x000000);
|
||||
const unsigned int GRAY200 = Color(0xF4F4F4);
|
||||
const unsigned int GRAY300 = Color(0xEAEAEA);
|
||||
const unsigned int GRAY400 = Color(0xD3D3D3);
|
||||
const unsigned int GRAY500 = Color(0xBCBCBC);
|
||||
const unsigned int GRAY600 = Color(0x959595);
|
||||
const unsigned int GRAY700 = Color(0x767676);
|
||||
const unsigned int GRAY800 = Color(0x505050);
|
||||
const unsigned int GRAY900 = Color(0x323232);
|
||||
const unsigned int BLUE400 = Color(0x378EF0);
|
||||
const unsigned int BLUE500 = Color(0x2680EB);
|
||||
const unsigned int BLUE600 = Color(0x1473E6);
|
||||
const unsigned int BLUE700 = Color(0x0D66D0);
|
||||
const unsigned int RED400 = Color(0xEC5B62);
|
||||
const unsigned int RED500 = Color(0xE34850);
|
||||
const unsigned int RED600 = Color(0xD7373F);
|
||||
const unsigned int RED700 = Color(0xC9252D);
|
||||
const unsigned int ORANGE400 = Color(0xF29423);
|
||||
const unsigned int ORANGE500 = Color(0xE68619);
|
||||
const unsigned int ORANGE600 = Color(0xDA7B11);
|
||||
const unsigned int ORANGE700 = Color(0xCB6F10);
|
||||
const unsigned int GREEN400 = Color(0x33AB84);
|
||||
const unsigned int GREEN500 = Color(0x2D9D78);
|
||||
const unsigned int GREEN600 = Color(0x268E6C);
|
||||
const unsigned int GREEN700 = Color(0x12805C);
|
||||
}
|
||||
|
||||
#ifdef SPECTRUM_USE_LIGHT_THEME
|
||||
const unsigned int GRAY50 = Color(0xFFFFFF);
|
||||
const unsigned int GRAY75 = Color(0xFAFAFA);
|
||||
const unsigned int GRAY100 = Color(0xF5F5F5);
|
||||
const unsigned int GRAY200 = Color(0xEAEAEA);
|
||||
const unsigned int GRAY300 = Color(0xE1E1E1);
|
||||
const unsigned int GRAY400 = Color(0xCACACA);
|
||||
const unsigned int GRAY500 = Color(0xB3B3B3);
|
||||
const unsigned int GRAY600 = Color(0x8E8E8E);
|
||||
const unsigned int GRAY700 = Color(0x707070);
|
||||
const unsigned int GRAY800 = Color(0x4B4B4B);
|
||||
const unsigned int GRAY900 = Color(0x2C2C2C);
|
||||
const unsigned int BLUE400 = Color(0x2680EB);
|
||||
const unsigned int BLUE500 = Color(0x1473E6);
|
||||
const unsigned int BLUE600 = Color(0x0D66D0);
|
||||
const unsigned int BLUE700 = Color(0x095ABA);
|
||||
const unsigned int RED400 = Color(0xE34850);
|
||||
const unsigned int RED500 = Color(0xD7373F);
|
||||
const unsigned int RED600 = Color(0xC9252D);
|
||||
const unsigned int RED700 = Color(0xBB121A);
|
||||
const unsigned int ORANGE400 = Color(0xE68619);
|
||||
const unsigned int ORANGE500 = Color(0xDA7B11);
|
||||
const unsigned int ORANGE600 = Color(0xCB6F10);
|
||||
const unsigned int ORANGE700 = Color(0xBD640D);
|
||||
const unsigned int GREEN400 = Color(0x2D9D78);
|
||||
const unsigned int GREEN500 = Color(0x268E6C);
|
||||
const unsigned int GREEN600 = Color(0x12805C);
|
||||
const unsigned int GREEN700 = Color(0x107154);
|
||||
const unsigned int INDIGO400 = Color(0x6767EC);
|
||||
const unsigned int INDIGO500 = Color(0x5C5CE0);
|
||||
const unsigned int INDIGO600 = Color(0x5151D3);
|
||||
const unsigned int INDIGO700 = Color(0x4646C6);
|
||||
const unsigned int CELERY400 = Color(0x44B556);
|
||||
const unsigned int CELERY500 = Color(0x3DA74E);
|
||||
const unsigned int CELERY600 = Color(0x379947);
|
||||
const unsigned int CELERY700 = Color(0x318B40);
|
||||
const unsigned int MAGENTA400 = Color(0xD83790);
|
||||
const unsigned int MAGENTA500 = Color(0xCE2783);
|
||||
const unsigned int MAGENTA600 = Color(0xBC1C74);
|
||||
const unsigned int MAGENTA700 = Color(0xAE0E66);
|
||||
const unsigned int YELLOW400 = Color(0xDFBF00);
|
||||
const unsigned int YELLOW500 = Color(0xD2B200);
|
||||
const unsigned int YELLOW600 = Color(0xC4A600);
|
||||
const unsigned int YELLOW700 = Color(0xB79900);
|
||||
const unsigned int FUCHSIA400 = Color(0xC038CC);
|
||||
const unsigned int FUCHSIA500 = Color(0xB130BD);
|
||||
const unsigned int FUCHSIA600 = Color(0xA228AD);
|
||||
const unsigned int FUCHSIA700 = Color(0x93219E);
|
||||
const unsigned int SEAFOAM400 = Color(0x1B959A);
|
||||
const unsigned int SEAFOAM500 = Color(0x16878C);
|
||||
const unsigned int SEAFOAM600 = Color(0x0F797D);
|
||||
const unsigned int SEAFOAM700 = Color(0x096C6F);
|
||||
const unsigned int CHARTREUSE400 = Color(0x85D044);
|
||||
const unsigned int CHARTREUSE500 = Color(0x7CC33F);
|
||||
const unsigned int CHARTREUSE600 = Color(0x73B53A);
|
||||
const unsigned int CHARTREUSE700 = Color(0x6AA834);
|
||||
const unsigned int PURPLE400 = Color(0x9256D9);
|
||||
const unsigned int PURPLE500 = Color(0x864CCC);
|
||||
const unsigned int PURPLE600 = Color(0x7A42BF);
|
||||
const unsigned int PURPLE700 = Color(0x6F38B1);
|
||||
#endif
|
||||
#ifdef SPECTRUM_USE_DARK_THEME
|
||||
const unsigned int GRAY50 = Color(0x252525);
|
||||
const unsigned int GRAY75 = Color(0x2F2F2F);
|
||||
const unsigned int GRAY100 = Color(0x323232);
|
||||
const unsigned int GRAY200 = Color(0x393939);
|
||||
const unsigned int GRAY300 = Color(0x3E3E3E);
|
||||
const unsigned int GRAY400 = Color(0x4D4D4D);
|
||||
const unsigned int GRAY500 = Color(0x5C5C5C);
|
||||
const unsigned int GRAY600 = Color(0x7B7B7B);
|
||||
const unsigned int GRAY700 = Color(0x999999);
|
||||
const unsigned int GRAY800 = Color(0xCDCDCD);
|
||||
const unsigned int GRAY900 = Color(0xFFFFFF);
|
||||
const unsigned int BLUE400 = Color(0x2680EB);
|
||||
const unsigned int BLUE500 = Color(0x378EF0);
|
||||
const unsigned int BLUE600 = Color(0x4B9CF5);
|
||||
const unsigned int BLUE700 = Color(0x5AA9FA);
|
||||
const unsigned int RED400 = Color(0xE34850);
|
||||
const unsigned int RED500 = Color(0xEC5B62);
|
||||
const unsigned int RED600 = Color(0xF76D74);
|
||||
const unsigned int RED700 = Color(0xFF7B82);
|
||||
const unsigned int ORANGE400 = Color(0xE68619);
|
||||
const unsigned int ORANGE500 = Color(0xF29423);
|
||||
const unsigned int ORANGE600 = Color(0xF9A43F);
|
||||
const unsigned int ORANGE700 = Color(0xFFB55B);
|
||||
const unsigned int GREEN400 = Color(0x2D9D78);
|
||||
const unsigned int GREEN500 = Color(0x33AB84);
|
||||
const unsigned int GREEN600 = Color(0x39B990);
|
||||
const unsigned int GREEN700 = Color(0x3FC89C);
|
||||
const unsigned int INDIGO400 = Color(0x6767EC);
|
||||
const unsigned int INDIGO500 = Color(0x7575F1);
|
||||
const unsigned int INDIGO600 = Color(0x8282F6);
|
||||
const unsigned int INDIGO700 = Color(0x9090FA);
|
||||
const unsigned int CELERY400 = Color(0x44B556);
|
||||
const unsigned int CELERY500 = Color(0x4BC35F);
|
||||
const unsigned int CELERY600 = Color(0x51D267);
|
||||
const unsigned int CELERY700 = Color(0x58E06F);
|
||||
const unsigned int MAGENTA400 = Color(0xD83790);
|
||||
const unsigned int MAGENTA500 = Color(0xE2499D);
|
||||
const unsigned int MAGENTA600 = Color(0xEC5AAA);
|
||||
const unsigned int MAGENTA700 = Color(0xF56BB7);
|
||||
const unsigned int YELLOW400 = Color(0xDFBF00);
|
||||
const unsigned int YELLOW500 = Color(0xEDCC00);
|
||||
const unsigned int YELLOW600 = Color(0xFAD900);
|
||||
const unsigned int YELLOW700 = Color(0xFFE22E);
|
||||
const unsigned int FUCHSIA400 = Color(0xC038CC);
|
||||
const unsigned int FUCHSIA500 = Color(0xCF3EDC);
|
||||
const unsigned int FUCHSIA600 = Color(0xD951E5);
|
||||
const unsigned int FUCHSIA700 = Color(0xE366EF);
|
||||
const unsigned int SEAFOAM400 = Color(0x1B959A);
|
||||
const unsigned int SEAFOAM500 = Color(0x20A3A8);
|
||||
const unsigned int SEAFOAM600 = Color(0x23B2B8);
|
||||
const unsigned int SEAFOAM700 = Color(0x26C0C7);
|
||||
const unsigned int CHARTREUSE400 = Color(0x85D044);
|
||||
const unsigned int CHARTREUSE500 = Color(0x8EDE49);
|
||||
const unsigned int CHARTREUSE600 = Color(0x9BEC54);
|
||||
const unsigned int CHARTREUSE700 = Color(0xA3F858);
|
||||
const unsigned int PURPLE400 = Color(0x9256D9);
|
||||
const unsigned int PURPLE500 = Color(0x9D64E1);
|
||||
const unsigned int PURPLE600 = Color(0xA873E9);
|
||||
const unsigned int PURPLE700 = Color(0xB483F0);
|
||||
#endif
|
||||
}
|
||||
}
|
|
@ -0,0 +1,627 @@
|
|||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.01.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
//
|
||||
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Before #including,
|
||||
//
|
||||
// #define STB_RECT_PACK_IMPLEMENTATION
|
||||
//
|
||||
// in the file that you want to have the implementation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
typedef int stbrp_coord;
|
||||
|
||||
#define STBRP__MAXVAL 0x7fffffff
|
||||
// Mostly for internal use, but this is the maximum supported coordinate value.
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
context->extra[1].y = (1<<30);
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,105 @@
|
|||
#pragma once
|
||||
|
||||
#include <iostream>
|
||||
#include <parks/traits.h>
|
||||
#include <vector>
|
||||
#include "blt/std/logging.h"
|
||||
#include "status.h"
|
||||
#include <parks/error_logging.h>
|
||||
|
||||
namespace parks {
|
||||
namespace Properties {
|
||||
enum PROPERTIES {
|
||||
// The display window's title
|
||||
WINDOW_TITLE,
|
||||
// the initial display width/height. This value does not change if the window is resized. Use Window::getWidth and Window::getHeight
|
||||
WINDOW_WIDTH,
|
||||
WINDOW_HEIGHT,
|
||||
WINDOW_RESIZABLE,
|
||||
RENDER_MODE, // INT
|
||||
};
|
||||
|
||||
class Value_t {
|
||||
public:
|
||||
Value_t() = default;
|
||||
|
||||
Value_t(const Value_t& value) = delete;
|
||||
|
||||
virtual ~Value_t() = default;
|
||||
|
||||
virtual void writeValue(std::ostream& ostream) = 0;
|
||||
|
||||
virtual void readValue(std::istream istream) = 0;
|
||||
};
|
||||
|
||||
template<typename T, typename std::enable_if<parks::is_streamable<T>::value>::type* = nullptr>
|
||||
class Value : public Value_t {
|
||||
private:
|
||||
T* m_Value;
|
||||
public:
|
||||
explicit Value(const T& v): m_Value(new T(v)) {}
|
||||
|
||||
explicit Value(T* v): m_Value(v) {}
|
||||
|
||||
Value() = default;
|
||||
|
||||
inline const T& getValue() { return *m_Value; }
|
||||
|
||||
inline void writeValue(std::ostream& ostream) final {
|
||||
ostream << *m_Value;
|
||||
}
|
||||
|
||||
inline void readValue(std::istream istream) final {
|
||||
istream >> *m_Value;
|
||||
}
|
||||
|
||||
~Value() override {
|
||||
delete m_Value;
|
||||
}
|
||||
};
|
||||
}
|
||||
class Settings {
|
||||
public:
|
||||
Settings() = default;
|
||||
|
||||
~Settings() {
|
||||
for (auto* p : values)
|
||||
delete p;
|
||||
}
|
||||
|
||||
[[nodiscard]] Properties::Value_t* getProperty(Properties::PROPERTIES property) const {
|
||||
//BLT_TRACE("Getting Property information (%d)", property);
|
||||
//BLT_TRACE("Property: %d, Value: %d (Getting)", property, values[property]);
|
||||
if (values.size() <= property)
|
||||
return nullptr;
|
||||
return values[property];
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
[[nodiscard]] Properties::Value<T>* getProperty(Properties::PROPERTIES property) const {
|
||||
if (values.size() <= property)
|
||||
return nullptr;
|
||||
return dynamic_cast<Properties::Value<T>*>(values[property]);
|
||||
}
|
||||
|
||||
void setProperty(Properties::PROPERTIES property, Properties::Value_t* value) {
|
||||
BLT_TRACE("Setting property information (%d)", property);
|
||||
BLT_TRACE("Values size / capacity (before): %d/%d", values.size(),
|
||||
values.capacity());
|
||||
BLT_TRACE("Property: %d, Value: %d (Setting)", property, value);
|
||||
if (values.capacity() <= property)
|
||||
values.resize(property * 2);
|
||||
values[property] = value;
|
||||
BLT_TRACE("Values size / capacity (after): %d/%d", values.size(),
|
||||
values.capacity());
|
||||
BLT_TRACE("Dumping values:");
|
||||
BLT_TRACE("---------------------");
|
||||
for (unsigned int i = 0; i < values.size(); i++)
|
||||
BLT_TRACE("Value (%d): %d", i, values[i]);
|
||||
BLT_TRACE("---------------------");
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<Properties::Value_t*> values;
|
||||
};
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
//
|
||||
// Created by brett on 6/11/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_CONFIG_H
|
||||
#define PARKSNREC_CONFIG_H
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
namespace parks {
|
||||
|
||||
# define PI 3.14159265358979323846
|
||||
inline double degreeToRad(double deg){
|
||||
return deg * (PI / 180);
|
||||
}
|
||||
|
||||
// Build Config
|
||||
#define BUILD_DEV_TOOLS
|
||||
//#define BUILD_RELEASE_MODE
|
||||
|
||||
// Types
|
||||
template<typename K, typename V, typename hash = std::hash<K>>
|
||||
using hashmap = std::unordered_map<K, V, hash>;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_CONFIG_H
|
|
@ -0,0 +1,49 @@
|
|||
//
|
||||
// Created by brett on 6/13/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_ERROR_LOGGING_H
|
||||
#define PARKSNREC_ERROR_LOGGING_H
|
||||
|
||||
#include <blt/std/logging.h>
|
||||
#ifdef __linux__
|
||||
#include <execinfo.h>
|
||||
#endif
|
||||
// TODO: add to BLT
|
||||
|
||||
namespace blt::logging {
|
||||
|
||||
/**
|
||||
* prints the current stack trace
|
||||
* @param remove number of calls to remove from head. Defaults to remove the call to this function.
|
||||
* @param max_up number of calls to lookup
|
||||
*/
|
||||
template<int max_up = 20>
|
||||
inline void printStackTrace(int remove = 2) {
|
||||
#ifdef __linux__
|
||||
void *array[max_up];
|
||||
int size;
|
||||
|
||||
// get void*'s for all entries on the stack
|
||||
size = backtrace(array, 10);
|
||||
auto** names = backtrace_symbols(array, size);
|
||||
BLT_ERROR("Stacktrace:");
|
||||
for (int i = remove; i < size; i++)
|
||||
BLT_ERROR("%d. (%s)", i, names[i]);
|
||||
free(names);
|
||||
#else
|
||||
BLT_WARN("Stacktrace not implemented for platforms other than linux!");
|
||||
#endif
|
||||
}
|
||||
|
||||
inline void printErrorLog(const char* what){
|
||||
// TODO: stacktrace
|
||||
BLT_ERROR("--------{Begin Error Log}--------");
|
||||
BLT_ERROR("Error Desc: %s", what);
|
||||
printStackTrace();
|
||||
BLT_ERROR("--------{ End Error Log }--------");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_ERROR_LOGGING_H
|
|
@ -0,0 +1,279 @@
|
|||
//
|
||||
// Created by brett on 6/11/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_OPENGL_H
|
||||
#define PARKSNREC_OPENGL_H
|
||||
|
||||
#include <glad/gl.h>
|
||||
#include <vector>
|
||||
#include <blt/math/math.h>
|
||||
#include <blt/std/string.h>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <stb/stb_image.h>
|
||||
|
||||
namespace parks {
|
||||
|
||||
class GLTexture2D {
|
||||
private:
|
||||
GLuint textureID = 0;
|
||||
struct {
|
||||
int width = 0, height = 0, channels = 4;
|
||||
} textureInfo;
|
||||
public:
|
||||
GLTexture2D() {
|
||||
glGenTextures(1, &textureID);
|
||||
}
|
||||
|
||||
void bind() const {
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
}
|
||||
|
||||
void allocate(GLenum type, int width, int height, int channels = 4) {
|
||||
auto storage_type = channels == 4 ? GL_RGBA : GL_RGB;
|
||||
bind();
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, storage_type, width, height, 0, storage_type, type,
|
||||
nullptr);
|
||||
textureInfo.width = width;
|
||||
textureInfo.height = height;
|
||||
textureInfo.channels = channels;
|
||||
}
|
||||
|
||||
void upload(void* data, GLenum type, int width, int height, int channels = 4) {
|
||||
auto storage_type = channels == 4 ? GL_RGBA : GL_RGB;
|
||||
bind();
|
||||
if (textureInfo.width != width || textureInfo.height != height || textureInfo.channels != channels)
|
||||
allocate(type, width, height, channels);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, storage_type, type, data);
|
||||
textureInfo.width = width;
|
||||
textureInfo.height = height;
|
||||
textureInfo.channels = channels;
|
||||
}
|
||||
|
||||
~GLTexture2D() {
|
||||
glDeleteTextures(1, &textureID);
|
||||
}
|
||||
};
|
||||
|
||||
struct VBOData {
|
||||
GLenum target;
|
||||
void* data;
|
||||
GLuint size;
|
||||
GLenum usage = GL_STATIC_DRAW;
|
||||
|
||||
VBOData(GLenum target, void* data, GLuint size);
|
||||
|
||||
VBOData(GLenum target, void* data, GLuint size, GLenum usage);
|
||||
};
|
||||
|
||||
struct VBOAttributes {
|
||||
GLuint loc;
|
||||
GLint size;
|
||||
GLenum type;
|
||||
GLsizei stride;
|
||||
GLint offset = 0;
|
||||
|
||||
VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride, GLint offset);
|
||||
|
||||
VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride);
|
||||
|
||||
VBOAttributes(GLuint loc, GLint size, GLenum type);
|
||||
};
|
||||
|
||||
class VAOStorageObject {
|
||||
private:
|
||||
struct VAO {
|
||||
GLuint vaoID = 0;
|
||||
};
|
||||
struct VBO {
|
||||
GLuint vboID;
|
||||
GLuint bindType;
|
||||
};
|
||||
|
||||
VAO vao;
|
||||
std::vector<VBO> associatedVBOs;
|
||||
VBO ebo;
|
||||
public:
|
||||
VAOStorageObject() {
|
||||
glGenVertexArrays(1, &vao.vaoID);
|
||||
}
|
||||
|
||||
/**
|
||||
* Binds only the VAO and none of the VBOs
|
||||
*/
|
||||
inline void bind() const {
|
||||
glBindVertexArray(vao.vaoID);
|
||||
}
|
||||
|
||||
inline void bindEBO() const {
|
||||
glBindBuffer(ebo.bindType, ebo.vboID);
|
||||
}
|
||||
|
||||
/**
|
||||
* Binds both the VAO and all the associated VBOs
|
||||
*/
|
||||
inline void bindAll() const {
|
||||
bind();
|
||||
for (const VBO& v : associatedVBOs)
|
||||
glBindBuffer(v.bindType, v.vboID);
|
||||
}
|
||||
|
||||
void createVBO(VBOData data) {
|
||||
VBO vbo{};
|
||||
vbo.bindType = data.target;
|
||||
glGenBuffers(1, &vbo.vboID);
|
||||
glBindBuffer(data.target, vbo.vboID);
|
||||
glBufferData(data.target, data.size, data.data, data.usage);
|
||||
associatedVBOs.push_back(vbo);
|
||||
if (vbo.bindType == GL_ELEMENT_ARRAY_BUFFER)
|
||||
ebo = vbo;
|
||||
}
|
||||
|
||||
void createVBO(VBOData data, VBOAttributes attribs) {
|
||||
createVBO(data);
|
||||
glVertexAttribPointer(
|
||||
attribs.loc, attribs.size, attribs.type, GL_FALSE, attribs.stride,
|
||||
(GLvoid*) (size_t) attribs.offset
|
||||
);
|
||||
glEnableVertexAttribArray(attribs.loc);
|
||||
}
|
||||
|
||||
void createVBO(VBOData data, const std::vector<VBOAttributes>& attribs){
|
||||
createVBO(data);
|
||||
for (auto attrib : attribs) {
|
||||
glVertexAttribPointer(
|
||||
attrib.loc, attrib.size, attrib.type, GL_FALSE, attrib.stride,
|
||||
(GLvoid*) (size_t) attrib.offset
|
||||
);
|
||||
glEnableVertexAttribArray(attrib.loc);
|
||||
}
|
||||
}
|
||||
|
||||
~VAOStorageObject() {
|
||||
glDeleteVertexArrays(1, &vao.vaoID);
|
||||
for (const auto& v : associatedVBOs)
|
||||
glDeleteBuffers(1, &v.vboID);
|
||||
}
|
||||
};
|
||||
|
||||
class ShaderBase {
|
||||
protected:
|
||||
struct IntDefaultedToMinusOne {
|
||||
GLint i = -1;
|
||||
};
|
||||
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
|
||||
GLuint programID = 0;
|
||||
|
||||
inline GLint getUniformLocation(const std::string& name) {
|
||||
if (uniformVars[name].i != -1)
|
||||
return uniformVars[name].i;
|
||||
int loc = glGetUniformLocation(programID, name.c_str());
|
||||
uniformVars[name].i = loc;
|
||||
return loc;
|
||||
}
|
||||
|
||||
public:
|
||||
inline void bind() const {
|
||||
glUseProgram(programID);
|
||||
}
|
||||
|
||||
inline void setBool(const std::string& name, bool value) {
|
||||
glUniform1i(getUniformLocation(name), (int) value);
|
||||
}
|
||||
|
||||
inline void setInt(const std::string& name, int value) {
|
||||
glUniform1i(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
inline void setFloat(const std::string& name, float value) {
|
||||
glUniform1f(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
inline void setMatrix(const std::string& name, blt::mat4x4& matrix) {
|
||||
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
|
||||
}
|
||||
|
||||
inline void setVec3(const std::string& name, const blt::vec3& vec) {
|
||||
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
|
||||
}
|
||||
|
||||
inline void setVec4(const std::string& name, const blt::vec4& vec) {
|
||||
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
|
||||
}
|
||||
|
||||
inline void setVec2(const std::string& name, float x, float y) {
|
||||
glUniform2f(getUniformLocation(name), x, y);
|
||||
}
|
||||
|
||||
inline void setVec3(const std::string& name, float x, float y, float z) {
|
||||
glUniform3f(getUniformLocation(name), x, y, z);
|
||||
}
|
||||
|
||||
inline void setVec4(const std::string& name, float x, float y, float z, float w) {
|
||||
glUniform4f(getUniformLocation(name), x, y, z, w);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* This part was made for this assignment and will likely be used in future projects
|
||||
*/
|
||||
class ComputeShader : public ShaderBase {
|
||||
private:
|
||||
GLuint shaderID = 0;
|
||||
public:
|
||||
explicit ComputeShader(const std::string& shader_source, bool loadAsString = true);
|
||||
|
||||
inline void execute(int x, int y, int z) const {
|
||||
bind();
|
||||
glDispatchCompute(x, y, z);
|
||||
}
|
||||
|
||||
~ComputeShader();
|
||||
};
|
||||
|
||||
/**
|
||||
* Note: This is taken from my final project,
|
||||
* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
|
||||
*/
|
||||
|
||||
class Shader : public ShaderBase {
|
||||
private:
|
||||
GLuint vertexShaderID = 0;
|
||||
GLuint fragmentShaderID = 0;
|
||||
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
|
||||
GLuint geometryShaderID = 0;
|
||||
// this would be very useful however it is highly unlikely webgl will support it
|
||||
// im leaving some of this stuff in here because I might expand the native application to use some of it.
|
||||
// im trying to keep the web and native versions the same though
|
||||
GLuint tessellationShaderID = 0;
|
||||
|
||||
static unsigned int createShader(const std::string& source, int type);
|
||||
|
||||
public:
|
||||
/**
|
||||
* Creates a shader
|
||||
* @param vertex vertex shader source or file
|
||||
* @param fragment fragment shader source or file
|
||||
* @param geometry geometry shader source or file (optional)
|
||||
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
|
||||
*/
|
||||
Shader(
|
||||
const std::string& vertex, const std::string& fragment,
|
||||
const std::string& geometry = "",
|
||||
bool load_as_string = true
|
||||
);
|
||||
|
||||
Shader(Shader&& move) noexcept;
|
||||
|
||||
// used to set the location of VAOs to the in variables in opengl shaders.
|
||||
void bindAttribute(int attribute, const std::string& name) const;
|
||||
|
||||
// used to set location of shared UBOs like the perspective and view matrix
|
||||
void setUniformBlockLocation(const std::string& name, int location) const;
|
||||
|
||||
~Shader();
|
||||
};
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_OPENGL_H
|
|
@ -0,0 +1,78 @@
|
|||
//
|
||||
// Created by brett on 6/5/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_ENGINE_H
|
||||
#define PARKSNREC_ENGINE_H
|
||||
|
||||
#include <parks/renderer/resources.h>
|
||||
#include "parks/window.h"
|
||||
#include "blt/math/vectors.h"
|
||||
#include "parks/config.h"
|
||||
#include <parks/shader/basic_shader.vert>
|
||||
#include <parks/shader/ui_shader.vert>
|
||||
#include <parks/shader/basic_shader.frag>
|
||||
#include <parks/shader/ui_shader.frag>
|
||||
#include <parks/renderer/player.h>
|
||||
|
||||
namespace parks {
|
||||
struct StaticEntity {
|
||||
blt::vec3 pos;
|
||||
uint32_t modelID;
|
||||
blt::vec3 rot;
|
||||
uint32_t textureID;
|
||||
};
|
||||
|
||||
class Renderer {
|
||||
private:
|
||||
|
||||
public:
|
||||
|
||||
};
|
||||
|
||||
static GLfloat vertices[] = {
|
||||
// Positions // Colors // Texture Coords
|
||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
|
||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
|
||||
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
|
||||
};
|
||||
static GLuint indices[] = { // Note that we start from 0!
|
||||
0, 1, 3, // First Triangle
|
||||
1, 2, 3 // Second Triangle
|
||||
};
|
||||
|
||||
static GLfloat basicQuad_v[] = {
|
||||
// Positions // Texture Coords
|
||||
1, 1, 0.0f, 1.0f, 1.0f, // Top Right
|
||||
1, 0, 0.0f, 1.0f, 0.0f, // Bottom Right
|
||||
0, 0, 0.0f, 0.0f, 0.0f, // Bottom Left
|
||||
0, 1, 0.0f, 0.0f, 1.0f // Top Left
|
||||
};
|
||||
static GLuint basicQuad_i[] = { // Note that we start from 0!
|
||||
0, 1, 3, // First Triangle
|
||||
1, 2, 3 // Second Triangle
|
||||
};
|
||||
|
||||
class Engine {
|
||||
private:
|
||||
Shader testShader{BasicShaderVertex, BasicShaderFragment};
|
||||
Shader uiShader{UIShaderVertex, UIShaderFragment};
|
||||
VAOStorageObject vao;
|
||||
VAOStorageObject basicQuadVAO;
|
||||
GLTexture2D geneticImageTexture;
|
||||
const Settings& settings;
|
||||
|
||||
Player player;
|
||||
CameraController basicCameraController {player};
|
||||
|
||||
public:
|
||||
explicit Engine(const Settings& settings);
|
||||
|
||||
void run();
|
||||
|
||||
~Engine();
|
||||
};
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_ENGINE_H
|
|
@ -0,0 +1,61 @@
|
|||
//
|
||||
// Created by brett on 6/14/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_PLAYER_H
|
||||
#define PARKSNREC_PLAYER_H
|
||||
|
||||
#include <blt/math/vectors.h>
|
||||
#include "blt/math/matrix.h"
|
||||
|
||||
namespace parks {
|
||||
|
||||
class Controller;
|
||||
class CameraController;
|
||||
class NetworkedController;
|
||||
|
||||
class Player {
|
||||
friend Controller;
|
||||
friend CameraController;
|
||||
friend NetworkedController;
|
||||
private:
|
||||
blt::vec3d pos;
|
||||
blt::vec3d rot;
|
||||
const float baseMovementSpeed = 10.0f;
|
||||
const float sprintingMovementSpeed = 20.0f;
|
||||
const float flyingMovementSpeed = 50.0f;
|
||||
const float sensitivity = 5.0f;
|
||||
public:
|
||||
|
||||
};
|
||||
|
||||
class Controller {
|
||||
protected:
|
||||
Player& player;
|
||||
public:
|
||||
explicit Controller(Player& player): player(player) {}
|
||||
virtual void update() = 0;
|
||||
};
|
||||
|
||||
class CameraController : public Controller {
|
||||
private:
|
||||
blt::mat4x4 generateViewMatrix();
|
||||
public:
|
||||
explicit CameraController(Player& player): Controller(player) {
|
||||
player.pos;
|
||||
}
|
||||
void update() final;
|
||||
};
|
||||
|
||||
class NetworkedController : public Controller {
|
||||
private:
|
||||
|
||||
public:
|
||||
explicit NetworkedController(Player& player): Controller(player) {
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_PLAYER_H
|
|
@ -0,0 +1,32 @@
|
|||
//
|
||||
// Created by brett on 6/12/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_RESOURCES_H
|
||||
#define PARKSNREC_RESOURCES_H
|
||||
|
||||
#include <string>
|
||||
#include <parks/renderer/OpenGL.h>
|
||||
|
||||
namespace parks::resources {
|
||||
|
||||
namespace _defaults_ {
|
||||
static const std::string ASSUME_TEXTURE_NAME_ID = "NULL.NULL";
|
||||
}
|
||||
|
||||
void init(int threads);
|
||||
void loadTexture(const std::string& texture_path, const std::string& texture_name = _defaults_::ASSUME_TEXTURE_NAME_ID);
|
||||
/**
|
||||
* @param texture_name texture name set when loading or path
|
||||
* @return GlTexture based on a texture name. Will return null if texture isn't loaded.
|
||||
*/
|
||||
GLTexture2D* getTexture(const std::string& texture_name);
|
||||
/**
|
||||
* The blocking method which will wait for all textures to be loaded into memory
|
||||
*/
|
||||
void beginLoading();
|
||||
void cleanup();
|
||||
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_RESOURCES_H
|
|
@ -0,0 +1,17 @@
|
|||
#include <string>
|
||||
static std::string BasicShaderFragment = R"("
|
||||
#version 330 core
|
||||
|
||||
in vec3 colors;
|
||||
in vec2 uvs;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(colors, 1.0) * texture(tex, uvs);
|
||||
}
|
||||
|
||||
")";
|
|
@ -0,0 +1,30 @@
|
|||
#ifdef __cplusplus
|
||||
#include <string>
|
||||
static std::string BasicShaderVertex = R"("
|
||||
#version 460 core
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 color;
|
||||
layout (location = 2) in vec2 uv;
|
||||
|
||||
out vec3 colors;
|
||||
out vec2 uvs;
|
||||
|
||||
layout (std140) uniform Matrices
|
||||
{
|
||||
mat4 perspective;
|
||||
mat4 view;
|
||||
mat4 pvm;
|
||||
mat4 ortho;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = pvm * vec4(position.x, position.y, position.z, 1.0);
|
||||
colors = color;
|
||||
uvs = uv;
|
||||
}
|
||||
|
||||
|
||||
")";
|
||||
#endif
|
|
@ -0,0 +1,16 @@
|
|||
#include <string>
|
||||
static std::string UIShaderFragment = R"("
|
||||
#version 330 core
|
||||
|
||||
in vec2 uvs;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(tex, uvs);
|
||||
}
|
||||
|
||||
")";
|
|
@ -0,0 +1,29 @@
|
|||
#ifdef __cplusplus
|
||||
#include <string>
|
||||
static std::string UIShaderVertex = R"("
|
||||
#version 460 core
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 uv;
|
||||
|
||||
out vec2 uvs;
|
||||
|
||||
layout (std140) uniform Matrices
|
||||
{
|
||||
mat4 perspective;
|
||||
mat4 view;
|
||||
mat4 pvm;
|
||||
mat4 ortho;
|
||||
};
|
||||
|
||||
uniform mat4 transform;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ortho * transform * vec4(position.x, position.y, position.z, 1.0);
|
||||
uvs = uv;
|
||||
}
|
||||
|
||||
|
||||
")";
|
||||
#endif
|
|
@ -0,0 +1,16 @@
|
|||
//
|
||||
// Created by brett on 6/8/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_STATUS_H
|
||||
#define PARKSNREC_STATUS_H
|
||||
|
||||
namespace parks {
|
||||
static int NO_ERROR = 0;
|
||||
static int GLFW_ERROR = 1;
|
||||
static int GL_ERROR = 2;
|
||||
static int TYPE_FAILURE = 3;
|
||||
static int LOADER_ERROR = 4;
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_STATUS_H
|
|
@ -0,0 +1,19 @@
|
|||
//
|
||||
// Created by brett on 6/8/23.
|
||||
//
|
||||
|
||||
#ifndef PARKSNREC_TRAITS_H
|
||||
#define PARKSNREC_TRAITS_H
|
||||
|
||||
#include <type_traits>
|
||||
#include <iostream>
|
||||
|
||||
namespace parks {
|
||||
template <typename T, typename Enable = void>
|
||||
struct is_streamable : public std::false_type {};
|
||||
|
||||
template <typename T>
|
||||
struct is_streamable<T, std::enable_if_t<std::is_same<decltype(std::declval<std::ostream&>() << std::declval<T>()), std::ostream&>::value>> : public std::true_type {};
|
||||
}
|
||||
|
||||
#endif //PARKSNREC_TRAITS_H
|
|
@ -0,0 +1,43 @@
|
|||
#pragma once
|
||||
|
||||
#include <glad/gl.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <parks/app.h>
|
||||
#include <blt/math/math.h>
|
||||
|
||||
namespace parks::Window {
|
||||
|
||||
constexpr unsigned int UBO_MATRICES_COUNT = 4;
|
||||
|
||||
struct WindowSize {
|
||||
int width, height;
|
||||
};
|
||||
|
||||
void create(const Settings &settings);
|
||||
void setupGLAD();
|
||||
void setupDearImGUI();
|
||||
void destroy();
|
||||
void preUpdate();
|
||||
void postUpdate();
|
||||
bool isCloseRequested();
|
||||
void setCloseRequested(bool shouldClose);
|
||||
void updateViewMatrix(const blt::mat4x4& view);
|
||||
void updatePerspectiveMatrix(const blt::mat4x4& perspective);
|
||||
void updateOrthograhpicMatrix(const blt::mat4x4& ortho);
|
||||
const blt::mat4x4& getViewMatrix();
|
||||
const blt::mat4x4& getPerspectiveMatrix();
|
||||
const WindowSize& getWindowSize();
|
||||
double getFrameDeltaSeconds();
|
||||
bool isKeyDown(int key);
|
||||
bool isMouseDown(int mouse);
|
||||
bool isMouseVisible();
|
||||
void setMouseVisible(bool state);
|
||||
double getMouseX();
|
||||
double getMouseDX();
|
||||
double getMouseY();
|
||||
double getMouseDY();
|
||||
bool mousePressedLastFrame();
|
||||
bool mouseMovedLastFrame();
|
||||
bool keyPressedLastFrame(int key);
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,428 @@
|
|||
// stb_perlin.h - v0.5 - perlin noise
|
||||
// public domain single-file C implementation by Sean Barrett
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file.
|
||||
//
|
||||
//
|
||||
// to create the implementation,
|
||||
// #define STB_PERLIN_IMPLEMENTATION
|
||||
// in *one* C/CPP file that includes this file.
|
||||
//
|
||||
//
|
||||
// Documentation:
|
||||
//
|
||||
// float stb_perlin_noise3( float x,
|
||||
// float y,
|
||||
// float z,
|
||||
// int x_wrap=0,
|
||||
// int y_wrap=0,
|
||||
// int z_wrap=0)
|
||||
//
|
||||
// This function computes a random value at the coordinate (x,y,z).
|
||||
// Adjacent random values are continuous but the noise fluctuates
|
||||
// its randomness with period 1, i.e. takes on wholly unrelated values
|
||||
// at integer points. Specifically, this implements Ken Perlin's
|
||||
// revised noise function from 2002.
|
||||
//
|
||||
// The "wrap" parameters can be used to create wraparound noise that
|
||||
// wraps at powers of two. The numbers MUST be powers of two. Specify
|
||||
// 0 to mean "don't care". (The noise always wraps every 256 due
|
||||
// details of the implementation, even if you ask for larger or no
|
||||
// wrapping.)
|
||||
//
|
||||
// float stb_perlin_noise3_seed( float x,
|
||||
// float y,
|
||||
// float z,
|
||||
// int x_wrap=0,
|
||||
// int y_wrap=0,
|
||||
// int z_wrap=0,
|
||||
// int seed)
|
||||
//
|
||||
// As above, but 'seed' selects from multiple different variations of the
|
||||
// noise function. The current implementation only uses the bottom 8 bits
|
||||
// of 'seed', but possibly in the future more bits will be used.
|
||||
//
|
||||
//
|
||||
// Fractal Noise:
|
||||
//
|
||||
// Three common fractal noise functions are included, which produce
|
||||
// a wide variety of nice effects depending on the parameters
|
||||
// provided. Note that each function will call stb_perlin_noise3
|
||||
// 'octaves' times, so this parameter will affect runtime.
|
||||
//
|
||||
// float stb_perlin_ridge_noise3(float x, float y, float z,
|
||||
// float lacunarity, float gain, float offset, int octaves)
|
||||
//
|
||||
// float stb_perlin_fbm_noise3(float x, float y, float z,
|
||||
// float lacunarity, float gain, int octaves)
|
||||
//
|
||||
// float stb_perlin_turbulence_noise3(float x, float y, float z,
|
||||
// float lacunarity, float gain, int octaves)
|
||||
//
|
||||
// Typical values to start playing with:
|
||||
// octaves = 6 -- number of "octaves" of noise3() to sum
|
||||
// lacunarity = ~ 2.0 -- spacing between successive octaves (use exactly 2.0 for wrapping output)
|
||||
// gain = 0.5 -- relative weighting applied to each successive octave
|
||||
// offset = 1.0? -- used to invert the ridges, may need to be larger, not sure
|
||||
//
|
||||
//
|
||||
// Contributors:
|
||||
// Jack Mott - additional noise functions
|
||||
// Jordan Peck - seeded noise
|
||||
//
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
extern float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap);
|
||||
extern float stb_perlin_noise3_seed(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, int seed);
|
||||
extern float stb_perlin_ridge_noise3(float x, float y, float z, float lacunarity, float gain, float offset, int octaves);
|
||||
extern float stb_perlin_fbm_noise3(float x, float y, float z, float lacunarity, float gain, int octaves);
|
||||
extern float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves);
|
||||
extern float stb_perlin_noise3_wrap_nonpow2(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed);
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef STB_PERLIN_IMPLEMENTATION
|
||||
|
||||
#include <math.h> // fabs()
|
||||
|
||||
// not same permutation table as Perlin's reference to avoid copyright issues;
|
||||
// Perlin's table can be found at http://mrl.nyu.edu/~perlin/noise/
|
||||
static unsigned char stb__perlin_randtab[512] =
|
||||
{
|
||||
23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
|
||||
152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
|
||||
175, 63, 77, 90, 181, 16, 96, 111, 133, 104, 75, 162, 93, 56, 66, 240,
|
||||
8, 50, 84, 229, 49, 210, 173, 239, 141, 1, 87, 18, 2, 198, 143, 57,
|
||||
225, 160, 58, 217, 168, 206, 245, 204, 199, 6, 73, 60, 20, 230, 211, 233,
|
||||
94, 200, 88, 9, 74, 155, 33, 15, 219, 130, 226, 202, 83, 236, 42, 172,
|
||||
165, 218, 55, 222, 46, 107, 98, 154, 109, 67, 196, 178, 127, 158, 13, 243,
|
||||
65, 79, 166, 248, 25, 224, 115, 80, 68, 51, 184, 128, 232, 208, 151, 122,
|
||||
26, 212, 105, 43, 179, 213, 235, 148, 146, 89, 14, 195, 28, 78, 112, 76,
|
||||
250, 47, 24, 251, 140, 108, 186, 190, 228, 170, 183, 139, 39, 188, 244, 246,
|
||||
132, 48, 119, 144, 180, 138, 134, 193, 82, 182, 120, 121, 86, 220, 209, 3,
|
||||
91, 241, 149, 85, 205, 150, 113, 216, 31, 100, 41, 164, 177, 214, 153, 231,
|
||||
38, 71, 185, 174, 97, 201, 29, 95, 7, 92, 54, 254, 191, 118, 34, 221,
|
||||
131, 11, 163, 99, 234, 81, 227, 147, 156, 176, 17, 142, 69, 12, 110, 62,
|
||||
27, 255, 0, 194, 59, 116, 242, 252, 19, 21, 187, 53, 207, 129, 64, 135,
|
||||
61, 40, 167, 237, 102, 223, 106, 159, 197, 189, 215, 137, 36, 32, 22, 5,
|
||||
|
||||
// and a second copy so we don't need an extra mask or static initializer
|
||||
23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
|
||||
152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
|
||||
175, 63, 77, 90, 181, 16, 96, 111, 133, 104, 75, 162, 93, 56, 66, 240,
|
||||
8, 50, 84, 229, 49, 210, 173, 239, 141, 1, 87, 18, 2, 198, 143, 57,
|
||||
225, 160, 58, 217, 168, 206, 245, 204, 199, 6, 73, 60, 20, 230, 211, 233,
|
||||
94, 200, 88, 9, 74, 155, 33, 15, 219, 130, 226, 202, 83, 236, 42, 172,
|
||||
165, 218, 55, 222, 46, 107, 98, 154, 109, 67, 196, 178, 127, 158, 13, 243,
|
||||
65, 79, 166, 248, 25, 224, 115, 80, 68, 51, 184, 128, 232, 208, 151, 122,
|
||||
26, 212, 105, 43, 179, 213, 235, 148, 146, 89, 14, 195, 28, 78, 112, 76,
|
||||
250, 47, 24, 251, 140, 108, 186, 190, 228, 170, 183, 139, 39, 188, 244, 246,
|
||||
132, 48, 119, 144, 180, 138, 134, 193, 82, 182, 120, 121, 86, 220, 209, 3,
|
||||
91, 241, 149, 85, 205, 150, 113, 216, 31, 100, 41, 164, 177, 214, 153, 231,
|
||||
38, 71, 185, 174, 97, 201, 29, 95, 7, 92, 54, 254, 191, 118, 34, 221,
|
||||
131, 11, 163, 99, 234, 81, 227, 147, 156, 176, 17, 142, 69, 12, 110, 62,
|
||||
27, 255, 0, 194, 59, 116, 242, 252, 19, 21, 187, 53, 207, 129, 64, 135,
|
||||
61, 40, 167, 237, 102, 223, 106, 159, 197, 189, 215, 137, 36, 32, 22, 5,
|
||||
};
|
||||
|
||||
|
||||
// perlin's gradient has 12 cases so some get used 1/16th of the time
|
||||
// and some 2/16ths. We reduce bias by changing those fractions
|
||||
// to 5/64ths and 6/64ths
|
||||
|
||||
// this array is designed to match the previous implementation
|
||||
// of gradient hash: indices[stb__perlin_randtab[i]&63]
|
||||
static unsigned char stb__perlin_randtab_grad_idx[512] =
|
||||
{
|
||||
7, 9, 5, 0, 11, 1, 6, 9, 3, 9, 11, 1, 8, 10, 4, 7,
|
||||
8, 6, 1, 5, 3, 10, 9, 10, 0, 8, 4, 1, 5, 2, 7, 8,
|
||||
7, 11, 9, 10, 1, 0, 4, 7, 5, 0, 11, 6, 1, 4, 2, 8,
|
||||
8, 10, 4, 9, 9, 2, 5, 7, 9, 1, 7, 2, 2, 6, 11, 5,
|
||||
5, 4, 6, 9, 0, 1, 1, 0, 7, 6, 9, 8, 4, 10, 3, 1,
|
||||
2, 8, 8, 9, 10, 11, 5, 11, 11, 2, 6, 10, 3, 4, 2, 4,
|
||||
9, 10, 3, 2, 6, 3, 6, 10, 5, 3, 4, 10, 11, 2, 9, 11,
|
||||
1, 11, 10, 4, 9, 4, 11, 0, 4, 11, 4, 0, 0, 0, 7, 6,
|
||||
10, 4, 1, 3, 11, 5, 3, 4, 2, 9, 1, 3, 0, 1, 8, 0,
|
||||
6, 7, 8, 7, 0, 4, 6, 10, 8, 2, 3, 11, 11, 8, 0, 2,
|
||||
4, 8, 3, 0, 0, 10, 6, 1, 2, 2, 4, 5, 6, 0, 1, 3,
|
||||
11, 9, 5, 5, 9, 6, 9, 8, 3, 8, 1, 8, 9, 6, 9, 11,
|
||||
10, 7, 5, 6, 5, 9, 1, 3, 7, 0, 2, 10, 11, 2, 6, 1,
|
||||
3, 11, 7, 7, 2, 1, 7, 3, 0, 8, 1, 1, 5, 0, 6, 10,
|
||||
11, 11, 0, 2, 7, 0, 10, 8, 3, 5, 7, 1, 11, 1, 0, 7,
|
||||
9, 0, 11, 5, 10, 3, 2, 3, 5, 9, 7, 9, 8, 4, 6, 5,
|
||||
|
||||
// and a second copy so we don't need an extra mask or static initializer
|
||||
7, 9, 5, 0, 11, 1, 6, 9, 3, 9, 11, 1, 8, 10, 4, 7,
|
||||
8, 6, 1, 5, 3, 10, 9, 10, 0, 8, 4, 1, 5, 2, 7, 8,
|
||||
7, 11, 9, 10, 1, 0, 4, 7, 5, 0, 11, 6, 1, 4, 2, 8,
|
||||
8, 10, 4, 9, 9, 2, 5, 7, 9, 1, 7, 2, 2, 6, 11, 5,
|
||||
5, 4, 6, 9, 0, 1, 1, 0, 7, 6, 9, 8, 4, 10, 3, 1,
|
||||
2, 8, 8, 9, 10, 11, 5, 11, 11, 2, 6, 10, 3, 4, 2, 4,
|
||||
9, 10, 3, 2, 6, 3, 6, 10, 5, 3, 4, 10, 11, 2, 9, 11,
|
||||
1, 11, 10, 4, 9, 4, 11, 0, 4, 11, 4, 0, 0, 0, 7, 6,
|
||||
10, 4, 1, 3, 11, 5, 3, 4, 2, 9, 1, 3, 0, 1, 8, 0,
|
||||
6, 7, 8, 7, 0, 4, 6, 10, 8, 2, 3, 11, 11, 8, 0, 2,
|
||||
4, 8, 3, 0, 0, 10, 6, 1, 2, 2, 4, 5, 6, 0, 1, 3,
|
||||
11, 9, 5, 5, 9, 6, 9, 8, 3, 8, 1, 8, 9, 6, 9, 11,
|
||||
10, 7, 5, 6, 5, 9, 1, 3, 7, 0, 2, 10, 11, 2, 6, 1,
|
||||
3, 11, 7, 7, 2, 1, 7, 3, 0, 8, 1, 1, 5, 0, 6, 10,
|
||||
11, 11, 0, 2, 7, 0, 10, 8, 3, 5, 7, 1, 11, 1, 0, 7,
|
||||
9, 0, 11, 5, 10, 3, 2, 3, 5, 9, 7, 9, 8, 4, 6, 5,
|
||||
};
|
||||
|
||||
static float stb__perlin_lerp(float a, float b, float t)
|
||||
{
|
||||
return a + (b-a) * t;
|
||||
}
|
||||
|
||||
static int stb__perlin_fastfloor(float a)
|
||||
{
|
||||
int ai = (int) a;
|
||||
return (a < ai) ? ai-1 : ai;
|
||||
}
|
||||
|
||||
// different grad function from Perlin's, but easy to modify to match reference
|
||||
static float stb__perlin_grad(int grad_idx, float x, float y, float z)
|
||||
{
|
||||
static float basis[12][4] =
|
||||
{
|
||||
{ 1, 1, 0 },
|
||||
{ -1, 1, 0 },
|
||||
{ 1,-1, 0 },
|
||||
{ -1,-1, 0 },
|
||||
{ 1, 0, 1 },
|
||||
{ -1, 0, 1 },
|
||||
{ 1, 0,-1 },
|
||||
{ -1, 0,-1 },
|
||||
{ 0, 1, 1 },
|
||||
{ 0,-1, 1 },
|
||||
{ 0, 1,-1 },
|
||||
{ 0,-1,-1 },
|
||||
};
|
||||
|
||||
float *grad = basis[grad_idx];
|
||||
return grad[0]*x + grad[1]*y + grad[2]*z;
|
||||
}
|
||||
|
||||
float stb_perlin_noise3_internal(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed)
|
||||
{
|
||||
float u,v,w;
|
||||
float n000,n001,n010,n011,n100,n101,n110,n111;
|
||||
float n00,n01,n10,n11;
|
||||
float n0,n1;
|
||||
|
||||
unsigned int x_mask = (x_wrap-1) & 255;
|
||||
unsigned int y_mask = (y_wrap-1) & 255;
|
||||
unsigned int z_mask = (z_wrap-1) & 255;
|
||||
int px = stb__perlin_fastfloor(x);
|
||||
int py = stb__perlin_fastfloor(y);
|
||||
int pz = stb__perlin_fastfloor(z);
|
||||
int x0 = px & x_mask, x1 = (px+1) & x_mask;
|
||||
int y0 = py & y_mask, y1 = (py+1) & y_mask;
|
||||
int z0 = pz & z_mask, z1 = (pz+1) & z_mask;
|
||||
int r0,r1, r00,r01,r10,r11;
|
||||
|
||||
#define stb__perlin_ease(a) (((a*6-15)*a + 10) * a * a * a)
|
||||
|
||||
x -= px; u = stb__perlin_ease(x);
|
||||
y -= py; v = stb__perlin_ease(y);
|
||||
z -= pz; w = stb__perlin_ease(z);
|
||||
|
||||
r0 = stb__perlin_randtab[x0+seed];
|
||||
r1 = stb__perlin_randtab[x1+seed];
|
||||
|
||||
r00 = stb__perlin_randtab[r0+y0];
|
||||
r01 = stb__perlin_randtab[r0+y1];
|
||||
r10 = stb__perlin_randtab[r1+y0];
|
||||
r11 = stb__perlin_randtab[r1+y1];
|
||||
|
||||
n000 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z0], x , y , z );
|
||||
n001 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z1], x , y , z-1 );
|
||||
n010 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z0], x , y-1, z );
|
||||
n011 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z1], x , y-1, z-1 );
|
||||
n100 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z0], x-1, y , z );
|
||||
n101 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z1], x-1, y , z-1 );
|
||||
n110 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z0], x-1, y-1, z );
|
||||
n111 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z1], x-1, y-1, z-1 );
|
||||
|
||||
n00 = stb__perlin_lerp(n000,n001,w);
|
||||
n01 = stb__perlin_lerp(n010,n011,w);
|
||||
n10 = stb__perlin_lerp(n100,n101,w);
|
||||
n11 = stb__perlin_lerp(n110,n111,w);
|
||||
|
||||
n0 = stb__perlin_lerp(n00,n01,v);
|
||||
n1 = stb__perlin_lerp(n10,n11,v);
|
||||
|
||||
return stb__perlin_lerp(n0,n1,u);
|
||||
}
|
||||
|
||||
float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap)
|
||||
{
|
||||
return stb_perlin_noise3_internal(x,y,z,x_wrap,y_wrap,z_wrap,0);
|
||||
}
|
||||
|
||||
float stb_perlin_noise3_seed(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, int seed)
|
||||
{
|
||||
return stb_perlin_noise3_internal(x,y,z,x_wrap,y_wrap,z_wrap, (unsigned char) seed);
|
||||
}
|
||||
|
||||
float stb_perlin_ridge_noise3(float x, float y, float z, float lacunarity, float gain, float offset, int octaves)
|
||||
{
|
||||
int i;
|
||||
float frequency = 1.0f;
|
||||
float prev = 1.0f;
|
||||
float amplitude = 0.5f;
|
||||
float sum = 0.0f;
|
||||
|
||||
for (i = 0; i < octaves; i++) {
|
||||
float r = stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i);
|
||||
r = offset - (float) fabs(r);
|
||||
r = r*r;
|
||||
sum += r*amplitude*prev;
|
||||
prev = r;
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float stb_perlin_fbm_noise3(float x, float y, float z, float lacunarity, float gain, int octaves)
|
||||
{
|
||||
int i;
|
||||
float frequency = 1.0f;
|
||||
float amplitude = 1.0f;
|
||||
float sum = 0.0f;
|
||||
|
||||
for (i = 0; i < octaves; i++) {
|
||||
sum += stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i)*amplitude;
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves)
|
||||
{
|
||||
int i;
|
||||
float frequency = 1.0f;
|
||||
float amplitude = 1.0f;
|
||||
float sum = 0.0f;
|
||||
|
||||
for (i = 0; i < octaves; i++) {
|
||||
float r = stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i)*amplitude;
|
||||
sum += (float) fabs(r);
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float stb_perlin_noise3_wrap_nonpow2(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed)
|
||||
{
|
||||
float u,v,w;
|
||||
float n000,n001,n010,n011,n100,n101,n110,n111;
|
||||
float n00,n01,n10,n11;
|
||||
float n0,n1;
|
||||
|
||||
int px = stb__perlin_fastfloor(x);
|
||||
int py = stb__perlin_fastfloor(y);
|
||||
int pz = stb__perlin_fastfloor(z);
|
||||
int x_wrap2 = (x_wrap ? x_wrap : 256);
|
||||
int y_wrap2 = (y_wrap ? y_wrap : 256);
|
||||
int z_wrap2 = (z_wrap ? z_wrap : 256);
|
||||
int x0 = px % x_wrap2, x1;
|
||||
int y0 = py % y_wrap2, y1;
|
||||
int z0 = pz % z_wrap2, z1;
|
||||
int r0,r1, r00,r01,r10,r11;
|
||||
|
||||
if (x0 < 0) x0 += x_wrap2;
|
||||
if (y0 < 0) y0 += y_wrap2;
|
||||
if (z0 < 0) z0 += z_wrap2;
|
||||
x1 = (x0+1) % x_wrap2;
|
||||
y1 = (y0+1) % y_wrap2;
|
||||
z1 = (z0+1) % z_wrap2;
|
||||
|
||||
#define stb__perlin_ease(a) (((a*6-15)*a + 10) * a * a * a)
|
||||
|
||||
x -= px; u = stb__perlin_ease(x);
|
||||
y -= py; v = stb__perlin_ease(y);
|
||||
z -= pz; w = stb__perlin_ease(z);
|
||||
|
||||
r0 = stb__perlin_randtab[x0];
|
||||
r0 = stb__perlin_randtab[r0+seed];
|
||||
r1 = stb__perlin_randtab[x1];
|
||||
r1 = stb__perlin_randtab[r1+seed];
|
||||
|
||||
r00 = stb__perlin_randtab[r0+y0];
|
||||
r01 = stb__perlin_randtab[r0+y1];
|
||||
r10 = stb__perlin_randtab[r1+y0];
|
||||
r11 = stb__perlin_randtab[r1+y1];
|
||||
|
||||
n000 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z0], x , y , z );
|
||||
n001 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z1], x , y , z-1 );
|
||||
n010 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z0], x , y-1, z );
|
||||
n011 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z1], x , y-1, z-1 );
|
||||
n100 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z0], x-1, y , z );
|
||||
n101 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z1], x-1, y , z-1 );
|
||||
n110 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z0], x-1, y-1, z );
|
||||
n111 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z1], x-1, y-1, z-1 );
|
||||
|
||||
n00 = stb__perlin_lerp(n000,n001,w);
|
||||
n01 = stb__perlin_lerp(n010,n011,w);
|
||||
n10 = stb__perlin_lerp(n100,n101,w);
|
||||
n11 = stb__perlin_lerp(n110,n111,w);
|
||||
|
||||
n0 = stb__perlin_lerp(n00,n01,v);
|
||||
n1 = stb__perlin_lerp(n10,n11,v);
|
||||
|
||||
return stb__perlin_lerp(n0,n1,u);
|
||||
}
|
||||
#endif // STB_PERLIN_IMPLEMENTATION
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
|
@ -1 +1 @@
|
|||
Subproject commit 0febd6e8aa29acda9ba825dc1446e8220bc03e94
|
||||
Subproject commit 147c46a1a460e329d9b56923c9afd6a1e7609a86
|
|
@ -0,0 +1,924 @@
|
|||
//
|
||||
// Copyright (c) 2019 Rokas Kupstys.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
|
||||
#ifndef IMGUI_DEFINE_MATH_OPERATORS
|
||||
# define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#endif
|
||||
|
||||
#include "ImNodes.h"
|
||||
|
||||
#include "imgui_internal.h"
|
||||
#include <limits>
|
||||
|
||||
namespace ImNodes
|
||||
{
|
||||
|
||||
CanvasState* gCanvas = nullptr;
|
||||
|
||||
bool operator ==(const ImVec2& a, const ImVec2& b)
|
||||
{
|
||||
return abs(a.x - b.x) < std::numeric_limits<float>::epsilon() &&
|
||||
abs(a.y - b.y) < std::numeric_limits<float>::epsilon();
|
||||
}
|
||||
|
||||
enum _ImNodesState
|
||||
{
|
||||
State_None,
|
||||
State_Drag,
|
||||
State_Select,
|
||||
};
|
||||
|
||||
/// Struct containing information about connection source node and slot.
|
||||
struct _DragConnectionPayload
|
||||
{
|
||||
/// Node id where connection started.
|
||||
void* NodeId = nullptr;
|
||||
/// Source slot name.
|
||||
const char* SlotTitle = nullptr;
|
||||
/// Source slot kind.
|
||||
int SlotKind = 0;
|
||||
};
|
||||
|
||||
/// Node-slot combination.
|
||||
struct _IgnoreSlot
|
||||
{
|
||||
/// Node id.
|
||||
void* NodeId = nullptr;
|
||||
/// Slot name.
|
||||
const char* SlotName = nullptr;
|
||||
/// Slot kind. Not actual slot kind, but +1 or -1. Used to determine if slot is input or output.
|
||||
int SlotKind = 0;
|
||||
|
||||
/// Equality operator, required by ImVector.
|
||||
bool operator==(const _IgnoreSlot& other) const
|
||||
{
|
||||
if (NodeId != other.NodeId || SlotKind != other.SlotKind)
|
||||
return false;
|
||||
|
||||
if (SlotName != nullptr && other.SlotName != nullptr)
|
||||
return strcmp(SlotName, other.SlotName) == 0;
|
||||
|
||||
return other.SlotName == SlotName;
|
||||
}
|
||||
};
|
||||
|
||||
struct _CanvasStateImpl
|
||||
{
|
||||
/// Storage for various internal node/slot attributes.
|
||||
ImGuiStorage CachedData{};
|
||||
/// Current node data.
|
||||
struct
|
||||
{
|
||||
/// User-provided unique node id.
|
||||
void* Id = nullptr;
|
||||
/// User-provided node position.
|
||||
ImVec2* Pos = nullptr;
|
||||
/// User-provided node selection status.
|
||||
bool* Selected = nullptr;
|
||||
/// Stack accumulated ImGui ID for the node item.
|
||||
ImGuiID ItemId;
|
||||
} Node;
|
||||
/// Current slot data.
|
||||
struct
|
||||
{
|
||||
int Kind = 0;
|
||||
const char* Title = nullptr;
|
||||
} slot{};
|
||||
/// Node id which will be positioned at the mouse cursor on next frame.
|
||||
void* AutoPositionNodeId = nullptr;
|
||||
/// Connection that was just created.
|
||||
struct
|
||||
{
|
||||
/// Node id of input node.
|
||||
void* InputNode = nullptr;
|
||||
/// Slot title of input node.
|
||||
const char* InputSlot = nullptr;
|
||||
/// Node id of output node.
|
||||
void* OutputNode = nullptr;
|
||||
/// Slot title of output node.
|
||||
const char* OutputSlot = nullptr;
|
||||
} NewConnection{};
|
||||
/// Starting position of node selection rect.
|
||||
ImVec2 SelectionStart{};
|
||||
/// Node id of node that is being dragged.
|
||||
void* DragNode = nullptr;
|
||||
/// Flag indicating that all selected nodes should be dragged.
|
||||
bool DragNodeSelected = false;
|
||||
/// Node id of node that should be selected on next frame, while deselecting any other nodes.
|
||||
void* SingleSelectedNode = nullptr;
|
||||
/// Frame on which selection logic should run.
|
||||
int DoSelectionsFrame = 0;
|
||||
/// Current interaction state.
|
||||
_ImNodesState State{};
|
||||
/// Flag indicating that new connection was just made.
|
||||
bool JustConnected = false;
|
||||
/// Previous canvas pointer. Used to restore proper gCanvas value when nesting canvases.
|
||||
CanvasState* PrevCanvas = nullptr;
|
||||
/// A list of node/slot combos that can not connect to current pending connection.
|
||||
ImVector<_IgnoreSlot> IgnoreConnections{};
|
||||
int PrevSelectCount = 0;
|
||||
int CurrSelectCount = 0;
|
||||
ImGuiID PendingActiveItemId = 0;
|
||||
ImGuiID PendingActiveSlotId = 0;
|
||||
/// The ID of the currently top-most hovered node as determined the last frame.
|
||||
ImGuiID HoveredNodeId = 0;
|
||||
/// The ID of the pending top-most hovered node determined thus far this frame.
|
||||
ImGuiID PendingHoveredNodeId = 0;
|
||||
};
|
||||
|
||||
CanvasState::CanvasState() noexcept
|
||||
{
|
||||
_Impl = new _CanvasStateImpl();
|
||||
|
||||
auto& imgui_style = ImGui::GetStyle();
|
||||
Colors[ColCanvasLines] = imgui_style.Colors[ImGuiCol_Separator];
|
||||
Colors[ColNodeBg] = imgui_style.Colors[ImGuiCol_WindowBg];
|
||||
Colors[ColNodeActiveBg] = imgui_style.Colors[ImGuiCol_FrameBgActive];
|
||||
Colors[ColNodeBorder] = imgui_style.Colors[ImGuiCol_Border];
|
||||
Colors[ColConnection] = imgui_style.Colors[ImGuiCol_PlotLines];
|
||||
Colors[ColConnectionActive] = imgui_style.Colors[ImGuiCol_PlotLinesHovered];
|
||||
Colors[ColSelectBg] = imgui_style.Colors[ImGuiCol_FrameBgActive];
|
||||
Colors[ColSelectBg].Value.w = 0.25f;
|
||||
Colors[ColSelectBorder] = imgui_style.Colors[ImGuiCol_Border];
|
||||
}
|
||||
|
||||
CanvasState::~CanvasState()
|
||||
{
|
||||
delete _Impl;
|
||||
}
|
||||
|
||||
ImU32 MakeSlotDataID(const char* data, const char* slot_title, void* node_id, bool input_slot)
|
||||
{
|
||||
ImU32 slot_id = ImHashStr(slot_title, 0, ImHashData(&node_id, sizeof(node_id)));
|
||||
if (input_slot)
|
||||
{
|
||||
// Ensure that input and output slots with same name have different ids.
|
||||
slot_id ^= ~0U;
|
||||
}
|
||||
return ImHashStr(data, 0, slot_id);
|
||||
}
|
||||
|
||||
// Based on http://paulbourke.net/geometry/pointlineplane/
|
||||
float GetDistanceToLineSquared(const ImVec2& point, const ImVec2& a, const ImVec2& b)
|
||||
{
|
||||
float tx, ty, t, u;
|
||||
tx = b.x - a.x;
|
||||
ty = b.y - a.y;
|
||||
t = (tx * tx) + (ty * ty);
|
||||
u = ((point.x - a.x) * tx + (point.y - a.y) * ty) / t;
|
||||
if (u > 1)
|
||||
u = 1;
|
||||
else if (u < 0)
|
||||
u = 0;
|
||||
tx = (a.x + u * tx) - point.x;
|
||||
ty = (a.y + u * ty) - point.y;
|
||||
return tx * tx + ty * ty;
|
||||
}
|
||||
|
||||
bool RenderConnection(const ImVec2& input_pos, const ImVec2& output_pos, float thickness)
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
CanvasState* canvas = gCanvas;
|
||||
const ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
thickness *= canvas->Zoom;
|
||||
|
||||
ImVec2 p2 = input_pos - ImVec2{canvas->Style.CurveStrength * canvas->Zoom, 0};
|
||||
ImVec2 p3 = output_pos + ImVec2{canvas->Style.CurveStrength * canvas->Zoom, 0};
|
||||
#if IMGUI_VERSION_NUM < 18000
|
||||
ImVec2 closest_pt = ImBezierClosestPointCasteljau(input_pos, p2, p3, output_pos, ImGui::GetMousePos(), style.CurveTessellationTol);
|
||||
#else
|
||||
ImVec2 closest_pt = ImBezierCubicClosestPointCasteljau(input_pos, p2, p3, output_pos, ImGui::GetMousePos(), style.CurveTessellationTol);
|
||||
#endif
|
||||
float min_square_distance = ImFabs(ImLengthSqr(ImGui::GetMousePos() - closest_pt));
|
||||
bool is_close = min_square_distance <= thickness * thickness;
|
||||
#if IMGUI_VERSION_NUM < 18000
|
||||
draw_list->AddBezierCurve(input_pos, p2, p3, output_pos, is_close ? canvas->Colors[ColConnectionActive] : canvas->Colors[ColConnection], thickness, 0);
|
||||
#else
|
||||
draw_list->AddBezierCubic(input_pos, p2, p3, output_pos, is_close ? canvas->Colors[ColConnectionActive] : canvas->Colors[ColConnection], thickness, 0);
|
||||
#endif
|
||||
return is_close;
|
||||
}
|
||||
|
||||
void BeginCanvas(CanvasState* canvas)
|
||||
{
|
||||
canvas->_Impl->PrevCanvas = gCanvas;
|
||||
gCanvas = canvas;
|
||||
const ImGuiWindow* w = ImGui::GetCurrentWindow();
|
||||
ImGui::PushID(canvas);
|
||||
|
||||
ImGui::ItemAdd(w->ContentRegionRect, ImGui::GetID("canvas"));
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (!ImGui::IsMouseDown(0) && ImGui::IsWindowHovered())
|
||||
{
|
||||
if (ImGui::IsMouseDragging(2))
|
||||
canvas->Offset += io.MouseDelta;
|
||||
|
||||
if (io.KeyShift && !io.KeyCtrl)
|
||||
canvas->Offset.x += io.MouseWheel * 16.0f;
|
||||
|
||||
if (!io.KeyShift && !io.KeyCtrl)
|
||||
{
|
||||
canvas->Offset.y += io.MouseWheel * 16.0f;
|
||||
canvas->Offset.x += io.MouseWheelH * 16.0f;
|
||||
}
|
||||
|
||||
if (!io.KeyShift && io.KeyCtrl)
|
||||
{
|
||||
if (io.MouseWheel != 0)
|
||||
{
|
||||
ImVec2 mouseRel = ImVec2{ ImGui::GetMousePos().x - ImGui::GetWindowPos().x, ImGui::GetMousePos().y - ImGui::GetWindowPos().y };
|
||||
float prevZoom = canvas->Zoom;
|
||||
canvas->Zoom = ImClamp(canvas->Zoom + io.MouseWheel * canvas->Zoom / 16.f, 0.3f, 3.f);
|
||||
float zoomFactor = (prevZoom - canvas->Zoom) / prevZoom;
|
||||
canvas->Offset += (mouseRel - canvas->Offset) * zoomFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const float grid = canvas->Style.GridSpacing * canvas->Zoom;
|
||||
|
||||
ImVec2 pos = ImGui::GetWindowPos();
|
||||
ImVec2 size = ImGui::GetWindowSize();
|
||||
|
||||
ImU32 grid_color = ImColor(canvas->Colors[ColCanvasLines]);
|
||||
for (float x = fmodf(canvas->Offset.x, grid); x < size.x;)
|
||||
{
|
||||
draw_list->AddLine(ImVec2(x, 0) + pos, ImVec2(x, size.y) + pos, grid_color);
|
||||
x += grid;
|
||||
}
|
||||
|
||||
for (float y = fmodf(canvas->Offset.y, grid); y < size.y;)
|
||||
{
|
||||
draw_list->AddLine(ImVec2(0, y) + pos, ImVec2(size.x, y) + pos, grid_color);
|
||||
y += grid;
|
||||
}
|
||||
|
||||
ImGui::SetWindowFontScale(canvas->Zoom);
|
||||
|
||||
canvas->_Impl->PrevSelectCount = canvas->_Impl->CurrSelectCount;
|
||||
canvas->_Impl->CurrSelectCount = 0;
|
||||
}
|
||||
|
||||
void EndCanvas()
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr); // Did you forget calling BeginCanvas()?
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
// Draw pending connection
|
||||
if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
|
||||
{
|
||||
char data_type_fragment[] = "new-node-connection-";
|
||||
if (strncmp(payload->DataType, data_type_fragment, sizeof(data_type_fragment) - 1) == 0)
|
||||
{
|
||||
auto* drag_data = (_DragConnectionPayload*)payload->Data;
|
||||
ImVec2 slot_pos{
|
||||
impl->CachedData.GetFloat(MakeSlotDataID("x", drag_data->SlotTitle, drag_data->NodeId,
|
||||
IsInputSlotKind(drag_data->SlotKind))),
|
||||
impl->CachedData.GetFloat(MakeSlotDataID("y", drag_data->SlotTitle, drag_data->NodeId,
|
||||
IsInputSlotKind(drag_data->SlotKind))),
|
||||
};
|
||||
|
||||
float connection_indent = canvas->Style.ConnectionIndent * canvas->Zoom;
|
||||
|
||||
ImVec2 input_pos, output_pos;
|
||||
if (IsInputSlotKind(drag_data->SlotKind))
|
||||
{
|
||||
input_pos = slot_pos;
|
||||
input_pos.x += connection_indent;
|
||||
output_pos = ImGui::GetMousePos();
|
||||
}
|
||||
else
|
||||
{
|
||||
input_pos = ImGui::GetMousePos();
|
||||
output_pos = slot_pos;
|
||||
output_pos.x -= connection_indent;
|
||||
}
|
||||
|
||||
RenderConnection(input_pos, output_pos, canvas->Style.CurveThickness);
|
||||
}
|
||||
}
|
||||
|
||||
if (impl->DoSelectionsFrame <= ImGui::GetCurrentContext()->FrameCount)
|
||||
impl->SingleSelectedNode = nullptr;
|
||||
|
||||
if (impl->PendingActiveItemId != 0)
|
||||
{
|
||||
ImGui::SetActiveID(impl->PendingActiveItemId, ImGui::GetCurrentWindow());
|
||||
impl->PendingActiveItemId = 0;
|
||||
}
|
||||
|
||||
switch (impl->State)
|
||||
{
|
||||
case State_None:
|
||||
{
|
||||
// Set the hovered node, if there is any, for the next frame.
|
||||
impl->HoveredNodeId = impl->PendingHoveredNodeId;
|
||||
|
||||
ImGuiID canvas_id = ImGui::GetID("canvas");
|
||||
if (ImGui::IsMouseDown(0) && ImGui::GetCurrentWindow()->ContentRegionRect.Contains(ImGui::GetMousePos()))
|
||||
{
|
||||
if (ImGui::IsWindowHovered())
|
||||
{
|
||||
if (!ImGui::IsWindowFocused())
|
||||
ImGui::FocusWindow(ImGui::GetCurrentWindow());
|
||||
|
||||
if (!ImGui::IsAnyItemActive())
|
||||
{
|
||||
ImGui::SetActiveID(canvas_id, ImGui::GetCurrentWindow());
|
||||
const ImGuiIO& io = ImGui::GetIO();
|
||||
if (!io.KeyCtrl && !io.KeyShift)
|
||||
{
|
||||
impl->SingleSelectedNode = nullptr; // unselect all
|
||||
impl->DoSelectionsFrame = ImGui::GetCurrentContext()->FrameCount + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::GetActiveID() == canvas_id && ImGui::IsMouseDragging(0))
|
||||
{
|
||||
impl->SelectionStart = ImGui::GetMousePos();
|
||||
impl->State = State_Select;
|
||||
}
|
||||
}
|
||||
else if (ImGui::GetActiveID() == canvas_id)
|
||||
ImGui::ClearActiveID();
|
||||
break;
|
||||
}
|
||||
case State_Drag:
|
||||
{
|
||||
if (!ImGui::IsMouseDown(0))
|
||||
{
|
||||
impl->State = State_None;
|
||||
impl->DragNode = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State_Select:
|
||||
{
|
||||
if (ImGui::IsMouseDown(0))
|
||||
{
|
||||
draw_list->AddRectFilled(impl->SelectionStart, ImGui::GetMousePos(), canvas->Colors[ColSelectBg]);
|
||||
draw_list->AddRect(impl->SelectionStart, ImGui::GetMousePos(), canvas->Colors[ColSelectBorder]);
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::ClearActiveID();
|
||||
impl->State = State_None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Clear this in preparation for the next frame.
|
||||
impl->PendingHoveredNodeId = 0;
|
||||
|
||||
ImGui::SetWindowFontScale(1.f);
|
||||
ImGui::PopID(); // canvas
|
||||
gCanvas = impl->PrevCanvas;
|
||||
}
|
||||
|
||||
bool BeginNode(void* node_id, ImVec2* pos, bool* selected)
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
IM_ASSERT(node_id != nullptr);
|
||||
IM_ASSERT(pos != nullptr);
|
||||
IM_ASSERT(selected != nullptr);
|
||||
const ImGuiStyle& style = ImGui::GetStyle();
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
impl->Node.Id = node_id;
|
||||
impl->Node.Pos = pos;
|
||||
impl->Node.Selected = selected;
|
||||
|
||||
// 0 - node rect, curves
|
||||
// 1 - node content
|
||||
draw_list->ChannelsSplit(2);
|
||||
|
||||
if (node_id == impl->AutoPositionNodeId)
|
||||
{
|
||||
// Somewhere out of view so that we dont see node flicker when it will be repositioned
|
||||
ImGui::SetCursorScreenPos(ImGui::GetWindowPos() + ImGui::GetWindowSize() + style.WindowPadding);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Top-let corner of the node
|
||||
ImGui::SetCursorScreenPos(ImGui::GetWindowPos() + (*pos) * canvas->Zoom + canvas->Offset);
|
||||
}
|
||||
|
||||
ImGui::PushID(node_id);
|
||||
|
||||
impl->Node.ItemId = ImGui::GetID(node_id);
|
||||
|
||||
ImGui::BeginGroup(); // Slots and content group
|
||||
draw_list->ChannelsSetCurrent(1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void EndNode()
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
auto* node_id = impl->Node.Id;
|
||||
|
||||
bool& node_selected = *impl->Node.Selected;
|
||||
ImVec2& node_pos = *impl->Node.Pos;
|
||||
bool activate = false;
|
||||
|
||||
ImGui::EndGroup(); // Slots and content group
|
||||
|
||||
ImRect node_rect{
|
||||
ImGui::GetItemRectMin() - canvas->Style.NodeSpacing * canvas->Zoom,
|
||||
ImGui::GetItemRectMax() + canvas->Style.NodeSpacing * canvas->Zoom
|
||||
};
|
||||
|
||||
// Render frame
|
||||
draw_list->ChannelsSetCurrent(0);
|
||||
|
||||
ImColor node_color = canvas->Colors[node_selected ? ColNodeActiveBg : ColNodeBg];
|
||||
draw_list->AddRectFilled(node_rect.Min, node_rect.Max, node_color, canvas->Style.NodeRounding * canvas->Zoom);
|
||||
draw_list->AddRect(node_rect.Min, node_rect.Max, canvas->Colors[ColNodeBorder], canvas->Style.NodeRounding * canvas->Zoom);
|
||||
|
||||
// Create node item
|
||||
ImGuiID node_item_id = impl->Node.ItemId;
|
||||
ImGui::ItemSize(node_rect.GetSize());
|
||||
ImGui::ItemAdd(node_rect, node_item_id);
|
||||
|
||||
// Save last selection state in case we are about to start dragging multiple selected nodes
|
||||
if (ImGui::IsMouseClicked(0))
|
||||
{
|
||||
ImGuiID prev_selected_id = ImHashStr("prev-selected", 0, ImHashData(&impl->Node.Id, sizeof(impl->Node.Id)));
|
||||
impl->CachedData.SetBool(prev_selected_id, node_selected);
|
||||
}
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (impl->State)
|
||||
{
|
||||
case State_None:
|
||||
{
|
||||
//
|
||||
// Nodes are drawn from back to front, but the user interaction is rather front to back. Therefore the
|
||||
// top-most of overlayed nodes will not be known until all nodes have been rendered. So we continuously
|
||||
// save the potential top-most node and thus overwrite the previous candidate. The final top-most node
|
||||
// is known once EndCanvas() is called.
|
||||
//
|
||||
// Since we do this only in this state a node is not considered hovered when another node is dragged
|
||||
// or an area selection is being made. Also, since IsItemHovered() is not called with any flags a node is
|
||||
// not considered hovered during a pending connection (the source slot is active).
|
||||
//
|
||||
if (ImGui::IsItemHovered())
|
||||
impl->PendingHoveredNodeId = node_item_id;
|
||||
|
||||
// Node selection behavior. Selection can change only when no node is being dragged and connections are not being made.
|
||||
if (impl->JustConnected || ImGui::GetDragDropPayload() != nullptr)
|
||||
{
|
||||
// No selections are performed when nodes are being connected.
|
||||
impl->JustConnected = false;
|
||||
}
|
||||
else if (impl->DoSelectionsFrame == ImGui::GetCurrentContext()->FrameCount)
|
||||
{
|
||||
// Unselect other nodes when some node was left-clicked.
|
||||
if (impl->SingleSelectedNode == node_id)
|
||||
{
|
||||
// Toggle selection status unless this wasn't the only selected node on previous frame.
|
||||
if (impl->PrevSelectCount > (node_selected ? 1 : 0))
|
||||
node_selected = true;
|
||||
else
|
||||
node_selected ^= true;
|
||||
}
|
||||
else
|
||||
node_selected = false;
|
||||
}
|
||||
else if (ImGui::IsMouseDown(0) && !ImGui::IsAnyItemActive() && ImGui::IsItemHovered())
|
||||
{
|
||||
// Nodes are drawn from back to front, but the user interaction is rather front to back. Therefore the
|
||||
// top-most of overlayed nodes will not be known until all nodes have been rendered. So we continuously
|
||||
// save the potential top-most node and thus overwrite the previous candidate. The final top-most node
|
||||
// is known once EndCanvas() is called.
|
||||
activate = true;
|
||||
}
|
||||
else if (ImGui::IsMouseReleased(0) && ImGui::IsItemHovered() && ImGui::IsItemActive())
|
||||
{
|
||||
if (!io.KeyCtrl)
|
||||
{
|
||||
impl->SingleSelectedNode = node_id;
|
||||
impl->DoSelectionsFrame = ImGui::GetCurrentContext()->FrameCount + 1;
|
||||
}
|
||||
else
|
||||
node_selected ^= true;
|
||||
}
|
||||
else if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0))
|
||||
{
|
||||
impl->State = State_Drag;
|
||||
if (impl->DragNode == nullptr)
|
||||
{
|
||||
impl->DragNode = node_id;
|
||||
impl->DragNodeSelected = node_selected;
|
||||
}
|
||||
else
|
||||
impl->SingleSelectedNode = nullptr;
|
||||
}
|
||||
else if (node_id == impl->AutoPositionNodeId)
|
||||
{
|
||||
// Upon node creation we would like it to be positioned at the center of mouse cursor. This can be done only
|
||||
// once widget dimensions are known at the end of rendering and thus on the next frame.
|
||||
node_pos = (ImGui::GetMousePos() - ImGui::GetCurrentWindow()->Pos) / canvas->Zoom - canvas->Offset - (node_rect.GetSize() / 2);
|
||||
impl->AutoPositionNodeId = nullptr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State_Drag:
|
||||
{
|
||||
if (ImGui::IsMouseDown(0))
|
||||
{
|
||||
// Node dragging behavior. Drag node under mouse and other selected nodes if current node is selected.
|
||||
if ((ImGui::IsItemActive() || (impl->DragNode && impl->DragNodeSelected && node_selected)))
|
||||
node_pos += ImGui::GetIO().MouseDelta / canvas->Zoom;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State_Select:
|
||||
{
|
||||
ImRect selection_rect;
|
||||
selection_rect.Min.x = ImMin(impl->SelectionStart.x, ImGui::GetMousePos().x);
|
||||
selection_rect.Min.y = ImMin(impl->SelectionStart.y, ImGui::GetMousePos().y);
|
||||
selection_rect.Max.x = ImMax(impl->SelectionStart.x, ImGui::GetMousePos().x);
|
||||
selection_rect.Max.y = ImMax(impl->SelectionStart.y, ImGui::GetMousePos().y);
|
||||
|
||||
ImGuiID prev_selected_id = ImHashStr("prev-selected", 0, ImHashData(&impl->Node.Id, sizeof(impl->Node.Id)));
|
||||
if (io.KeyShift)
|
||||
{
|
||||
// Append selection
|
||||
if (selection_rect.Contains(node_rect))
|
||||
node_selected = true;
|
||||
else
|
||||
node_selected = impl->CachedData.GetBool(prev_selected_id);
|
||||
}
|
||||
else if (io.KeyCtrl)
|
||||
{
|
||||
// Subtract from selection
|
||||
if (selection_rect.Contains(node_rect))
|
||||
node_selected = false;
|
||||
else
|
||||
node_selected = impl->CachedData.GetBool(prev_selected_id);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Assign selection
|
||||
node_selected = selection_rect.Contains(node_rect);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the node as pending active unless one of it's slot's is pending active.
|
||||
if (impl->PendingActiveSlotId != 0)
|
||||
{
|
||||
impl->PendingActiveItemId = impl->PendingActiveSlotId;
|
||||
impl->PendingActiveSlotId = 0;
|
||||
}
|
||||
else if (activate)
|
||||
impl->PendingActiveItemId = node_item_id;
|
||||
|
||||
draw_list->ChannelsMerge();
|
||||
|
||||
if (!ImGui::IsMouseDown(0) && ImGui::IsItemActive())
|
||||
ImGui::ClearActiveID();
|
||||
|
||||
if (node_selected)
|
||||
impl->CurrSelectCount++;
|
||||
|
||||
ImGui::PopID(); // id
|
||||
}
|
||||
|
||||
bool IsNodeHovered()
|
||||
{
|
||||
assert(gCanvas != nullptr);
|
||||
return gCanvas->_Impl->Node.ItemId == gCanvas->_Impl->HoveredNodeId;
|
||||
}
|
||||
|
||||
bool GetNewConnection(void** input_node, const char** input_slot_title, void** output_node, const char** output_slot_title)
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
IM_ASSERT(input_node != nullptr);
|
||||
IM_ASSERT(input_slot_title != nullptr);
|
||||
IM_ASSERT(output_node != nullptr);
|
||||
IM_ASSERT(output_slot_title != nullptr);
|
||||
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
if (impl->NewConnection.OutputNode != nullptr)
|
||||
{
|
||||
*input_node = impl->NewConnection.InputNode;
|
||||
*input_slot_title = impl->NewConnection.InputSlot;
|
||||
*output_node = impl->NewConnection.OutputNode;
|
||||
*output_slot_title = impl->NewConnection.OutputSlot;
|
||||
impl->NewConnection = {};
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GetPendingConnection(void** node_id, const char** slot_title, int* slot_kind)
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
IM_ASSERT(node_id != nullptr);
|
||||
IM_ASSERT(slot_title != nullptr);
|
||||
IM_ASSERT(slot_kind != nullptr);
|
||||
|
||||
if (auto* payload = ImGui::GetDragDropPayload())
|
||||
{
|
||||
char drag_id[] = "new-node-connection-";
|
||||
if (strncmp(drag_id, payload->DataType, sizeof(drag_id) - 1) == 0)
|
||||
{
|
||||
auto* drag_payload = (_DragConnectionPayload*)payload->Data;
|
||||
*node_id = drag_payload->NodeId;
|
||||
*slot_title = drag_payload->SlotTitle;
|
||||
*slot_kind = drag_payload->SlotKind;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Connection(void* input_node, const char* input_slot, void* output_node, const char* output_slot)
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
IM_ASSERT(input_node != nullptr);
|
||||
IM_ASSERT(input_slot != nullptr);
|
||||
IM_ASSERT(output_node != nullptr);
|
||||
IM_ASSERT(output_slot != nullptr);
|
||||
|
||||
bool is_connected = true;
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
if (input_node == impl->AutoPositionNodeId || output_node == impl->AutoPositionNodeId)
|
||||
// Do not render connection to newly added output node because node is rendered outside of screen on the first frame and will be repositioned.
|
||||
return is_connected;
|
||||
|
||||
ImVec2 input_slot_pos{
|
||||
impl->CachedData.GetFloat(MakeSlotDataID("x", input_slot, input_node, true)),
|
||||
impl->CachedData.GetFloat(MakeSlotDataID("y", input_slot, input_node, true)),
|
||||
};
|
||||
|
||||
ImVec2 output_slot_pos{
|
||||
impl->CachedData.GetFloat(MakeSlotDataID("x", output_slot, output_node, false)),
|
||||
impl->CachedData.GetFloat(MakeSlotDataID("y", output_slot, output_node, false)),
|
||||
};
|
||||
|
||||
// Indent connection a bit into slot widget.
|
||||
float connection_indent = canvas->Style.ConnectionIndent * canvas->Zoom;
|
||||
input_slot_pos.x += connection_indent;
|
||||
output_slot_pos.x -= connection_indent;
|
||||
|
||||
bool curve_hovered = RenderConnection(input_slot_pos, output_slot_pos, canvas->Style.CurveThickness);
|
||||
if (curve_hovered && ImGui::IsWindowHovered())
|
||||
{
|
||||
if (ImGui::IsMouseDoubleClicked(0))
|
||||
is_connected = false;
|
||||
}
|
||||
|
||||
impl->CachedData.SetFloat(MakeSlotDataID("hovered", input_slot, input_node, true), curve_hovered && is_connected);
|
||||
impl->CachedData.SetFloat(MakeSlotDataID("hovered", output_slot, output_node, false), curve_hovered && is_connected);
|
||||
|
||||
void* pending_node_id;
|
||||
const char* pending_slot_title;
|
||||
int pending_slot_kind;
|
||||
if (GetPendingConnection(&pending_node_id, &pending_slot_title, &pending_slot_kind))
|
||||
{
|
||||
_IgnoreSlot ignore_connection{};
|
||||
if (IsInputSlotKind(pending_slot_kind))
|
||||
{
|
||||
if (pending_node_id == input_node && strcmp(pending_slot_title, input_slot) == 0)
|
||||
{
|
||||
ignore_connection.NodeId = output_node;
|
||||
ignore_connection.SlotName = output_slot;
|
||||
ignore_connection.SlotKind = OutputSlotKind(1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pending_node_id == output_node && strcmp(pending_slot_title, output_slot) == 0)
|
||||
{
|
||||
ignore_connection.NodeId = input_node;
|
||||
ignore_connection.SlotName = input_slot;
|
||||
ignore_connection.SlotKind = InputSlotKind(1);
|
||||
}
|
||||
}
|
||||
if (ignore_connection.NodeId)
|
||||
{
|
||||
if (!impl->IgnoreConnections.contains(ignore_connection))
|
||||
impl->IgnoreConnections.push_back(ignore_connection);
|
||||
}
|
||||
}
|
||||
|
||||
return is_connected;
|
||||
}
|
||||
|
||||
CanvasState* GetCurrentCanvas()
|
||||
{
|
||||
return gCanvas;
|
||||
}
|
||||
|
||||
bool BeginSlot(const char* title, int kind)
|
||||
{
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
impl->slot.Title = title;
|
||||
impl->slot.Kind = kind;
|
||||
|
||||
ImGui::BeginGroup();
|
||||
return true;
|
||||
}
|
||||
|
||||
void EndSlot()
|
||||
{
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
ImGui::EndGroup();
|
||||
|
||||
ImGui::PushID(impl->slot.Title);
|
||||
ImGui::PushID(impl->slot.Kind);
|
||||
|
||||
ImRect slot_rect{ImGui::GetItemRectMin(), ImGui::GetItemRectMax()};
|
||||
// This here adds extra line between slots because after user renders slot cursor is already past those items.
|
||||
// ImGui::ItemSize(slot_rect.GetSize());
|
||||
ImGui::ItemAdd(slot_rect, ImGui::GetID(impl->slot.Title));
|
||||
|
||||
if (ImGui::IsMouseClicked(0) && ImGui::IsItemHovered())
|
||||
impl->PendingActiveSlotId = ImGui::GetID(impl->slot.Title);
|
||||
|
||||
if (ImGui::IsItemActive() && !ImGui::IsMouseDown(0))
|
||||
ImGui::ClearActiveID();
|
||||
|
||||
// Store slot edge positions, curves will connect there
|
||||
{
|
||||
float x;
|
||||
if (IsInputSlotKind(impl->slot.Kind))
|
||||
x = slot_rect.Min.x;
|
||||
else
|
||||
x = slot_rect.Max.x;
|
||||
|
||||
impl->CachedData.SetFloat(MakeSlotDataID("x", impl->slot.Title, impl->Node.Id, IsInputSlotKind(impl->slot.Kind)), x);
|
||||
impl->CachedData.SetFloat(MakeSlotDataID("y", impl->slot.Title, impl->Node.Id, IsInputSlotKind(impl->slot.Kind)),
|
||||
slot_rect.Max.y - slot_rect.GetHeight() / 2);
|
||||
}
|
||||
|
||||
if (ImGui::BeginDragDropSource())
|
||||
{
|
||||
auto* payload = ImGui::GetDragDropPayload();
|
||||
char drag_id[32];
|
||||
snprintf(drag_id, sizeof(drag_id), "new-node-connection-%08X", impl->slot.Kind);
|
||||
if (payload == nullptr || !payload->IsDataType(drag_id))
|
||||
{
|
||||
_DragConnectionPayload drag_data{ };
|
||||
drag_data.NodeId = impl->Node.Id;
|
||||
drag_data.SlotKind = impl->slot.Kind;
|
||||
drag_data.SlotTitle = impl->slot.Title;
|
||||
|
||||
ImGui::SetDragDropPayload(drag_id, &drag_data, sizeof(drag_data));
|
||||
|
||||
// Clear new connection info
|
||||
impl->NewConnection.InputNode = nullptr;
|
||||
impl->NewConnection.InputSlot = nullptr;
|
||||
impl->NewConnection.OutputNode = nullptr;
|
||||
impl->NewConnection.OutputSlot = nullptr;
|
||||
canvas->_Impl->IgnoreConnections.clear();
|
||||
}
|
||||
ImGui::TextUnformatted(impl->slot.Title);
|
||||
ImGui::EndDragDropSource();
|
||||
}
|
||||
|
||||
if (IsConnectingCompatibleSlot() && ImGui::BeginDragDropTarget())
|
||||
{
|
||||
// Accept drags from opposite type (input <-> output, and same kind)
|
||||
char drag_id[32];
|
||||
snprintf(drag_id, sizeof(drag_id), "new-node-connection-%08X", impl->slot.Kind * -1);
|
||||
|
||||
if (auto* payload = ImGui::AcceptDragDropPayload(drag_id))
|
||||
{
|
||||
auto* drag_data = (_DragConnectionPayload*) payload->Data;
|
||||
|
||||
// Store info of source slot to be queried by ImNodes::GetConnection()
|
||||
if (!IsInputSlotKind(impl->slot.Kind))
|
||||
{
|
||||
impl->NewConnection.InputNode = drag_data->NodeId;
|
||||
impl->NewConnection.InputSlot = drag_data->SlotTitle;
|
||||
impl->NewConnection.OutputNode = impl->Node.Id;
|
||||
impl->NewConnection.OutputSlot = impl->slot.Title;
|
||||
}
|
||||
else
|
||||
{
|
||||
impl->NewConnection.InputNode = impl->Node.Id;
|
||||
impl->NewConnection.InputSlot = impl->slot.Title;
|
||||
impl->NewConnection.OutputNode = drag_data->NodeId;
|
||||
impl->NewConnection.OutputSlot = drag_data->SlotTitle;
|
||||
}
|
||||
impl->JustConnected = true;
|
||||
canvas->_Impl->IgnoreConnections.clear();
|
||||
}
|
||||
|
||||
ImGui::EndDragDropTarget();
|
||||
}
|
||||
|
||||
ImGui::PopID(); // kind
|
||||
ImGui::PopID(); // name
|
||||
}
|
||||
|
||||
void AutoPositionNode(void* node_id)
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
gCanvas->_Impl->AutoPositionNodeId = node_id;
|
||||
}
|
||||
|
||||
bool IsSlotCurveHovered()
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
void* node_id;
|
||||
const char* slot_title;
|
||||
int slot_kind;
|
||||
if (ImNodes::GetPendingConnection(&node_id, &slot_title, &slot_kind))
|
||||
{
|
||||
// In-progress connection to current slot is hovered
|
||||
return node_id == impl->Node.Id && strcmp(slot_title, impl->slot.Title) == 0 &&
|
||||
slot_kind == impl->slot.Kind;
|
||||
}
|
||||
|
||||
// Actual curve is hovered
|
||||
return impl->CachedData.GetBool(MakeSlotDataID("hovered", impl->slot.Title, impl->Node.Id,
|
||||
IsInputSlotKind(impl->slot.Kind)));
|
||||
}
|
||||
|
||||
bool IsConnectingCompatibleSlot()
|
||||
{
|
||||
IM_ASSERT(gCanvas != nullptr);
|
||||
auto* canvas = gCanvas;
|
||||
auto* impl = canvas->_Impl;
|
||||
|
||||
if (auto* payload = ImGui::GetDragDropPayload())
|
||||
{
|
||||
auto* drag_payload = (_DragConnectionPayload*)payload->Data;
|
||||
|
||||
if (drag_payload->NodeId == impl->Node.Id)
|
||||
// Node can not connect to itself
|
||||
return false;
|
||||
|
||||
char drag_id[32];
|
||||
snprintf(drag_id, sizeof(drag_id), "new-node-connection-%08X", impl->slot.Kind * -1);
|
||||
if (strcmp(drag_id, payload->DataType) != 0)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < impl->IgnoreConnections.size(); i++)
|
||||
{
|
||||
const _IgnoreSlot& ignored = impl->IgnoreConnections[i];
|
||||
if (ignored.NodeId == impl->Node.Id && strcmp(ignored.SlotName, impl->slot.Title) == 0 &&
|
||||
IsInputSlotKind(ignored.SlotKind) == IsInputSlotKind(impl->slot.Kind))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,497 @@
|
|||
//
|
||||
// Copyright (c) 2019 Rokas Kupstys.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
// THE SOFTWARE.
|
||||
//
|
||||
#ifndef IMGUI_DEFINE_MATH_OPERATORS
|
||||
# define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#endif
|
||||
#include "ImNodesEz.h"
|
||||
|
||||
#include "imgui_internal.h"
|
||||
|
||||
namespace ImNodes
|
||||
{
|
||||
|
||||
namespace Ez
|
||||
{
|
||||
|
||||
static ImVec4& GetStyleColorRef(ImNodesStyleCol idx);
|
||||
static ImU32 GetStyleColorU32(ImNodesStyleCol idx);
|
||||
|
||||
struct StyleVarMod
|
||||
{
|
||||
ImNodesStyleVar Index;
|
||||
float Value[2];
|
||||
StyleVarMod(ImNodesStyleVar idx, float val) { Index = idx; Value[0] = val; }
|
||||
StyleVarMod(ImNodesStyleVar idx, const ImVec2 &val) { Index = idx; Value[0] = val.x; Value[1] = val.y; }
|
||||
};
|
||||
|
||||
struct StyleColMod
|
||||
{
|
||||
ImNodesStyleCol Index;
|
||||
ImVec4 Value;
|
||||
};
|
||||
|
||||
struct Context
|
||||
{
|
||||
StyleVars Style;
|
||||
ImVector<StyleVarMod> StyleVarStack;
|
||||
ImVector<StyleColMod> StyleColStack;
|
||||
ImDrawListSplitter NodeSplitter;
|
||||
ImDrawListSplitter CanvasSplitter;
|
||||
float BodyPosY;
|
||||
bool *NodeSelected;
|
||||
CanvasState State;
|
||||
};
|
||||
|
||||
static Context *GContext = nullptr;
|
||||
|
||||
|
||||
Context* CreateContext()
|
||||
{
|
||||
Context *ctx = new Context();
|
||||
if (GContext == nullptr)
|
||||
GContext = ctx;
|
||||
return ctx;
|
||||
}
|
||||
|
||||
void FreeContext(Context *ctx)
|
||||
{
|
||||
if (GContext == ctx)
|
||||
GContext = nullptr;
|
||||
delete ctx;
|
||||
}
|
||||
|
||||
void SetContext(Context *ctx)
|
||||
{
|
||||
GContext = ctx;
|
||||
}
|
||||
|
||||
|
||||
ImNodes::CanvasState& GetState()
|
||||
{
|
||||
return GContext->State;
|
||||
}
|
||||
|
||||
|
||||
void BeginCanvas()
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
auto draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
//
|
||||
// Setup and use this splitter to separate nodes and connections into layers. The connections should
|
||||
// not be rendered until after the nodes to get correct positions in relation to the nodes' slots on
|
||||
// the same frame, but be rendered behind the nodes.
|
||||
//
|
||||
g.CanvasSplitter.Clear();
|
||||
g.CanvasSplitter.Split(draw_list, 2);
|
||||
|
||||
ImNodes::BeginCanvas(&GContext->State);
|
||||
}
|
||||
|
||||
void EndCanvas()
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
auto draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
ImNodes::EndCanvas();
|
||||
|
||||
g.CanvasSplitter.Merge(draw_list);
|
||||
}
|
||||
|
||||
|
||||
bool BeginNode(void* node_id, const char* title, ImVec2* pos, bool* selected)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
ImGuiStorage *storage = ImGui::GetStateStorage();
|
||||
auto draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
g.NodeSelected = selected;
|
||||
|
||||
g.CanvasSplitter.SetCurrentChannel(draw_list, 1); // Node layer.
|
||||
|
||||
g.NodeSplitter.Clear();
|
||||
g.NodeSplitter.Split(draw_list, 2);
|
||||
g.NodeSplitter.SetCurrentChannel(draw_list, 1); // Front layer.
|
||||
|
||||
bool result = ImNodes::BeginNode(node_id, pos, selected);
|
||||
|
||||
ImVec2 title_size = ImGui::CalcTextSize(title);
|
||||
ImVec2 title_pos = ImGui::GetCursorScreenPos();
|
||||
g.BodyPosY = title_pos.y + title_size.y + g.State.Style.NodeSpacing.y * g.State.Zoom;
|
||||
ImVec2 input_pos = ImVec2{title_pos.x, g.BodyPosY + g.State.Style.NodeSpacing.y * g.State.Zoom};
|
||||
|
||||
// Get widths from previous frame rendering.
|
||||
float input_width = storage->GetFloat(ImGui::GetID("input-width"));
|
||||
float content_width = storage->GetFloat(ImGui::GetID("content-width"));
|
||||
float output_width = storage->GetFloat(ImGui::GetID("output-width"));
|
||||
float body_width = input_width + content_width + output_width;
|
||||
|
||||
// Ignore this the first time the node is rendered since we don't know any widths yet.
|
||||
if (body_width > 0)
|
||||
{
|
||||
float output_max_title_width_next = storage->GetFloat(ImGui::GetID("output-max-title-width-next"));
|
||||
storage->SetFloat(ImGui::GetID("output-max-title-width"), output_max_title_width_next);
|
||||
storage->SetFloat(ImGui::GetID("output-max-title-width-next"), 0);
|
||||
|
||||
body_width += 2*g.Style.ItemSpacing.x * g.State.Zoom;
|
||||
float body_spacing = 0;
|
||||
|
||||
if (body_width > title_size.x)
|
||||
{
|
||||
// Center node title
|
||||
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + body_width*0.5f - title_size.x*0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Calculate extra node body spacing, i.e. around content, needed due to wider title.
|
||||
body_spacing = ((title_size.x - body_width)*0.5f);
|
||||
}
|
||||
|
||||
float content_x = input_pos.x + input_width + g.Style.ItemSpacing.x * g.State.Zoom + body_spacing;
|
||||
float output_x = content_x + content_width + g.Style.ItemSpacing.x * g.State.Zoom + body_spacing;
|
||||
storage->SetFloat(ImGui::GetID("content-x"), content_x);
|
||||
storage->SetFloat(ImGui::GetID("output-x"), output_x);
|
||||
storage->SetFloat(ImGui::GetID("body-y"), input_pos.y);
|
||||
}
|
||||
|
||||
// Render node title
|
||||
ImGui::TextUnformatted(title);
|
||||
|
||||
ImGui::SetCursorScreenPos(input_pos);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void EndNode()
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
bool hovered = IsNodeHovered();
|
||||
|
||||
// Inhibit node rendering in ImNodes::EndNode() by setting colors with alpha as 0.
|
||||
ImColor activebg = g.State.Colors[ColNodeActiveBg];
|
||||
ImColor inactivebg = g.State.Colors[ColNodeBg];
|
||||
ImColor border = g.State.Colors[ColNodeBorder];
|
||||
g.State.Colors[ColNodeActiveBg] = IM_COL32(0,0,0,0);
|
||||
g.State.Colors[ColNodeBg] = IM_COL32(0,0,0,0);
|
||||
g.State.Colors[ColNodeBorder] = IM_COL32(0,0,0,0);
|
||||
|
||||
ImNodes::EndNode();
|
||||
|
||||
// Restore colors.
|
||||
g.State.Colors[ColNodeActiveBg] = activebg;
|
||||
g.State.Colors[ColNodeBg] = inactivebg;
|
||||
g.State.Colors[ColNodeBorder] = border;
|
||||
|
||||
ImRect node_rect{
|
||||
ImGui::GetItemRectMin(),
|
||||
ImGui::GetItemRectMax()
|
||||
};
|
||||
|
||||
ImVec2 titlebar_end = ImVec2{node_rect.Max.x, g.BodyPosY};
|
||||
ImVec2 body_pos = ImVec2{node_rect.Min.x, g.BodyPosY};
|
||||
|
||||
g.NodeSplitter.SetCurrentChannel(draw_list, 0); // Background layer.
|
||||
|
||||
// Render title bar background
|
||||
ImU32 node_color = GetStyleColorU32(*g.NodeSelected ? ImNodesStyleCol_NodeTitleBarBgActive : hovered ? ImNodesStyleCol_NodeTitleBarBgHovered : ImNodesStyleCol_NodeTitleBarBg);
|
||||
draw_list->AddRectFilled(node_rect.Min, titlebar_end, node_color, g.State.Style.NodeRounding, ImDrawFlags_RoundCornersTop);
|
||||
|
||||
// Render body background
|
||||
node_color = GetStyleColorU32(*g.NodeSelected ? ImNodesStyleCol_NodeBodyBgActive : hovered ? ImNodesStyleCol_NodeBodyBgHovered : ImNodesStyleCol_NodeBodyBg);
|
||||
draw_list->AddRectFilled(body_pos, node_rect.Max, node_color, g.State.Style.NodeRounding, ImDrawFlags_RoundCornersBottom);
|
||||
|
||||
// Render outlines
|
||||
draw_list->AddRect(node_rect.Min, node_rect.Max, GetStyleColorU32(ImNodesStyleCol_NodeBorder), g.State.Style.NodeRounding);
|
||||
draw_list->AddLine(body_pos, titlebar_end, GetStyleColorU32(ImNodesStyleCol_NodeBorder));
|
||||
|
||||
g.NodeSplitter.Merge(draw_list);
|
||||
}
|
||||
|
||||
bool Slot(const char* title, int kind, ImVec2 &pos)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
auto* storage = ImGui::GetStateStorage();
|
||||
const float CIRCLE_RADIUS = g.Style.SlotRadius * g.State.Zoom;
|
||||
ImVec2 title_size = ImGui::CalcTextSize(title);
|
||||
// Pull entire slot a little bit out of the edge so that curves connect into it without visible seams
|
||||
float item_offset_x = g.State.Style.NodeSpacing.x + CIRCLE_RADIUS;
|
||||
if (!ImNodes::IsOutputSlotKind(kind))
|
||||
item_offset_x = -item_offset_x;
|
||||
ImGui::SetCursorScreenPos(pos + ImVec2{item_offset_x, 0 });
|
||||
|
||||
pos.y += ImMax(title_size.y, 2*CIRCLE_RADIUS) + g.Style.ItemSpacing.y;
|
||||
|
||||
if (ImNodes::BeginSlot(title, kind))
|
||||
{
|
||||
auto* draw_lists = ImGui::GetWindowDrawList();
|
||||
|
||||
// Slot appearance can be altered depending on curve hovering state.
|
||||
bool is_active = ImNodes::IsSlotCurveHovered() ||
|
||||
(ImNodes::IsConnectingCompatibleSlot() /*&& !IsAlreadyConnectedWithPendingConnection(title, kind)*/);
|
||||
|
||||
ImColor color = GetStyleColorRef(is_active ? ImNodesStyleCol_ConnectionActive : ImNodesStyleCol_Connection);
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, color.Value);
|
||||
|
||||
// Compensate for large slot circles.
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + ImMax(CIRCLE_RADIUS - title_size.y*0.5f, 0.0f));
|
||||
|
||||
if (ImNodes::IsOutputSlotKind(kind))
|
||||
{
|
||||
float *max_width_next = storage->GetFloatRef(ImGui::GetID("output-max-title-width-next"));
|
||||
*max_width_next = ImMax(*max_width_next, title_size.x);
|
||||
|
||||
float offset = storage->GetFloat(ImGui::GetID("output-max-title-width"), title_size.x) - title_size.x;
|
||||
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + offset);
|
||||
|
||||
ImGui::TextUnformatted(title);
|
||||
ImGui::SameLine(0.0f, g.Style.ItemSpacing.x);
|
||||
}
|
||||
|
||||
ImRect circle_rect{
|
||||
ImGui::GetCursorScreenPos(),
|
||||
ImGui::GetCursorScreenPos() + ImVec2{CIRCLE_RADIUS * 2, CIRCLE_RADIUS * 2}
|
||||
};
|
||||
// Vertical-align circle in the middle of the line.
|
||||
float circle_offset_y = title_size.y / 2.f - CIRCLE_RADIUS;
|
||||
circle_rect.Min.y += circle_offset_y;
|
||||
circle_rect.Max.y += circle_offset_y;
|
||||
draw_lists->AddCircleFilled(circle_rect.GetCenter(), CIRCLE_RADIUS, color);
|
||||
|
||||
ImGui::ItemSize(circle_rect.GetSize());
|
||||
ImGui::ItemAdd(circle_rect, ImGui::GetID(title));
|
||||
|
||||
if (ImNodes::IsInputSlotKind(kind))
|
||||
{
|
||||
ImGui::SameLine(0.0f, g.Style.ItemSpacing.x);
|
||||
ImGui::TextUnformatted(title);
|
||||
}
|
||||
|
||||
ImGui::PopStyleColor();
|
||||
ImNodes::EndSlot();
|
||||
|
||||
// A dirty trick to place output slot circle on the border.
|
||||
ImGui::GetCurrentWindow()->DC.CursorMaxPos.x -= item_offset_x;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void InputSlots(const SlotInfo* slots, int snum)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
ImGuiStorage *storage = ImGui::GetStateStorage();
|
||||
|
||||
PushStyleVar(ImNodesStyleVar_ItemSpacing, g.Style.ItemSpacing * g.State.Zoom);
|
||||
PushStyleVar(ImNodesStyleVar_NodeSpacing, g.State.Style.NodeSpacing * g.State.Zoom);
|
||||
|
||||
// Get cursor screen position to be updated by slots as they are rendered.
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
|
||||
// Render input slots
|
||||
ImGui::BeginGroup();
|
||||
{
|
||||
for (int i = 0; i < snum; i++)
|
||||
ImNodes::Ez::Slot(slots[i].title, ImNodes::InputSlotKind(slots[i].kind), pos);
|
||||
}
|
||||
ImGui::EndGroup();
|
||||
|
||||
storage->SetFloat(ImGui::GetID("input-width"), ImGui::GetItemRectSize().x);
|
||||
|
||||
// Move cursor to the next column
|
||||
ImGui::SetCursorScreenPos(ImVec2{storage->GetFloat(ImGui::GetID("content-x")), storage->GetFloat(ImGui::GetID("body-y"))});
|
||||
|
||||
PopStyleVar(2);
|
||||
|
||||
// Begin region for node content
|
||||
ImGui::BeginGroup();
|
||||
}
|
||||
|
||||
void OutputSlots(const SlotInfo* slots, int snum)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
ImGuiStorage *storage = ImGui::GetStateStorage();
|
||||
|
||||
// End region of node content
|
||||
ImGui::EndGroup();
|
||||
|
||||
PushStyleVar(ImNodesStyleVar_ItemSpacing, g.Style.ItemSpacing * g.State.Zoom);
|
||||
PushStyleVar(ImNodesStyleVar_NodeSpacing, g.State.Style.NodeSpacing * g.State.Zoom);
|
||||
|
||||
storage->SetFloat(ImGui::GetID("content-width"), ImGui::GetItemRectSize().x);
|
||||
|
||||
// Get cursor screen position to be updated by slots as they are rendered.
|
||||
ImVec2 pos = ImVec2{storage->GetFloat(ImGui::GetID("output-x")), storage->GetFloat(ImGui::GetID("body-y"))};
|
||||
|
||||
// Set cursor screen position as it is recorded as the starting point in BeginGroup() for the item rect size.
|
||||
ImGui::SetCursorScreenPos(pos);
|
||||
|
||||
// Render output slots in the next column
|
||||
ImGui::BeginGroup();
|
||||
{
|
||||
for (int i = 0; i < snum; i++)
|
||||
ImNodes::Ez::Slot(slots[i].title, ImNodes::OutputSlotKind(slots[i].kind), pos);
|
||||
}
|
||||
ImGui::EndGroup();
|
||||
|
||||
storage->SetFloat(ImGui::GetID("output-width"), ImGui::GetItemRectSize().x);
|
||||
|
||||
PopStyleVar(2);
|
||||
}
|
||||
|
||||
bool Connection(void* input_node, const char* input_slot, void* output_node, const char* output_slot)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
auto draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
g.CanvasSplitter.SetCurrentChannel(draw_list, 0); // Connection layer.
|
||||
|
||||
return ImNodes::Connection(input_node, input_slot, output_node, output_slot);
|
||||
}
|
||||
|
||||
void PushStyleVar(ImNodesStyleVar idx, float val)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
float *var;
|
||||
switch (idx)
|
||||
{
|
||||
case ImNodesStyleVar_GridSpacing: var = &g.State.Style.GridSpacing; break;
|
||||
case ImNodesStyleVar_CurveThickness: var = &g.State.Style.CurveThickness; break;
|
||||
case ImNodesStyleVar_CurveStrength: var = &g.State.Style.CurveStrength; break;
|
||||
case ImNodesStyleVar_SlotRadius: var = &g.Style.SlotRadius; break;
|
||||
case ImNodesStyleVar_NodeRounding: var = &g.State.Style.NodeRounding; break;
|
||||
default: IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");
|
||||
}
|
||||
g.StyleVarStack.push_back(StyleVarMod(idx, *var));
|
||||
*var = val;
|
||||
}
|
||||
|
||||
void PushStyleVar(ImNodesStyleVar idx, const ImVec2& val)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
ImVec2 *var;
|
||||
switch (idx)
|
||||
{
|
||||
case ImNodesStyleVar_NodeSpacing: var = &g.State.Style.NodeSpacing; break;
|
||||
case ImNodesStyleVar_ItemSpacing: var = &g.Style.ItemSpacing; break;
|
||||
default: IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");
|
||||
}
|
||||
g.StyleVarStack.push_back(StyleVarMod(idx, *var));
|
||||
*var = val;
|
||||
}
|
||||
|
||||
void PopStyleVar(int count)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
IM_ASSERT(g.StyleVarStack.size() >= count);
|
||||
while (count > 0)
|
||||
{
|
||||
StyleVarMod& backup = g.StyleVarStack.back();
|
||||
switch (backup.Index)
|
||||
{
|
||||
case ImNodesStyleVar_GridSpacing: g.State.Style.GridSpacing = backup.Value[0]; break;
|
||||
case ImNodesStyleVar_CurveThickness: g.State.Style.CurveThickness = backup.Value[0]; break;
|
||||
case ImNodesStyleVar_CurveStrength: g.State.Style.CurveStrength = backup.Value[0]; break;
|
||||
case ImNodesStyleVar_SlotRadius: g.Style.SlotRadius = backup.Value[0]; break;
|
||||
case ImNodesStyleVar_NodeRounding: g.State.Style.NodeRounding = backup.Value[0]; break;
|
||||
case ImNodesStyleVar_NodeSpacing: g.State.Style.NodeSpacing = ImVec2{backup.Value[0], backup.Value[1]}; break;
|
||||
case ImNodesStyleVar_ItemSpacing: g.Style.ItemSpacing = ImVec2{backup.Value[0], backup.Value[1]}; break;
|
||||
default: IM_ASSERT(0);
|
||||
}
|
||||
g.StyleVarStack.pop_back();
|
||||
count--;
|
||||
}
|
||||
}
|
||||
|
||||
static ImVec4& GetStyleColorRef(ImNodesStyleCol idx)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
IM_ASSERT(idx < ImNodesStyleCol_COUNT);
|
||||
switch (idx)
|
||||
{
|
||||
case ImNodesStyleCol_GridLines: return g.State.Colors[ColCanvasLines].Value;
|
||||
case ImNodesStyleCol_NodeBodyBg: return g.Style.Colors.NodeBodyBg;
|
||||
case ImNodesStyleCol_NodeBodyBgHovered: return g.Style.Colors.NodeBodyBgHovered;
|
||||
case ImNodesStyleCol_NodeBodyBgActive: return g.Style.Colors.NodeBodyBgActive;
|
||||
case ImNodesStyleCol_NodeBorder: return g.Style.Colors.NodeBorder;
|
||||
case ImNodesStyleCol_Connection: return g.State.Colors[ColConnection].Value;
|
||||
case ImNodesStyleCol_ConnectionActive: return g.State.Colors[ColConnectionActive].Value;
|
||||
case ImNodesStyleCol_SelectBg: return g.State.Colors[ColSelectBg].Value;
|
||||
case ImNodesStyleCol_SelectBorder: return g.State.Colors[ColSelectBorder].Value;
|
||||
case ImNodesStyleCol_NodeTitleBarBg: return g.Style.Colors.NodeTitleBarBg;
|
||||
case ImNodesStyleCol_NodeTitleBarBgHovered: return g.Style.Colors.NodeTitleBarBgHovered;
|
||||
case ImNodesStyleCol_NodeTitleBarBgActive: return g.Style.Colors.NodeTitleBarBgActive;
|
||||
default: IM_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
static ImU32 GetStyleColorU32(ImNodesStyleCol idx)
|
||||
{
|
||||
return ImGui::ColorConvertFloat4ToU32(GetStyleColorRef(idx));
|
||||
}
|
||||
|
||||
void PushStyleColor(ImNodesStyleCol idx, ImU32 col)
|
||||
{
|
||||
PushStyleColor(idx, ImGui::ColorConvertU32ToFloat4(col));
|
||||
}
|
||||
|
||||
void PushStyleColor(ImNodesStyleCol idx, const ImVec4& col)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
ImVec4 &val = GetStyleColorRef(idx);
|
||||
g.StyleColStack.push_back(StyleColMod{idx, val});
|
||||
val = col;
|
||||
}
|
||||
|
||||
void PopStyleColor(int count)
|
||||
{
|
||||
IM_ASSERT(GContext != nullptr);
|
||||
Context &g = *GContext;
|
||||
IM_ASSERT(g.StyleColStack.size() >= count);
|
||||
while (count > 0)
|
||||
{
|
||||
StyleColMod &backup = g.StyleColStack.back();
|
||||
ImVec4 &val = GetStyleColorRef(backup.Index);
|
||||
val = backup.Value;
|
||||
g.StyleColStack.pop_back();
|
||||
count--;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,796 @@
|
|||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
|
||||
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
|
||||
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
|
||||
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
|
||||
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
|
||||
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
|
||||
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
|
||||
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
|
||||
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
|
||||
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
|
||||
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
|
||||
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
|
||||
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
|
||||
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
|
||||
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
|
||||
#endif
|
||||
#ifdef __APPLE__
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
|
||||
#endif
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#endif
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
|
||||
// GLFW data
|
||||
enum GlfwClientApi
|
||||
{
|
||||
GlfwClientApi_Unknown,
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
|
||||
struct ImGui_ImplGlfw_Data
|
||||
{
|
||||
GLFWwindow* Window;
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
ImVec2 LastValidMousePos;
|
||||
bool InstalledCallbacks;
|
||||
bool CallbacksChainForAllWindows;
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
||||
GLFWcursorposfun PrevUserCallbackCursorPos;
|
||||
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
||||
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
||||
GLFWscrollfun PrevUserCallbackScroll;
|
||||
GLFWkeyfun PrevUserCallbackKey;
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
||||
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
||||
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
|
||||
{
|
||||
return glfwGetClipboardString((GLFWwindow*)user_data);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
|
||||
{
|
||||
glfwSetClipboardString((GLFWwindow*)user_data, text);
|
||||
}
|
||||
|
||||
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
||||
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
||||
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
||||
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
||||
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
||||
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
||||
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
||||
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
||||
case GLFW_KEY_END: return ImGuiKey_End;
|
||||
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
||||
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
||||
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
||||
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
||||
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
||||
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
||||
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
||||
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
||||
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
||||
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
||||
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
||||
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
||||
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
||||
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
||||
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
||||
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
||||
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
||||
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
||||
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
||||
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
||||
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
||||
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
||||
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
||||
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
||||
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
||||
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
||||
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
||||
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
||||
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
||||
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
||||
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
||||
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
||||
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
||||
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
||||
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
||||
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
||||
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
||||
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
||||
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
||||
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
||||
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
||||
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
||||
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
||||
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
||||
case GLFW_KEY_0: return ImGuiKey_0;
|
||||
case GLFW_KEY_1: return ImGuiKey_1;
|
||||
case GLFW_KEY_2: return ImGuiKey_2;
|
||||
case GLFW_KEY_3: return ImGuiKey_3;
|
||||
case GLFW_KEY_4: return ImGuiKey_4;
|
||||
case GLFW_KEY_5: return ImGuiKey_5;
|
||||
case GLFW_KEY_6: return ImGuiKey_6;
|
||||
case GLFW_KEY_7: return ImGuiKey_7;
|
||||
case GLFW_KEY_8: return ImGuiKey_8;
|
||||
case GLFW_KEY_9: return ImGuiKey_9;
|
||||
case GLFW_KEY_A: return ImGuiKey_A;
|
||||
case GLFW_KEY_B: return ImGuiKey_B;
|
||||
case GLFW_KEY_C: return ImGuiKey_C;
|
||||
case GLFW_KEY_D: return ImGuiKey_D;
|
||||
case GLFW_KEY_E: return ImGuiKey_E;
|
||||
case GLFW_KEY_F: return ImGuiKey_F;
|
||||
case GLFW_KEY_G: return ImGuiKey_G;
|
||||
case GLFW_KEY_H: return ImGuiKey_H;
|
||||
case GLFW_KEY_I: return ImGuiKey_I;
|
||||
case GLFW_KEY_J: return ImGuiKey_J;
|
||||
case GLFW_KEY_K: return ImGuiKey_K;
|
||||
case GLFW_KEY_L: return ImGuiKey_L;
|
||||
case GLFW_KEY_M: return ImGuiKey_M;
|
||||
case GLFW_KEY_N: return ImGuiKey_N;
|
||||
case GLFW_KEY_O: return ImGuiKey_O;
|
||||
case GLFW_KEY_P: return ImGuiKey_P;
|
||||
case GLFW_KEY_Q: return ImGuiKey_Q;
|
||||
case GLFW_KEY_R: return ImGuiKey_R;
|
||||
case GLFW_KEY_S: return ImGuiKey_S;
|
||||
case GLFW_KEY_T: return ImGuiKey_T;
|
||||
case GLFW_KEY_U: return ImGuiKey_U;
|
||||
case GLFW_KEY_V: return ImGuiKey_V;
|
||||
case GLFW_KEY_W: return ImGuiKey_W;
|
||||
case GLFW_KEY_X: return ImGuiKey_X;
|
||||
case GLFW_KEY_Y: return ImGuiKey_Y;
|
||||
case GLFW_KEY_Z: return ImGuiKey_Z;
|
||||
case GLFW_KEY_F1: return ImGuiKey_F1;
|
||||
case GLFW_KEY_F2: return ImGuiKey_F2;
|
||||
case GLFW_KEY_F3: return ImGuiKey_F3;
|
||||
case GLFW_KEY_F4: return ImGuiKey_F4;
|
||||
case GLFW_KEY_F5: return ImGuiKey_F5;
|
||||
case GLFW_KEY_F6: return ImGuiKey_F6;
|
||||
case GLFW_KEY_F7: return ImGuiKey_F7;
|
||||
case GLFW_KEY_F8: return ImGuiKey_F8;
|
||||
case GLFW_KEY_F9: return ImGuiKey_F9;
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
|
||||
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
||||
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
||||
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
||||
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
||||
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
||||
return;
|
||||
#endif
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
||||
}
|
||||
|
||||
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
{
|
||||
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
|
||||
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
||||
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
||||
// See https://github.com/glfw/glfw/issues/1502 for details.
|
||||
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
||||
// This won't cover edge cases but this is at least going to cover common cases.
|
||||
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
||||
return key;
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
const char* key_name = glfwGetKeyName(key, scancode);
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
||||
{
|
||||
const char char_names[] = "`-=[]\\,;\'./";
|
||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
||||
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
||||
}
|
||||
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
||||
#else
|
||||
IM_UNUSED(scancode);
|
||||
#endif
|
||||
return key;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
||||
|
||||
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
||||
return;
|
||||
|
||||
ImGui_ImplGlfw_UpdateKeyModifiers(window);
|
||||
|
||||
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
|
||||
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
||||
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackWindowFocus(window, focused);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddFocusEvent(focused != 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorPos(window, x, y);
|
||||
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMousePosEvent((float)x, (float)y);
|
||||
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
||||
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
||||
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackCursorEnter(window, entered);
|
||||
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (entered)
|
||||
{
|
||||
bd->MouseWindow = window;
|
||||
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
||||
}
|
||||
else if (!entered && bd->MouseWindow == window)
|
||||
{
|
||||
bd->LastValidMousePos = io.MousePos;
|
||||
bd->MouseWindow = nullptr;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
|
||||
bd->PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
||||
{
|
||||
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
|
||||
}
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
|
||||
{
|
||||
// Mimic Emscripten_HandleWheel() in SDL.
|
||||
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
||||
float multiplier = 0.0f;
|
||||
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
||||
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
||||
float wheel_x = ev->deltaX * -multiplier;
|
||||
float wheel_y = ev->deltaY * -multiplier;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
||||
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
||||
return EM_TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
}
|
||||
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
||||
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
||||
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
||||
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
||||
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
||||
bd->InstalledCallbacks = true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
||||
IM_ASSERT(bd->Window == window);
|
||||
|
||||
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
||||
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
||||
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
||||
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
bd->InstalledCallbacks = false;
|
||||
bd->PrevUserCallbackWindowFocus = nullptr;
|
||||
bd->PrevUserCallbackCursorEnter = nullptr;
|
||||
bd->PrevUserCallbackCursorPos = nullptr;
|
||||
bd->PrevUserCallbackMousebutton = nullptr;
|
||||
bd->PrevUserCallbackScroll = nullptr;
|
||||
bd->PrevUserCallbackKey = nullptr;
|
||||
bd->PrevUserCallbackChar = nullptr;
|
||||
bd->PrevUserCallbackMonitor = nullptr;
|
||||
}
|
||||
|
||||
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
|
||||
// This is 'false' by default meaning we only chain callbacks for the main viewport.
|
||||
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
|
||||
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
|
||||
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
|
||||
io.ClipboardUserData = bd->Window;
|
||||
|
||||
// Create mouse cursors
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
#if GLFW_HAS_NEW_CURSORS
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
||||
#else
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
if (install_callbacks)
|
||||
ImGui_ImplGlfw_InstallCallbacks(window);
|
||||
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
||||
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
||||
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
|
||||
#endif
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
#ifdef _WIN32
|
||||
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
||||
#elif defined(__APPLE__)
|
||||
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
|
||||
#else
|
||||
IM_UNUSED(main_viewport);
|
||||
#endif
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
bd->ClientApi = client_api;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
{
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
return;
|
||||
}
|
||||
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
const bool is_window_focused = true;
|
||||
#else
|
||||
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
||||
#endif
|
||||
if (is_window_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
||||
if (bd->MouseWindow == nullptr)
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
|
||||
{
|
||||
GLFWwindow* window = bd->Window;
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update gamepad inputs
|
||||
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
||||
static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||
return;
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#else
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
if (axes_count == 0 || buttons_count == 0)
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(bd->Window, &w, &h);
|
||||
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
||||
bd->Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMouseData();
|
||||
ImGui_ImplGlfw_UpdateMouseCursor();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplGlfw_UpdateGamepads();
|
||||
}
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
|
@ -0,0 +1,936 @@
|
|||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
// - This is done automatically on iOS, Android and Emscripten targets.
|
||||
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
|
||||
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
|
||||
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
|
||||
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
|
||||
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
|
||||
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
|
||||
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
|
||||
// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
|
||||
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
|
||||
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
|
||||
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
|
||||
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
|
||||
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
|
||||
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
|
||||
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
|
||||
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
|
||||
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
|
||||
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
|
||||
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
|
||||
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
|
||||
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
|
||||
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
|
||||
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
|
||||
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
|
||||
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
|
||||
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
//----------------------------------------
|
||||
// OpenGL GLSL GLSL
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
|
||||
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
|
||||
#else
|
||||
#include <GLES2/gl2.h> // Use GL ES 2
|
||||
#endif
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
#ifndef GL_GLEXT_PROTOTYPES
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#endif
|
||||
#include <GLES2/gl2ext.h>
|
||||
#endif
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#endif
|
||||
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
|
||||
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
|
||||
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
|
||||
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
|
||||
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
|
||||
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
|
||||
#define IMGL3W_IMPL
|
||||
#include "imgui_impl_opengl3_loader.h"
|
||||
#endif
|
||||
|
||||
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
#define glBindVertexArray glBindVertexArrayOES
|
||||
#define glGenVertexArrays glGenVertexArraysOES
|
||||
#define glDeleteVertexArrays glDeleteVertexArraysOES
|
||||
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
|
||||
#endif
|
||||
|
||||
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
|
||||
#ifdef GL_POLYGON_MODE
|
||||
#define IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3))
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
#endif
|
||||
|
||||
// Desktop GL use extension detection
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
#endif
|
||||
|
||||
// [Debugging]
|
||||
//#define IMGUI_IMPL_OPENGL_DEBUG
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
#include <stdio.h>
|
||||
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
|
||||
#else
|
||||
#define GL_CALL(_CALL) _CALL // Call without error check
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
struct ImGui_ImplOpenGL3_Data
|
||||
{
|
||||
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
|
||||
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
|
||||
bool GlProfileIsES2;
|
||||
bool GlProfileIsES3;
|
||||
bool GlProfileIsCompat;
|
||||
GLint GlProfileMask;
|
||||
GLuint FontTexture;
|
||||
GLuint ShaderHandle;
|
||||
GLint AttribLocationTex; // Uniforms location
|
||||
GLint AttribLocationProjMtx;
|
||||
GLuint AttribLocationVtxPos; // Vertex attributes location
|
||||
GLuint AttribLocationVtxUV;
|
||||
GLuint AttribLocationVtxColor;
|
||||
unsigned int VboHandle, ElementsHandle;
|
||||
GLsizeiptr VertexBufferSize;
|
||||
GLsizeiptr IndexBufferSize;
|
||||
bool HasClipOrigin;
|
||||
bool UseBufferSubData;
|
||||
|
||||
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
{
|
||||
GLint Enabled, Size, Type, Normalized, Stride;
|
||||
GLvoid* Ptr;
|
||||
|
||||
void GetState(GLint index)
|
||||
{
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
|
||||
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
|
||||
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
|
||||
}
|
||||
void SetState(GLint index)
|
||||
{
|
||||
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
|
||||
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Initialize our loader
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
if (imgl3wInit() != 0)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
if (major == 0 && minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#if defined(GL_CONTEXT_PROFILE_MASK)
|
||||
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
|
||||
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
|
||||
#endif
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
#ifdef _WIN32
|
||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||
if (strncmp(vendor, "Intel", 5) == 0)
|
||||
bd->UseBufferSubData = true;
|
||||
#endif
|
||||
*/
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
bd->GlVersion = 200; // GLES 2
|
||||
bd->GlProfileIsES2 = true;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
bd->GlVersion = 200; // Don't raise version as it is intended as a desktop version check for now.
|
||||
bd->GlProfileIsES3 = true;
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_DEBUG
|
||||
printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
|
||||
if (glsl_version == nullptr)
|
||||
{
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
glsl_version = "#version 300 es";
|
||||
#elif defined(__APPLE__)
|
||||
glsl_version = "#version 150";
|
||||
#else
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
}
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
// Make an arbitrary GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
// Detect extensions we support
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
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);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (bd->GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
#if defined(GL_CLIP_ORIGIN)
|
||||
bool clip_origin_lower_left = true;
|
||||
if (bd->HasClipOrigin)
|
||||
{
|
||||
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
|
||||
if (current_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
// 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)fb_width, (GLsizei)fb_height));
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
#if defined(GL_CLIP_ORIGIN)
|
||||
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
|
||||
#endif
|
||||
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 },
|
||||
};
|
||||
glUseProgram(bd->ShaderHandle);
|
||||
glUniform1i(bd->AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
|
||||
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
||||
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
#endif
|
||||
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
|
||||
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
|
||||
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
||||
#endif
|
||||
|
||||
// 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 vertex_array_object = 0;
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GL_CALL(glGenVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
// - OpenGL drivers are in a very sorry state nowadays....
|
||||
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
|
||||
// of leaks on Intel GPU when using multi-viewports on Windows.
|
||||
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
|
||||
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
|
||||
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
|
||||
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
|
||||
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
||||
if (bd->UseBufferSubData)
|
||||
{
|
||||
if (bd->VertexBufferSize < vtx_buffer_size)
|
||||
{
|
||||
bd->VertexBufferSize = vtx_buffer_size;
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
|
||||
}
|
||||
if (bd->IndexBufferSize < idx_buffer_size)
|
||||
{
|
||||
bd->IndexBufferSize = idx_buffer_size;
|
||||
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
|
||||
}
|
||||
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
|
||||
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
|
||||
}
|
||||
else
|
||||
{
|
||||
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
|
||||
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
|
||||
}
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->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 (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
|
||||
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
|
||||
|
||||
// Bind texture, Draw
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
|
||||
else
|
||||
#endif
|
||||
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
|
||||
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
|
||||
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
|
||||
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
|
||||
#endif
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
|
||||
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
|
||||
{
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
|
||||
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
}
|
||||
#endif // IMGUI_IMPL_HAS_POLYGON_MODE
|
||||
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
(void)bd; // Not all compilation paths use this
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Build texture atlas
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// 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 last_texture;
|
||||
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
|
||||
GL_CALL(glGenTextures(1, &bd->FontTexture));
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
||||
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
||||
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
|
||||
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
|
||||
#endif
|
||||
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
||||
|
||||
// Restore state
|
||||
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &bd->FontTexture);
|
||||
io.Fonts->SetTexID(0);
|
||||
bd->FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision highp float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = nullptr;
|
||||
const GLchar* fragment_shader = nullptr;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
|
||||
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
|
||||
glCompileShader(vert_handle);
|
||||
CheckShader(vert_handle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
|
||||
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
|
||||
glCompileShader(frag_handle);
|
||||
CheckShader(frag_handle, "fragment shader");
|
||||
|
||||
// Link
|
||||
bd->ShaderHandle = glCreateProgram();
|
||||
glAttachShader(bd->ShaderHandle, vert_handle);
|
||||
glAttachShader(bd->ShaderHandle, frag_handle);
|
||||
glLinkProgram(bd->ShaderHandle);
|
||||
CheckProgram(bd->ShaderHandle, "shader program");
|
||||
|
||||
glDetachShader(bd->ShaderHandle, vert_handle);
|
||||
glDetachShader(bd->ShaderHandle, frag_handle);
|
||||
glDeleteShader(vert_handle);
|
||||
glDeleteShader(frag_handle);
|
||||
|
||||
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
|
||||
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
|
||||
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
|
||||
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
|
||||
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &bd->VboHandle);
|
||||
glGenBuffers(1, &bd->ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,5 @@
|
|||
#include <parks/app.h>
|
||||
|
||||
namespace parks {
|
||||
|
||||
}
|
|
@ -0,0 +1,265 @@
|
|||
//
|
||||
// Created by brett on 6/11/23.
|
||||
//
|
||||
#define GLAD_GL_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <parks/renderer/OpenGL.h>
|
||||
#include "blt/std/memory.h"
|
||||
#include <blt/std/loader.h>
|
||||
|
||||
namespace parks {
|
||||
|
||||
static inline std::string removeEmptyFirstLines(const std::string &string) {
|
||||
auto lines = blt::string::split(string, "\n");
|
||||
std::string new_source_string;
|
||||
for (const auto &line: lines) {
|
||||
if (!line.empty() && !blt::string::contains(line, "\"")) {
|
||||
new_source_string += line;
|
||||
new_source_string += "\n";
|
||||
}
|
||||
}
|
||||
return new_source_string;
|
||||
}
|
||||
|
||||
unsigned int Shader::createShader(const std::string &source, int type) {
|
||||
const char *shader_code = source.c_str();
|
||||
// creates a Shader
|
||||
unsigned int shaderID = glCreateShader(type);
|
||||
// loads the shader code for later complication and uploading into the graphics card
|
||||
// TODO: defines can be added here by sending them as additional strings. No need to edit the source string
|
||||
glShaderSource(shaderID, 1, &shader_code, nullptr);
|
||||
// Compile it
|
||||
glCompileShader(shaderID);
|
||||
|
||||
// make sure there are no errors in the compilation. If there is then print out information pertaining to the error.
|
||||
// the actual log is highly dependent on the platform this is being run from, so we cannot make any assumptions about the issue.
|
||||
// the TODO: maybe find a way of lexing the output to give suggestions about fixing the error? default error messages can be unhelpful at times.
|
||||
GLint success;
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
int log_length = 0;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
|
||||
|
||||
// scoped buffers will delete their memory when they go out of scope. A benefit of using BLT
|
||||
blt::scoped_buffer <GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
|
||||
|
||||
glGetShaderInfoLog(shaderID, log_length + 1, nullptr, infoLog.ptr());
|
||||
auto shader_type_str = (type == GL_VERTEX_SHADER ? "Vertex Shader" : type == GL_FRAGMENT_SHADER
|
||||
? "Fragment Shader" : "Other Shader");
|
||||
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
|
||||
BLT_ERROR("Unable to compile shader of type %s\nShader source:", shader_type_str);
|
||||
BLT_ERROR(source);
|
||||
BLT_ERROR("I have an log of %d length", log_length);
|
||||
BLT_ERROR(infoLog.ptr());
|
||||
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
Shader::Shader(const std::string &vertex, const std::string &fragment, const std::string &geometry,
|
||||
bool load_as_string) {
|
||||
// load shader sources
|
||||
bool load_geometry = !geometry.empty();
|
||||
std::string vertex_source = vertex;
|
||||
std::string fragment_source = fragment;
|
||||
std::string geometry_source = geometry;
|
||||
if (!load_as_string) {
|
||||
// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
|
||||
vertex_source = blt::fs::loadShaderFile(vertex);
|
||||
fragment_source = blt::fs::loadShaderFile(fragment);
|
||||
if (load_geometry)
|
||||
geometry_source = blt::fs::loadShaderFile(geometry);
|
||||
} else {
|
||||
vertex_source = removeEmptyFirstLines(vertex_source);
|
||||
fragment_source = removeEmptyFirstLines(fragment_source);
|
||||
geometry_source = removeEmptyFirstLines(geometry_source);
|
||||
}
|
||||
|
||||
// create the shaders
|
||||
vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
|
||||
fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
|
||||
if (load_geometry)
|
||||
geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
|
||||
|
||||
// bind them to a program
|
||||
programID = glCreateProgram();
|
||||
// attach the loaded shaders to the Shader program
|
||||
glAttachShader(programID, vertexShaderID);
|
||||
glAttachShader(programID, fragmentShaderID);
|
||||
if (load_geometry)
|
||||
glAttachShader(programID, geometryShaderID);
|
||||
// link and make sure that our program is valid.
|
||||
glLinkProgram(programID);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(programID, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
int log_length = 0;
|
||||
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
|
||||
|
||||
// scoped buffers will delete their memory when they go out of scope.
|
||||
blt::scoped_buffer <GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
|
||||
|
||||
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.ptr());
|
||||
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
|
||||
BLT_ERROR("Unable to link program of ID: %d", programID);
|
||||
BLT_ERROR(vertex_source);
|
||||
BLT_ERROR(fragment_source);
|
||||
BLT_ERROR(geometry_source);
|
||||
BLT_ERROR("I have an log of %d length", log_length);
|
||||
BLT_ERROR(infoLog.ptr());
|
||||
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
|
||||
}
|
||||
|
||||
glValidateProgram(programID);
|
||||
bind();
|
||||
setUniformBlockLocation("Matrices", 0);
|
||||
glUseProgram(0);
|
||||
|
||||
}
|
||||
|
||||
void Shader::bindAttribute(int attribute, const std::string &name) const {
|
||||
bind();
|
||||
glBindAttribLocation(programID, attribute, name.c_str());
|
||||
}
|
||||
|
||||
void Shader::setUniformBlockLocation(const std::string &name, int location) const {
|
||||
bind();
|
||||
glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
glUseProgram(0);
|
||||
// shader was moved
|
||||
if (programID <= 0)
|
||||
return;
|
||||
// remove all the shaders from the program
|
||||
glDetachShader(programID, vertexShaderID);
|
||||
if (geometryShaderID)
|
||||
glDetachShader(programID, geometryShaderID);
|
||||
if (tessellationShaderID)
|
||||
glDetachShader(programID, tessellationShaderID);
|
||||
glDetachShader(programID, fragmentShaderID);
|
||||
|
||||
// delete the shaders
|
||||
glDeleteShader(vertexShaderID);
|
||||
if (geometryShaderID)
|
||||
glDeleteShader(geometryShaderID);
|
||||
if (tessellationShaderID)
|
||||
glDeleteShader(tessellationShaderID);
|
||||
glDeleteShader(fragmentShaderID);
|
||||
|
||||
// delete the Shader program
|
||||
glDeleteProgram(programID);
|
||||
}
|
||||
|
||||
Shader::Shader(Shader &&move) noexcept {
|
||||
// the move constructor doesn't need to construct a new shader but it does need to ensure all old variables are moved over
|
||||
programID = move.programID;
|
||||
vertexShaderID = move.vertexShaderID;
|
||||
fragmentShaderID = move.fragmentShaderID;
|
||||
geometryShaderID = move.geometryShaderID;
|
||||
tessellationShaderID = move.tessellationShaderID;
|
||||
for (const auto &pair: move.uniformVars)
|
||||
uniformVars.insert(pair);
|
||||
// by setting the program ID to -1 we tell the shader it has been moved.
|
||||
move.programID = -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* This part was made for this assignment and will likely be used in future projects
|
||||
*/
|
||||
|
||||
ComputeShader::ComputeShader(const std::string &shader_source, bool loadAsString) {
|
||||
int status;
|
||||
std::string source;
|
||||
const char *c_source;
|
||||
|
||||
if (!loadAsString)
|
||||
source = blt::fs::loadShaderFile(shader_source);
|
||||
else
|
||||
source = removeEmptyFirstLines(shader_source);
|
||||
|
||||
c_source = source.c_str();
|
||||
|
||||
shaderID = glCreateShader(GL_COMPUTE_SHADER);
|
||||
|
||||
glShaderSource(shaderID, 1, &c_source, NULL);
|
||||
glCompileShader(shaderID);
|
||||
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &status);
|
||||
if (!status) {
|
||||
int log_length = 0;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
|
||||
blt::scoped_buffer <GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
|
||||
glGetShaderInfoLog(shaderID, log_length + 1, nullptr, infoLog.ptr());
|
||||
BLT_ERROR("Unable to compile compute shader! (%d)", log_length);
|
||||
BLT_ERROR(infoLog.ptr());
|
||||
}
|
||||
|
||||
programID = glCreateProgram();
|
||||
glAttachShader(programID, shaderID);
|
||||
glLinkProgram(programID);
|
||||
|
||||
glGetProgramiv(shaderID, GL_LINK_STATUS, &status);
|
||||
if (!status) {
|
||||
int log_length = 0;
|
||||
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
|
||||
blt::scoped_buffer <GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
|
||||
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.ptr());
|
||||
BLT_ERROR("Unable to link compute shader!");
|
||||
BLT_ERROR(infoLog.ptr());
|
||||
}
|
||||
}
|
||||
|
||||
ComputeShader::~ComputeShader() {
|
||||
glDeleteShader(shaderID);
|
||||
}
|
||||
|
||||
VBOAttributes::VBOAttributes(GLuint loc, GLint size, GLenum type):
|
||||
loc(loc), size(size), type(type) {
|
||||
size_t sz;
|
||||
switch (type) {
|
||||
case GL_BYTE:
|
||||
sz = sizeof(GLbyte);
|
||||
break;
|
||||
case GL_UNSIGNED_BYTE:
|
||||
sz = sizeof(GLubyte);
|
||||
break;
|
||||
case GL_SHORT:
|
||||
sz = sizeof(GLshort);
|
||||
break;
|
||||
case GL_UNSIGNED_SHORT:
|
||||
sz = sizeof(GLushort);
|
||||
break;
|
||||
case GL_INT:
|
||||
sz = sizeof(GLint);
|
||||
break;
|
||||
case GL_UNSIGNED_INT:
|
||||
sz = sizeof(GLuint);
|
||||
break;
|
||||
case GL_FLOAT:
|
||||
sz = sizeof(GLfloat);
|
||||
break;
|
||||
case GL_DOUBLE:
|
||||
sz = sizeof(GLdouble);
|
||||
break;
|
||||
default:
|
||||
sz = 1;
|
||||
break;
|
||||
}
|
||||
stride = (GLsizei)(size * sz);
|
||||
}
|
||||
|
||||
VBOAttributes::VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride):
|
||||
loc(loc), size(size), type(type), stride(stride) {}
|
||||
|
||||
VBOAttributes::VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride, GLint offset):
|
||||
loc(loc), size(size), type(type), stride(stride), offset(offset) {}
|
||||
|
||||
VBOData::VBOData(GLenum target, void* data, GLuint size):
|
||||
target(target), data(data), size(size) {}
|
||||
|
||||
VBOData::VBOData(GLenum target, void* data, GLuint size, GLenum usage):
|
||||
target(target), data(data), size(size), usage(usage) {}
|
||||
}
|
|
@ -0,0 +1,100 @@
|
|||
//
|
||||
// Created by brett on 6/5/23.
|
||||
//
|
||||
#include "parks/renderer/engine.h"
|
||||
#include <imgui.h>
|
||||
#include <memory>
|
||||
#include <blt/profiling/profiler.h>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <barrier>
|
||||
|
||||
namespace parks {
|
||||
|
||||
Engine::Engine(const Settings& settings): settings(settings) {
|
||||
vao.bind();
|
||||
vao.createVBO(
|
||||
{GL_ARRAY_BUFFER, vertices, sizeof(vertices)},
|
||||
{{0, 3, GL_FLOAT, 8 * sizeof(GLfloat), 0},
|
||||
{1, 3, GL_FLOAT, 8 * sizeof(GLfloat), 3 * sizeof(GLfloat)},
|
||||
{2, 2, GL_FLOAT, 8 * sizeof(GLfloat), 6 * sizeof(GLfloat)}}
|
||||
);
|
||||
vao.createVBO({GL_ELEMENT_ARRAY_BUFFER, indices, sizeof(indices)});
|
||||
|
||||
basicQuadVAO.bind();
|
||||
basicQuadVAO.createVBO(
|
||||
{GL_ARRAY_BUFFER, basicQuad_v, sizeof(basicQuad_v)},
|
||||
{{0, 3, GL_FLOAT, 5 * sizeof(GLfloat), 0},
|
||||
{1, 2, GL_FLOAT, 5 * sizeof(GLfloat), 3 * sizeof(GLfloat)}}
|
||||
);
|
||||
basicQuadVAO.createVBO({GL_ELEMENT_ARRAY_BUFFER, basicQuad_i, sizeof(basicQuad_i)});
|
||||
|
||||
geneticImageTexture.allocate(GL_UNSIGNED_BYTE, 512, 512, 3);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
void Engine::run() {
|
||||
while (!Window::isCloseRequested()) {
|
||||
Window::preUpdate();
|
||||
glClearColor(0, 0.5, 0.0, 1.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
basicCameraController.update();
|
||||
|
||||
#ifdef BUILD_DEV_TOOLS
|
||||
auto renderMode = settings.getProperty<int>(
|
||||
Properties::RENDER_MODE
|
||||
);
|
||||
if (renderMode)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, renderMode->getValue());
|
||||
if (Window::keyPressedLastFrame(GLFW_KEY_ESCAPE))
|
||||
Window::setMouseVisible(!Window::isMouseVisible());
|
||||
#endif
|
||||
|
||||
testShader.bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
resources::getTexture("test.png")->bind();
|
||||
vao.bind();
|
||||
vao.bindEBO();
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
#ifdef BUILD_DEV_TOOLS
|
||||
if (renderMode)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
static bool showImage = true;
|
||||
|
||||
ImGui::ShowDemoWindow();
|
||||
ImGui::SetNextWindowSize({0, 512}, ImGuiCond_Once);
|
||||
ImGui::Begin("Genetic Controls");
|
||||
ImGui::Checkbox("Show Image Output?", &showImage);
|
||||
ImGui::End();
|
||||
|
||||
if (showImage) {
|
||||
geneticImageTexture.bind();
|
||||
|
||||
auto windowSize = Window::getWindowSize();
|
||||
|
||||
blt::mat4x4 trans;
|
||||
trans.translate(((float)(windowSize.width - 512))/2.0f, ((float)(windowSize.height - 512))/2.0f, 0);
|
||||
trans.scale(512, 512, 1);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
uiShader.bind();
|
||||
uiShader.setMatrix("transform", trans);
|
||||
basicQuadVAO.bind();
|
||||
basicQuadVAO.bindEBO();
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
Window::postUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
Engine::~Engine() {
|
||||
BLT_PRINT_PROFILE("Genetic", blt::logging::log_level::NONE, true);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,100 @@
|
|||
//
|
||||
// Created by brett on 6/14/23.
|
||||
//
|
||||
#include <parks/renderer/player.h>
|
||||
#include <parks/window.h>
|
||||
#include <imgui.h>
|
||||
#include <parks/config.h>
|
||||
|
||||
namespace parks {
|
||||
|
||||
blt::mat4x4 CameraController::generateViewMatrix() {
|
||||
blt::mat4x4 view;
|
||||
view.rotateX((float)degreeToRad(player.rot.x()));
|
||||
view.rotateY((float)degreeToRad(player.rot.y()));
|
||||
//view.rotateZ((float)player.rot.z());
|
||||
view.translate((float)player.pos.x(), (float)player.pos.y(), (float)player.pos.z());
|
||||
return view;
|
||||
}
|
||||
|
||||
void CameraController::update() {
|
||||
blt::vec3d move;
|
||||
if (Window::isKeyDown(GLFW_KEY_W)){
|
||||
move[2] = player.baseMovementSpeed;
|
||||
} else if (Window::isKeyDown(GLFW_KEY_S))
|
||||
move[2] = -player.baseMovementSpeed;
|
||||
else
|
||||
move[2] = 0;
|
||||
|
||||
if (Window::isKeyDown(GLFW_KEY_E)){
|
||||
move[1] = -player.baseMovementSpeed;
|
||||
} else if (Window::isKeyDown(GLFW_KEY_Q))
|
||||
move[1] = player.baseMovementSpeed;
|
||||
else
|
||||
move[1] = 0;
|
||||
|
||||
if (Window::isKeyDown(GLFW_KEY_A)){
|
||||
move[0] = -player.baseMovementSpeed;
|
||||
} else if (Window::isKeyDown(GLFW_KEY_D))
|
||||
move[0] = player.baseMovementSpeed;
|
||||
else
|
||||
move[0] = 0;
|
||||
|
||||
auto yawRads = degreeToRad(player.rot.y());
|
||||
|
||||
blt::vec3d dir;
|
||||
dir[0] = -move.z() * std::sin(yawRads) + -move.x() * std::cos(yawRads);
|
||||
dir[1] = move.y();
|
||||
dir[2] = move.z() * std::cos(yawRads) + -move.x() * std::sin(yawRads);
|
||||
|
||||
player.pos = player.pos + dir * Window::getFrameDeltaSeconds();
|
||||
|
||||
if (Window::mouseMovedLastFrame() && !Window::isMouseVisible()) {
|
||||
auto dYaw = Window::getMouseDX() * player.sensitivity * Window::getFrameDeltaSeconds();
|
||||
auto dPitch = Window::getMouseDY() * player.sensitivity * Window::getFrameDeltaSeconds();
|
||||
|
||||
player.rot[1] += dYaw;
|
||||
player.rot[0] += dPitch;
|
||||
}
|
||||
|
||||
const float sSpeed = 100;
|
||||
const float vertFact = 0.75;
|
||||
if (Window::isKeyDown(GLFW_KEY_RIGHT))
|
||||
player.rot[1] += sSpeed * Window::getFrameDeltaSeconds();
|
||||
if (Window::isKeyDown(GLFW_KEY_LEFT))
|
||||
player.rot[1] -= sSpeed * Window::getFrameDeltaSeconds();
|
||||
if (Window::isKeyDown(GLFW_KEY_UP))
|
||||
player.rot[0] -= sSpeed * Window::getFrameDeltaSeconds() * vertFact;
|
||||
if (Window::isKeyDown(GLFW_KEY_DOWN))
|
||||
player.rot[0] += sSpeed * Window::getFrameDeltaSeconds() * vertFact;
|
||||
|
||||
if(player.rot[0] > 89.0f)
|
||||
player.rot[0] = 89.0f;
|
||||
if(player.rot[0] < -89.0f)
|
||||
player.rot[0] = -89.0f;
|
||||
|
||||
if (player.rot[1] < 0)
|
||||
player.rot[1] = 360;
|
||||
if (player.rot[1] > 360)
|
||||
player.rot[1] = 0;
|
||||
|
||||
#ifdef BUILD_DEV_TOOLS
|
||||
ImGui::Begin("Player Stats");
|
||||
if (ImGui::CollapsingHeader("Player Stats", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
ImGui::Text(
|
||||
"Player Pos (X/Y/Z): %f / %f / %f", player.pos.x(), player.pos.y(),
|
||||
player.pos.z());
|
||||
ImGui::Text(
|
||||
"Player Rot (Pitch/Yaw/Roll): %f / %f / %f", player.rot.x(), player.rot.y(),
|
||||
player.rot.z());
|
||||
}
|
||||
if (ImGui::CollapsingHeader("Debug Info")) {
|
||||
ImGui::Text("(DEBUG) Dir (X/Y/Z): %f / %f / %f", dir.x(), dir.y(), dir.z());
|
||||
ImGui::Text("(DEBUG) Move (X/Y/Z): %f / %f / %f", move.x(), move.y(), move.z());
|
||||
}
|
||||
ImGui::End();
|
||||
#endif
|
||||
|
||||
Window::updateViewMatrix(generateViewMatrix());
|
||||
}
|
||||
}
|
|
@ -0,0 +1,163 @@
|
|||
//
|
||||
// Created by brett on 6/12/23.
|
||||
//
|
||||
#include <parks/renderer/resources.h>
|
||||
#include <stb/stb_image.h>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
#include <parks/config.h>
|
||||
#include <parks/error_logging.h>
|
||||
#include "parks/status.h"
|
||||
|
||||
namespace parks {
|
||||
|
||||
struct LoadableTexture {
|
||||
std::string path, name;
|
||||
};
|
||||
|
||||
struct LoadedTexture {
|
||||
void* data = nullptr;
|
||||
int width = 0, height = 0, channels = 0;
|
||||
std::string textureName;
|
||||
};
|
||||
|
||||
struct {
|
||||
int numThreads = 8;
|
||||
volatile int finishedThreads = 0;
|
||||
std::queue<LoadableTexture> texturesToLoad;
|
||||
std::queue<LoadedTexture> loadedTextures;
|
||||
hashmap<std::string, GLTexture2D*> gl2DTextures;
|
||||
std::mutex textureQueueMutex;
|
||||
std::mutex glLoadQueueMutex;
|
||||
std::mutex threadSyncMutex;
|
||||
std::thread** threads = nullptr;
|
||||
} TextureLoader;
|
||||
|
||||
void resources::loadTexture(const std::string& texture_path, const std::string& texture_name) {
|
||||
auto t = LoadableTexture{texture_path,
|
||||
texture_name == _defaults_::ASSUME_TEXTURE_NAME_ID ? texture_path : texture_name};
|
||||
TextureLoader.texturesToLoad.push(t);
|
||||
BLT_TRACE("Registered texture %s @ %s", t.name.c_str(), t.path.c_str());
|
||||
}
|
||||
|
||||
GLTexture2D* resources::getTexture(const std::string& texture_name) {
|
||||
try {
|
||||
return TextureLoader.gl2DTextures[texture_name];
|
||||
} catch (const std::exception& e){
|
||||
BLT_ERROR("Unable to retrieve texture! Exception caught.");
|
||||
blt::logging::printErrorLog(e.what());
|
||||
}
|
||||
}
|
||||
|
||||
void resources::beginLoading() {
|
||||
BLT_DEBUG("Beginning loading of resources");
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
for (int i = 0; i < TextureLoader.numThreads; i++) {
|
||||
TextureLoader.threads[i] = new std::thread(
|
||||
[i]() -> void {
|
||||
try {
|
||||
stbi_set_flip_vertically_on_load_thread(true);
|
||||
while (!TextureLoader.texturesToLoad.empty()) {
|
||||
LoadableTexture texture;
|
||||
try {
|
||||
std::scoped_lock<std::mutex> textureQueueLock{
|
||||
TextureLoader.textureQueueMutex};
|
||||
if (TextureLoader.texturesToLoad.empty())
|
||||
break;
|
||||
texture = TextureLoader.texturesToLoad.front();
|
||||
TextureLoader.texturesToLoad.pop();
|
||||
} catch (std::exception& e){
|
||||
BLT_ERROR("Failed to fetch texture: %s", e.what());
|
||||
continue;
|
||||
}
|
||||
if (texture.path.empty())
|
||||
continue;
|
||||
BLT_TRACE("Processing Texture %s", texture.path.c_str());
|
||||
LoadedTexture loadedTexture;
|
||||
loadedTexture.data = stbi_load(
|
||||
texture.path.c_str(), &loadedTexture.width,
|
||||
&loadedTexture.height, &loadedTexture.channels, 4
|
||||
);
|
||||
loadedTexture.channels = 4;
|
||||
loadedTexture.textureName = texture.name;
|
||||
try {
|
||||
std::scoped_lock<std::mutex> loadQueueLock{
|
||||
TextureLoader.glLoadQueueMutex};
|
||||
TextureLoader.loadedTextures.push(loadedTexture);
|
||||
BLT_TRACE("Loaded texture '%s' with width/height: (%d, %d)", loadedTexture.textureName.c_str(), loadedTexture.width, loadedTexture.height);
|
||||
} catch (std::exception& e){
|
||||
BLT_ERROR("Failed to push loaded texture: %s", e.what());
|
||||
continue;
|
||||
}
|
||||
}
|
||||
{
|
||||
std::scoped_lock<std::mutex> threadSyncLock(
|
||||
TextureLoader.threadSyncMutex
|
||||
);
|
||||
TextureLoader.finishedThreads += 1;
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
BLT_ERROR("An error has been detected in the loader thread loop!");
|
||||
blt::logging::printErrorLog(e.what());
|
||||
std::exit(LOADER_ERROR);
|
||||
}
|
||||
}
|
||||
);
|
||||
}
|
||||
try {
|
||||
while (TextureLoader.finishedThreads < TextureLoader.numThreads ||
|
||||
!TextureLoader.loadedTextures.empty()) {
|
||||
LoadedTexture texture;
|
||||
{
|
||||
if (TextureLoader.loadedTextures.empty()) {
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(50));
|
||||
continue;
|
||||
}
|
||||
std::scoped_lock<std::mutex> loadQueueLock{TextureLoader.glLoadQueueMutex};
|
||||
texture = TextureLoader.loadedTextures.front();
|
||||
TextureLoader.loadedTextures.pop();
|
||||
}
|
||||
auto* texture2D = new GLTexture2D;
|
||||
texture2D->upload(
|
||||
texture.data, GL_UNSIGNED_BYTE, texture.width, texture.height,
|
||||
texture.channels
|
||||
);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
TextureLoader.gl2DTextures[texture.textureName] = texture2D;
|
||||
stbi_image_free(texture.data);
|
||||
BLT_TRACE("Loaded texture '%s' to graphics card!", texture.textureName.c_str());
|
||||
}
|
||||
} catch (const std::exception& e){
|
||||
BLT_ERROR("Exception was caught in texture -> gl load loop!");
|
||||
blt::logging::printErrorLog(e.what());
|
||||
}
|
||||
|
||||
try {
|
||||
for (int i = 0; i < TextureLoader.numThreads; i++) {
|
||||
if (TextureLoader.threads[i]->joinable())
|
||||
TextureLoader.threads[i]->join();
|
||||
delete TextureLoader.threads[i];
|
||||
}
|
||||
} catch (const std::exception& e){
|
||||
BLT_ERROR("Error occurred while trying to cleanup threads!");
|
||||
blt::logging::printErrorLog(e.what());
|
||||
}
|
||||
delete[] TextureLoader.threads;
|
||||
BLT_INFO("All resources have been loaded. A total of %d textures!", TextureLoader.gl2DTextures.size());
|
||||
}
|
||||
|
||||
void resources::init(int threads) {
|
||||
BLT_INFO("Using %d thread%s to load resources!", threads, threads > 1 ? "s" : "");
|
||||
TextureLoader.numThreads = threads;
|
||||
TextureLoader.finishedThreads = 0;
|
||||
TextureLoader.threads = new std::thread* [threads];
|
||||
}
|
||||
|
||||
void resources::cleanup() {
|
||||
BLT_DEBUG("Beginning texture cleanup");
|
||||
for (auto& t : TextureLoader.gl2DTextures)
|
||||
delete t.second;
|
||||
BLT_INFO("Finished cleaning up loose resources!");
|
||||
}
|
||||
}
|
|
@ -0,0 +1,336 @@
|
|||
#include <parks/window.h>
|
||||
#include <blt/std/logging.h>
|
||||
#include <string>
|
||||
#include "parks/status.h"
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <imgui_spectrum.h>
|
||||
#include <blt/std/time.h>
|
||||
|
||||
namespace parks {
|
||||
|
||||
std::string decodeGLFWError(int code) {
|
||||
switch (code) {
|
||||
case GLFW_NO_ERROR:
|
||||
return "NO ERROR";
|
||||
case GLFW_NOT_INITIALIZED:
|
||||
return "glfwInit() has not been called!";
|
||||
case GLFW_NO_CURRENT_CONTEXT:
|
||||
return "GLFW context is not current in this thread!";
|
||||
case GLFW_INVALID_ENUM:
|
||||
return "Provided enum is invalid!";
|
||||
case GLFW_INVALID_VALUE:
|
||||
return "Provided value is invalid!";
|
||||
case GLFW_OUT_OF_MEMORY:
|
||||
return "Out of memory!";
|
||||
case GLFW_API_UNAVAILABLE:
|
||||
return "System does not support requested graphics API!";
|
||||
case GLFW_VERSION_UNAVAILABLE:
|
||||
return "System does not support requested API version!";
|
||||
case GLFW_PLATFORM_ERROR:
|
||||
return "Platform Error";
|
||||
case GLFW_FORMAT_UNAVAILABLE:
|
||||
return "Requested format is unavailable or not supported!";
|
||||
case GLFW_NO_WINDOW_CONTEXT:
|
||||
return "Window does not have an active graphics API context!";
|
||||
default:
|
||||
return "Unable To decode error!";
|
||||
}
|
||||
}
|
||||
|
||||
GLFWwindow* window;
|
||||
Window::WindowSize windowSize;
|
||||
double delta;
|
||||
int64_t lastTime;
|
||||
|
||||
struct {
|
||||
bool mouseState[128];
|
||||
bool keyState[512];
|
||||
bool keyStateLastFrame[512];
|
||||
double dx, dy;
|
||||
double lx, ly;
|
||||
bool pressedLastFrame = false;
|
||||
bool movedLastFrame = false;
|
||||
} Input;
|
||||
|
||||
struct {
|
||||
blt::mat4x4 viewMatrix;
|
||||
blt::mat4x4 perspectiveMatrix;
|
||||
blt::mat4x4 pvMatrix;
|
||||
blt::mat4x4 orthoMatrix;
|
||||
GLuint uboID = 0;
|
||||
} Matrices;
|
||||
|
||||
void initGLFW() {
|
||||
glfwSetErrorCallback(
|
||||
[](int code, const char* desc) -> void {
|
||||
BLT_ERROR("%d (%s)", code, desc);
|
||||
}
|
||||
);
|
||||
|
||||
BLT_TRACE("Complied with GLFW %i.%i.%i",
|
||||
GLFW_VERSION_MAJOR,
|
||||
GLFW_VERSION_MINOR,
|
||||
GLFW_VERSION_REVISION);
|
||||
|
||||
int major, minor, revision;
|
||||
glfwGetVersion(&major, &minor, &revision);
|
||||
|
||||
BLT_DEBUG("Using GLFW %i.%i.%i", major, minor, revision);
|
||||
|
||||
if (!glfwInit()) {
|
||||
const char* desc;
|
||||
int code = glfwGetError(&desc);
|
||||
BLT_FATAL("Unable to create GLFW window! (%s)", decodeGLFWError(code).c_str());
|
||||
BLT_FATAL("%s", desc);
|
||||
std::exit(GLFW_ERROR);
|
||||
}
|
||||
}
|
||||
|
||||
void createWindow(const Settings& settings) {
|
||||
// if (properties.windowMode != WINDOWED){
|
||||
// const GLFWvidmode* mode = glfwGetVideoMode((GLFWmonitor*) properties.monitor);
|
||||
//
|
||||
// glfwWindowHint(GLFW_RED_BITS, mode->redBits);
|
||||
// glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
|
||||
// glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
|
||||
// glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
|
||||
// }
|
||||
|
||||
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
|
||||
|
||||
// TODO:
|
||||
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
|
||||
window = glfwCreateWindow(
|
||||
settings.getProperty<int>(Properties::WINDOW_WIDTH)->getValue(),
|
||||
settings.getProperty<int>(Properties::WINDOW_HEIGHT)->getValue(),
|
||||
settings.getProperty<std::string>(Properties::WINDOW_TITLE)->getValue().c_str(),
|
||||
nullptr, nullptr
|
||||
);
|
||||
|
||||
glfwSetFramebufferSizeCallback(
|
||||
window, [](GLFWwindow* _, int width, int height) -> void {
|
||||
windowSize.width = width;
|
||||
windowSize.height = height;
|
||||
glViewport(0, 0, width, height);
|
||||
auto pers = blt::perspective(90, (float) width / (float) height, 0.1f, 500.0f);
|
||||
auto ortho = blt::ortho(0, (float)width, 0, (float)height, -1, 1);
|
||||
Window::updatePerspectiveMatrix(pers);
|
||||
Window::updateOrthograhpicMatrix(ortho);
|
||||
}
|
||||
);
|
||||
|
||||
glfwSetKeyCallback(
|
||||
window, [](GLFWwindow* _, int key, int scancode, int action, int mods) -> void {
|
||||
Input.keyStateLastFrame[key] = action == GLFW_PRESS;
|
||||
Input.keyState[key] = action == GLFW_PRESS || action == GLFW_REPEAT;
|
||||
}
|
||||
);
|
||||
|
||||
glfwSetMouseButtonCallback(
|
||||
window, [](GLFWwindow* _, int button, int action, int mods) -> void {
|
||||
Input.mouseState[button] = action == GLFW_PRESS || action == GLFW_REPEAT;
|
||||
Input.pressedLastFrame = true;
|
||||
}
|
||||
);
|
||||
|
||||
glfwSetCursorPosCallback(
|
||||
window, [](GLFWwindow* _, double x, double y) -> void {
|
||||
Input.dx = x - Input.lx;
|
||||
Input.dy = y - Input.ly;
|
||||
Input.lx = x;
|
||||
Input.ly = y;
|
||||
Input.movedLastFrame = true;
|
||||
}
|
||||
);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwGetWindowSize(window, &windowSize.width, &windowSize.height);
|
||||
}
|
||||
|
||||
void setupSharedWindowMatrices() {
|
||||
glGenBuffers(1, &Matrices.uboID);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, Matrices.uboID);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * parks::Window::UBO_MATRICES_COUNT, nullptr, GL_STATIC_DRAW);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, Matrices.uboID);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
|
||||
void Window::create(const Settings& settings) {
|
||||
initGLFW();
|
||||
createWindow(settings);
|
||||
Window::setupGLAD();
|
||||
Window::setupDearImGUI();
|
||||
setupSharedWindowMatrices();
|
||||
|
||||
glfwSwapInterval(1);
|
||||
}
|
||||
|
||||
void Window::destroy() {
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
bool Window::isCloseRequested() {
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
void Window::setCloseRequested(bool shouldClose) {
|
||||
glfwSetWindowShouldClose(window, shouldClose);
|
||||
}
|
||||
|
||||
void Window::setupGLAD() {
|
||||
int version = gladLoadGL(glfwGetProcAddress);
|
||||
if (version == 0) {
|
||||
BLT_FATAL("Failed to initialize OpenGL context!");
|
||||
std::exit(parks::GL_ERROR);
|
||||
}
|
||||
BLT_INFO("Loaded OpenGL %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version));
|
||||
}
|
||||
|
||||
void Window::setupDearImGUI() {
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
(void) io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
//ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
ImGui::Spectrum::StyleColorsSpectrum();
|
||||
ImGui::Spectrum::LoadFont(16);
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init("#version 150");
|
||||
}
|
||||
|
||||
void Window::preUpdate() {
|
||||
glfwPollEvents();
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void Window::postUpdate() {
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
auto currentTime = blt::system::getCurrentTimeNanoseconds();
|
||||
delta = (double) (currentTime - lastTime) / 1000000000.0;
|
||||
lastTime = currentTime;
|
||||
Input.pressedLastFrame = false;
|
||||
Input.movedLastFrame = false;
|
||||
for (int i = 0; i < 512; i++)
|
||||
Input.keyStateLastFrame[i] = false;
|
||||
}
|
||||
|
||||
void Window::updateViewMatrix(const blt::mat4x4& view) {
|
||||
Matrices.viewMatrix = view;
|
||||
Matrices.pvMatrix = Matrices.perspectiveMatrix * Matrices.viewMatrix;
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, Matrices.uboID);
|
||||
glBufferSubData(
|
||||
GL_UNIFORM_BUFFER, sizeof(blt::mat4x4), sizeof(blt::mat4x4),
|
||||
Matrices.viewMatrix.ptr());
|
||||
glBufferSubData(
|
||||
GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 2, sizeof(blt::mat4x4),
|
||||
Matrices.pvMatrix.ptr());
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
|
||||
void Window::updateOrthograhpicMatrix(const blt::mat4x4& perspective) {
|
||||
Matrices.orthoMatrix = perspective;
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, Matrices.uboID);
|
||||
glBufferSubData(
|
||||
GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 3, sizeof(blt::mat4x4), Matrices.orthoMatrix.ptr());
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
|
||||
void Window::updatePerspectiveMatrix(const blt::mat4x4& perspective) {
|
||||
Matrices.perspectiveMatrix = perspective;
|
||||
Matrices.pvMatrix = Matrices.perspectiveMatrix * Matrices.viewMatrix;
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, Matrices.uboID);
|
||||
glBufferSubData(
|
||||
GL_UNIFORM_BUFFER, 0, sizeof(blt::mat4x4), Matrices.perspectiveMatrix.ptr());
|
||||
glBufferSubData(
|
||||
GL_UNIFORM_BUFFER, sizeof(blt::mat4x4) * 2, sizeof(blt::mat4x4),
|
||||
Matrices.pvMatrix.ptr());
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
}
|
||||
|
||||
const blt::mat4x4& Window::getViewMatrix() {
|
||||
return Matrices.viewMatrix;
|
||||
}
|
||||
|
||||
const blt::mat4x4& Window::getPerspectiveMatrix() {
|
||||
return Matrices.perspectiveMatrix;
|
||||
}
|
||||
|
||||
const Window::WindowSize& Window::getWindowSize() {
|
||||
return windowSize;
|
||||
}
|
||||
|
||||
double Window::getFrameDeltaSeconds() {
|
||||
return delta;
|
||||
}
|
||||
|
||||
bool Window::isKeyDown(int key) {
|
||||
return Input.keyState[key];
|
||||
}
|
||||
|
||||
bool Window::isMouseDown(int mouse) {
|
||||
return Input.mouseState[mouse];
|
||||
}
|
||||
|
||||
bool Window::isMouseVisible() {
|
||||
return glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL;
|
||||
}
|
||||
|
||||
void Window::setMouseVisible(bool state) {
|
||||
glfwSetInputMode(window, GLFW_CURSOR, state ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
|
||||
double Window::getMouseX() {
|
||||
return Input.lx;
|
||||
}
|
||||
|
||||
double Window::getMouseY() {
|
||||
return Input.ly;
|
||||
}
|
||||
|
||||
double Window::getMouseDX() {
|
||||
return Input.dx;
|
||||
}
|
||||
|
||||
double Window::getMouseDY() {
|
||||
return Input.dy;
|
||||
}
|
||||
|
||||
bool Window::mousePressedLastFrame() {
|
||||
return Input.pressedLastFrame;
|
||||
}
|
||||
|
||||
bool Window::mouseMovedLastFrame() {
|
||||
return Input.movedLastFrame;
|
||||
}
|
||||
|
||||
bool Window::keyPressedLastFrame(int key) {
|
||||
return Input.keyStateLastFrame[key];
|
||||
}
|
||||
|
||||
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
//
|
||||
// Created by brett on 7/11/23.
|
||||
//
|
||||
#define STB_PERLIN_IMPLEMENTATION
|
||||
#include <stb/stb_perlin.h>
|
Loading…
Reference in New Issue